Experimental build: Internals, more elaborate animations,


Internals

Internal vore views are back! You’ll see them when you get eaten by Fen in a first-person perspective (as well as by the latex-y equivalent). Remember that you can switch perspectives at any time by hitting the R key.

I’m a lot happier with their implementation than I was back in the legacy version. Internal views automatically appear and disappear depending on your point of view. There aren’t any special “internal” layers that have to be enabled and disabled on the camera. Internals are also a lot closer to being correctly sized – the legacy ones were absolutely huge compared to Fen’s body.

Fen’s throat (and intestines) curve and snake around now – the throat is no longer just a straight line.

One major caveat is that you can’t see your own body (or the bodies of others) in internals right now. I am still figuring out how to animate that correctly. Also, you can’t look around in the stomach. The plan is for you to be able to look and move around a little…but I want most of the movement to come from the guts tossing you around!

Also, the internal views might run poorly on your machine. I’ve got a good idea of why now (way too much math happening on every single pixel on your screen), and I think I know how to fix it, but that’ll need to wait for next week at the earliest.

New moves

Also, the alignment for oral vore is a little bit better now. I switched to using one spline to control the position of different body parts (head, hips, feet), rather than using multiple smaller curves. This made things more consistent.

Bugfixes

  • A button is correctly selected after leaving a scene. Previously, the “Leave Scene” button would stay selected even when it was no longer present.
  • Opening a menu for the first time after entering a scene no longer briefly displays the previous menu. It now immediately resets to the top-level menu.
  • If an entity asked to not have its head rotate, but was also controlled by the player, its head would still turn. The request now works correctly
    • This was breaking the new anal vore animation, and possibly causing problems for other animations
  • Anal vore no longer shows up as “Absorb” on the tooltip

Behind-the-scenes

  • Contexts are different places you can “be” in. Every time an entity is adding or a context changes (e.g. you get eaten), the game had to recalculate a bunch of paths between contexts. Since I’m using contexts more heavily now, I wound up speeding up the search process (thank you, priority queues!)
  • I did some serious work on automatic validation of my scenes and prefabs. I can now click a button and get warned if one of my entities appears to be missing something.
    • So, if the shark is missing an external stomach camera, I’ll get a warning about that!
  • Something I forgot to mention last week: I gave the gryphon character a speed boost, since the current walking animation is…pretty slow! I just turned it down from 100% to 50%, though, because it was getting difficult to actually catch.

Next week

I was not planning on adding internals when I wrote last week’s devlog! Unsurprisingly, that led to a bit of side-tracking.

I’m going to flesh out the internals a little more next week. I also want to do some sound work. Internal sounds should sound more immersive than they do right now, and I’d like some distinct noises for anal vore.

Expect a public build next Friday.

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Comments

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Can you please tell me if there will be a variety of predators, as well as whether CV and UV will be introduced? I'm just really interested in the answers to these questions(((

please!! I would be so into this game if CV was an option

considering most of the games on the creator's website have both of those, those types will likely be added eventually.

Ooooooooo cant wait to try it out!