Bloody footprints, faster macros


The latest preview build includes a couple of new features:

Bloody footprints

A new “debris” system allows for the macro to get stuff stuck to their hands, feet, and so forth. Currently, only the right foot ever gets anything on it.

This causes splatters to be left behind whenever that body part hits the ground, and also puts a visible splatter on the part. Only blood shows up right now, and it only appears if you’ve increased the violence settings from the default of none.

Faster macros

What used to be “normal” is now “lumbering”. The old slowing factor formula was:

(1 + cuberoot(scale)) / 2f

The new one is:

(3 + cuberoot(scale)) / 4f

This makes the scale less important, and makes the macro a bit faster.

Behind the scenes

Damage now comes with some context, like who inflicted it and what body parts are involved. The debris system uses this information to figure out what goes where.

Up next

I need to expand the debris system to cover more parts and support more things (e.g. crunched-up building parts!).

AI will be worked on some more, too.

I think we’re pretty close to a proper Alpha 9 release!

Files

Windows 68 MB
Version 2022-09-06-3507 Sep 06, 2022
macOS 80 MB
Version 2022-09-06-3507 Sep 06, 2022
Linux 79 MB
Version 2022-09-06-3507 Sep 06, 2022

Get Real-Time Stomping

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