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
Get Real-Time Stomping
Real-Time Stomping
A macro-flavored RTS
Status | Prototype |
Author | chemicalcrux |
Genre | Strategy |
Tags | 3D, Adult, Furry, macro, Real time strategy, vore |
Languages | English |
More posts
- What's next?Mar 03, 2023
- A bloody good updateSep 10, 2022
- More blood for the blood godSep 08, 2022
- The Big IdeasSep 06, 2022
- Moving to Itch!Sep 06, 2022
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