Hey everyone! I’ve decided to move updates here instead of posting them on the subreddit. I may go back depending on how much I like using this vs the subreddit I dunno. Anyways I’ve got a few FluffGen updates I wanted to share with you guys.
First of all I’ve added visual horns and a placeholder for wings, so now depending on if a fluffy is a pegasus, unicorn, or alicorn, you can actually see the unique features at a glance instead of going into the fluff explorer and finding out what the subtype is through a text display.
I’ve added a water barrel that you can see if you look into the background. This is not completely coded yet but currently four fluffies can drink from it at a time. Further code will allow you to refill it when it runs out of water.
Also I’ve implemented code where Health, Happiness, and Sanity decrease at a solid rate when respective needs drop to zero.
That’s all for right now. I still haven’t released an alpha of this project but we’re getting closer to a release by the day so bear with me a while longer. Thanks and have a great day!
Have you considered modeling long-term damage? it would be interesting if fluffy fights could leave marks like torn ears, docked tails, scars, or if you’re ambitious, reduced mobility or even limb loss. I’m pretty sure in Unity there’s some libraries that can drive that sort of thing on the animation side as well, but if I recall it requires special rigging.