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My very own lith game
My very own lith game






my very own lith game

There’s been layers of redesigning and refining behind the scenes, but most of that falls under “making multiple NPCs actually work.” I hope you’ll enjoy all the little touches of the refined GUI and the expanded gameplay! Fixed issue giving named furries no species Fixed issue letting text display “lock up” occasionally and made visible text log longer Fixed an issue letting players break the game if they click while it’s still “thinking” ~Adjusted Player.log output to be much less “noisy,” should make game run a little faster ~Rebalanced the purchasing of upgrades to be cheaper to initially access, but to have fewer options and be harder to spam multiple upgrades in a row Past that, there’s been a big slew of smaller changes: This can also help you better understand why others act a certain way, so if you’re curious about an action, check its tooltip! Currently the tooltips are written to serve as sort of a secondary tutorial system: they shouldn’t really hold information specific to the current situation so much as an overview for the given choice, what it will do, why you might want to do it, and what effects you should expect it to have. I’m really hoping this will help people understand their options and feel more in control of their situation in the game. Hence the name of this update.Īfter support for multiple NPCs and all the additions that came with that, the second major addition to v0.02 is the new tooltip system. Still, that chaos will be more apparent here. To be fair, these NPCs have far more choices for what to do and what their “goals” should be than you’d usually see in any other game, so a lot of flexibility is required, and I’ve mostly focused in the initial build on just keeping them somewhat reasonable in their actions, even if they’re a bit erratic. That’s why this was my first big expansion from v0.01.Īnd of course, as may grow increasingly obvious as you play this version… the NPCs are still pretty stupid and act quite strangely at times. A lot of the involved systems need to be overhauled and expanded first anyway, but having the baseline of multiple NPCs at once working in the system is an important foundational point for just about everything else I want to get done. So there are fancy things I’d like to do sometime like have multiple penetrations in one hole, overlapping instances of vore, and all sorts of madness like that, but I couldn’t do that for this version.

#My very own lith game update

Now, I wanted to push this update out relatively quickly after the last one, so I knew I needed to go for just about the simplest implementation possible.

my very own lith game

And to make things manageable when it gets a little crazy, you have the new Reject All and Invite All actions as well, to make it clear you want everything from everyone… or want it all to stop. NPCs will also have personal preferences for crowds or smaller events influencing whether they use the new Howl action to try and draw more people in, or if they’ll leave when things get too busy. The GUI has seen a lot of work to let you pick your targets, and some of your actions have been moved to when you “target” yourself since they don’t require targeting anyone else. You can get into big fights, or orgies, or both at once, and the NPCs will build relationships not just with you, but with each other. You can now have as many creatures crowded around you as you like, and you can interact with all of them, and all of them will interact with each other as well as with you. The main focus of v0.02 is to expand the game to allow for multiple NPCs. Right now the big thing you want to know is, what’s new? This release represents a significant turning point in my career, but let’s talk about that later.

my very own lith game

As of this moment, the new version of Project Wild One is going out to my mid-tier supporters! In a couple weeks it’ll open up to lower tiers, and about a month from now the game will be available to the public!








My very own lith game