Version 0.8.0 Public Release!!


IT'S FINALLY HERE!! New physics, new AI, new enemy, new lighting, 9+ months animation for a fully reanimated Mia... there's a lot in this update! As requested I'm gonna start attatching the recent changelog in these devlogs so people can more easily get an idea of what all has changed. I'm going to keep this devlog short otherwise because as of right now, I am completely and utterly SPENT after how much work this update has been. I'm likely going to be taking a week off to spend with family, but after that I intend to get back to work. Patrons have voted the next beta builds will focus on new base mechanics/platforming mechanics/vore mechanics and new gene editor perks, but after that I'll be looking at new levels, new enemies, a proper rework to the blind drake, and the beginnings of the story as well as a tutorial area to better teach all the game mechanics. I definitely don't intend to ever have such a long period between updates ever again, either on patreon or with public updates - the reason this particular one took so long was because Mia has some 4,000 frames of animation, and redoing them all is no small feat. I don't anticipate any more crazy levels of animation changes to delay things like that in the future, so updates should be more frequent going forwards!

Thank you all for your patience, and thank you for your support while I put together this odd game :)

v0.8.0

Major changes:

~ SAVES FROM PREVIOUS VERSIONS WILL NOT WORK. IT WILL TRY TO LOAD OLD ENEMIES USING OLD SYSTEMS AND WILL CRASH THE GAME.
+ Revamped ALL the player sprites at the cost of my soul, again :')
    ~ another thank you to AbsoluteVL for assisting in finalizing the new design!
+ added a few other minor new player animations
+ Created a simple and advanced lighting system  - simple is enabled by default due to advanced being performance heavy
    ~ player personal light can be toggled with "L"
+ added alien serpent enemy into the game, original sprites  courtesy of Redfrog!
+ added several new vore sfx, several courteously provided by The Tum of Rayne
+ wrote new render checker scripts
+ reworked and overhauled detection/perception system
+ reworked and optimized melee attack system
~ increased gravity, increased move speed, increased jump velocity and tweaked momentum multipliers to improve game feel
~ increased camera tracking speed
+ rewrote and optimized enemy code to a state machine as the player now uses
+ enemies now have a searching state
+ added a "sonar ping" effect to let players know when/where an enemy has heard them (can be disabled in settings)
+ Created navigation scripts and added advanced pathfinding to enemy AI
+ added a blocking state to sentries
+ added a charge up period to dasher's ground attacks
~ Dasher air attacks will now be a weaker, shorter, faster slash
+ added a reload cycle to missle mechs
~ missile mechs now use the same detection system as the rest of the enemies, rather than raw proximity
+ optimized so many scripts
~ rewrote and optimized collision system to account for engine update and inclusive coordinate system with floats
+ added more collision code to handle sloped terrain in the future
- Blind drake has been temporairly removed to prevent crashes as it needs its own resprite and overhaul to its code and behavior to act more like a mini boss


Minor changes:

+ added new passive digestion sounds based on indigestion level
+ indigestion level now affects Mia's sound emission
~ Reduced darkness of lighting systems
~ Augment mass now deals extra damage based on how many prey Mia is carrying
- removed knockup from Sentry and Dasher attacks
~ resynchronized several sound fx
~ slightly narrowed the serpent's hitbox
~ adjusted dashers to now require 3 shots to stun
+ added a toggle for screenshake in settings
+ cleaned up sentry and dasher sprites/animations and added a few new ones
~ increased noise emitted by shooting by ~40%
~ Re-opened a hidden vent in level 2 that was accidentally blocked off
~ reduced invincibility frames after taking a hit to 60 (was 100)
~ reduced fullness melee damage multiplier to 15% per prey (was 20% per prey)
~ reduced time upgrade machine takes to complete by 50%
~ regurgitated enemies will now be set to the knockback state
~ slightly lowered height of player punch hitbox
~ updated readme with debugger functions and other relevant information


Bug fixes:

~ fixed countless issues with collisions
~ fixed a bug that caused a crash when attempting to swallow projectiles with no stamina remaining
~ fixed an issue where manual digest with 3 prey did not loop correctly while prey was still active
~ fixed a slight error with swallowing projectiles that didn't account for stamina cost
~ fixed a rare error that would cause the player to die when transitioning levels
~ fixed a positioning error with full3 indigestion
~ fixed an issue where the wrong regurgitate animation was used after struggle contests
~ fixed numerous animation inconsistencies relating to full3
~ fixed an issue that allowed clipping through walls with full3 crouching
~ fixed an issue where forcecrawl would trigger in areas with low ceilings while carrying 3 prey
~ fixed an issue where the sentries couldn't hit the player while they were crawling
~ fixed issues where the new knockback poses weren't displaying properly
~ fixed a bug where a few frames of manual digest would be skipped while digesting the serpent
~ added a crash preventative for in case the players escaped map boundaries and left the game running
~ fixed a rare frame perfect bug that could cause the player to be both eaten and not at the same time
~ fixed an issue that causes a looping sound bug when enemies got hit by a shot after KOing the player
~ fixed a bug that allowed the player to be shot by missile mech missiles while eaten
~ fixed a slight issue where the regurgitate anim would play without regurgitating a prey when there was no room to regurgitate a prey, such as when against a wall
~ fixed a bug that kept prey that was currently being swallowed from being regurgitated upon taking a hit
~ fixed a bug where melee with 3 prey at with high dexterity levels could allow infinite speed buildup
~ fixed an issue where enemies would jump continiously when against a wall they couldn't get over
~ fixed an issue where acid drips would render over the gene editor menu
~ fixed an issue where the player could duplicate when being eaten by the drake while eating another enemy
~ fixed an issue where drain vitality could be exploited for infinite health during struggle contests

Files

Pro GL v0.8.0.zip 64 MB
65 days ago

Get Project: G.L.U.T.T. v0.8.0 alpha

Comments

Log in with itch.io to leave a comment.

Found a bug!

I was about to go into struggle contest, i jumped and then dashed into a wall in the vertical climb back from the final section. The struggle contest started mid-dash and Mia turned invisible and clipped through the entire map (I was on the second level) allowing me to freely glide left and right below the map after the struggle ended. I still had full control of Mia as if I was in the air after using a dash, she was just way offscreen.

Keep up the good work!! Love this project and can't wait to see it turn into a full game.

I kinda wish the lamia could handle us at larger sizes.

Hey DraconicSyntax, have been a longtime fan of this game and intend to continually be one, however this version of the game is not optimized very well. My PC runs just about anything I throw at it, DOOM Eternal and Cyberpunk 2077 included at best graphical settings, with 60 frames or more, but this current version will never sit at any higher than about 15-17 FPS. Not intending for this to come off as a complaint, merely just a notification. Love your work and greatly appreciate it!

Weird, it works just fine for me, no lag whatsoever, but my PC struggles with beefier games like what you mentioned.

WOOOOO AW YEAAAAA
The vore shall commence again...

wooooooo lets fucking gooooooooo

Happy to see ya on it again. :)