Video shows the summary, text shows the technical
This week:
Uppies
Food Mechanics
Uppies
So you can now pick up your children by just going over to them and left clicking. If you hold left click you begin charging a throw in which you can then aim anywhere and release to send them flying. Nothing happens if they land on the ground, they just get back up.
Much of the heavy legwork for adorableness was done by jiggle bones on top of an animated rig. So the head and little legs wiggle as you move them around.
This feature is also extremely useful for moving each child around in case they get distracted or lost.
Now for some lore because it's awkward to call them "children" all the time: All the children are female, in fact, the entire race of half-wolf half-humans (kemonos) in this game are female. This is purely an evolutionary reproductive trait to easily lure non-kemonos (humans) and have them take care of them, and reproduce indefinitely. That's the universe of Family Time.
Food Mechanics
By now you should get a feel for the direction this game is going: You need to look after these wolf girls; feed them, shelter them, protect them, and if I can figure out a non-memory intensive solution, dress them. But that bit is for much later.
You can pick up chickens and chicken drumsticks too, and if a wolf girl is hungry, they will follow you and yap.
The first iteration of the hunger cycle is complete: hunger rises over time -> triggers instinctive food behaviors -> they search and maim chickens -> they eat chickens -> hunger resets! Rinse and repeat.
Now a lot of people have been hounding me for a demo and I am aiming for a demo August 7th. It will have basic shelter mechanics and sleeping mechanics. That will be version 0.1. A great starting point for the game.
This has been a blast developing. I like to think it's some of my best work.
Stay tuned!