Weekly Happenings -- Week 33
5 years ago
I've started doing field recordings again. Although much of them will be general foley work, there'll definitely be some useful vore content as well.
You can find me on Freesound. I'll probably make submissions for any major batches of vore sounds; for now, I just have some old sounds of stroganoff being stirred (try slowing it down for some deeper slime).
Bit of a lighter week for Feast, but there's still be seen some good stuff happening. I've implemented a new AI system, which assigns weights to all of a creature's available actions based on a collection of deciders. For example, the current default AI will avoid passing, surrendering, and releasing prey.
All action conditions can now be described, so the game can explain exactly why certain actions are available to you. I'm not sure if I want to have the game show every action you can't perform, since that could get messy. I might make that an option, along with the verbose explanation of every single condition!
Digestion now happens passively during combat; you don't have to actively digest prey every turn. I'll need to muck around with balance for this.
There are werewolves now. Hot.
I'm still figuring out exactly how a game-over state will be handled, but for now, getting destroyed (either digested below 0 health or having negative health of a greater magnitude than your maximum health) will prompt you to respawn in your home.
One problem with the current system is that you'll permanently lose a bit of mass, since the predator will slightly absorb you before the game decides it's time to respawn. I suppose it is reasonable to deduct some size from the player when that happens, especially since you can gain it back by eating a rando.
That's another issue that will need some balance work. You can just eat nerds for an hour to get incredibly large, making you impossible to eat. Perhaps I'll give each creature a base size that determines how much mass they can reasonable gain; your base size will only increase through consumables and progression.
Balance is hard! I'll figure that out as I go.
You can find me on Freesound. I'll probably make submissions for any major batches of vore sounds; for now, I just have some old sounds of stroganoff being stirred (try slowing it down for some deeper slime).
Bit of a lighter week for Feast, but there's still be seen some good stuff happening. I've implemented a new AI system, which assigns weights to all of a creature's available actions based on a collection of deciders. For example, the current default AI will avoid passing, surrendering, and releasing prey.
All action conditions can now be described, so the game can explain exactly why certain actions are available to you. I'm not sure if I want to have the game show every action you can't perform, since that could get messy. I might make that an option, along with the verbose explanation of every single condition!
Digestion now happens passively during combat; you don't have to actively digest prey every turn. I'll need to muck around with balance for this.
There are werewolves now. Hot.
I'm still figuring out exactly how a game-over state will be handled, but for now, getting destroyed (either digested below 0 health or having negative health of a greater magnitude than your maximum health) will prompt you to respawn in your home.
One problem with the current system is that you'll permanently lose a bit of mass, since the predator will slightly absorb you before the game decides it's time to respawn. I suppose it is reasonable to deduct some size from the player when that happens, especially since you can gain it back by eating a rando.
That's another issue that will need some balance work. You can just eat nerds for an hour to get incredibly large, making you impossible to eat. Perhaps I'll give each creature a base size that determines how much mass they can reasonable gain; your base size will only increase through consumables and progression.
Balance is hard! I'll figure that out as I go.