Weekly Happenings -- Week 32
5 years ago
This was almost on vore day. Oh well.
As you may have already seen, I've properly announced the re-development of Feast. I've gotten some very useful feedback (and screenshots of broken menus).
The game now has a profile screen, which shows your items, stats, and prey. I've covered the usual bases with items -- key items that don't do anything by themselves, consumable items that can be used (currently indefinitely, out of combat...) to do something, and equipment that can be held to give you new actions or to reduce the damage you take.
Your current prey appears in a little view for each contain. They (or, at least their names) squirm around a bit, and disappear once completely absorbed.
The basics of an AI system are now implemented; right now, there are only two types: random, which just picks actions at absolute random, and vore, which picks vore moves if they're likely to succeed. This will be getting significantly more work once I figure out how it's actually going to function.
Unbirthing has been added. Both it and cock vore are "two-stage" -- there's an outer container (slit, cock) and an inner container (womb, balls). By default, prey gets automatically pulled into the inner container once it's dead, but that can be overridden to allow for some fun stuff like CTF.
The UI has been smoothed out a bit -- it should be scaled down on mobile, making it less tightly packed, and I've given some more room to the action buttons in combat.
Size-shifting has been introduced, with
aeznon's Geta now available to shrink (or be shrunk by). Size is based entirely on mass; digesting a creature claims its mass for yourself, and growth/shrinking effects will scale your mass up or down appropriately. Having more mass than your opponent gives you an advantage in vore-related checks, and the capacity of your containers (e.g. your stomach) depend on your mass.
kuroodod's lion is returning from the old version of Feast, once again here to bully tiny players who wind up in dark alleys. I do need to make him actually shrink the player...
None of this is balanced yet, obviously.
There's now a debug room to the south of your home, which lets you meddle with your stats and size. I've also introduced currency, so you'll eventually be able to steal money from people you've devoured and use it to buy sandwiches.
So yeah -- the next big step looks like it's going to be AI. Once that's working, I'll be adding a bunch of generic enemies so that there can be some variety (and, perhaps, some progression!)
As you may have already seen, I've properly announced the re-development of Feast. I've gotten some very useful feedback (and screenshots of broken menus).
The game now has a profile screen, which shows your items, stats, and prey. I've covered the usual bases with items -- key items that don't do anything by themselves, consumable items that can be used (currently indefinitely, out of combat...) to do something, and equipment that can be held to give you new actions or to reduce the damage you take.
Your current prey appears in a little view for each contain. They (or, at least their names) squirm around a bit, and disappear once completely absorbed.
The basics of an AI system are now implemented; right now, there are only two types: random, which just picks actions at absolute random, and vore, which picks vore moves if they're likely to succeed. This will be getting significantly more work once I figure out how it's actually going to function.
Unbirthing has been added. Both it and cock vore are "two-stage" -- there's an outer container (slit, cock) and an inner container (womb, balls). By default, prey gets automatically pulled into the inner container once it's dead, but that can be overridden to allow for some fun stuff like CTF.
The UI has been smoothed out a bit -- it should be scaled down on mobile, making it less tightly packed, and I've given some more room to the action buttons in combat.
Size-shifting has been introduced, with


None of this is balanced yet, obviously.
There's now a debug room to the south of your home, which lets you meddle with your stats and size. I've also introduced currency, so you'll eventually be able to steal money from people you've devoured and use it to buy sandwiches.
So yeah -- the next big step looks like it's going to be AI. Once that's working, I'll be adding a bunch of generic enemies so that there can be some variety (and, perhaps, some progression!)