Changelog:
- I ran into some issues with the old shaders I was using, so I decided to completely overhaul all of the shaders, materials, and lighting throughout the game. These "updated graphics" are not representative of the final game (content development is phase 3, and polish is phase 4), but I am curious to hear if people prefer this style or the old, toony style.
- As a reminder, optimization is one of the very last steps in the game development process (part of phase 4), and these development builds are NOT fully optimized. With that said, however, I have made a handful of non-trivial optimizations in this build, especially related to physics and inverse kinematics. This has significantly reduced the CPU time per cycle, especially on the character selection screen and scenes where multiple characters are visible. In my stress-testing benchmarks, I was able to push my framerate from 18FPS to 52FPS. I am curious to hear how the game performs for everyone else - especially those of you who were previously CPU-bound.
- There are no new sexual interactions in this build. As a reminder, we are still in phase 1 of development, which means I'm still setting up the core systems and frameworks for the game before I start adding a lot of content/gameplay. Most of the sexual interactions will be added in phase 2, and most of the toys/gadgets will be added in phase 3.
- The shopping framework has been implemented. Currently, there is only one shop accessible: the requisitions shop. You can open this shop by speaking to your requisitions officer, down by the garage. From there, you can order new lab equipment, lights, and furniture.
- The delivery/queue framework has been implemented. After placing a shopping order (or eventually, a crafting order), the order will be delivered after a variable amount of time. You can pick up finished/delivered orders at the appropriate crafting station, or in the garage.
- The lab editing framework has been implemented. You can access lab editing mode by speaking to your requisitions officer, or by pressing L while you're down in the lab.
- As part of the lab editing framework, you can now unlock, purchase, and place new lights in the testing rooms. These lights can be controlled via Lighting Control Panels.
- Additional music has been added to the game, and volume levels have been tweaked. Music is now a bit louder, by default. Its volume can still be adjusted independently, if you prefer quiet / no music.
- Specimen is now capped. You can increase your maximum specimen capacity by placing Specimen Coolers anywhere in your lab.
- A handful of animation and display improvements have been made.
- Fixed a handful of bugs. http://furry.science/bugs/changelog_page.php
- Several new bugs have likely been introduced in this build, because of the changes described above. Please continue to report bugs at: http://furry.science/reportabug
Download Links:
WARNING: The links below contain ADULT CONTENT, and should not be accessed by minors or anyone who cannot legally view said content.
MAC/LINUX USERS: I have absolutely no idea if these builds work. I plan on getting my hands on proper testing rigs at some point, but for the time being, I'm just shooting out blind builds. Please let me know if you are able to get the game running.
WINDOWS 64-bit: https://dl.dropbox.com/s/ad3kf1d6k93zl6k/WIN64.zip
WINDOWS 32-bit: https://dl.dropbox.com/s/drxiwalv776fgbo/WIN32.zip