Sunday, December 9, 2018

gardening and shit

with the major problems of v0.2 solved, it's time to plant some grass.

as it turns out, planting some grass is fucking hard! it took me over an hour just to figure out how to not get unity caught in an infinite loop, and even then, the grass just kinda grew underground like the disgrace it was.


then, it grew in the sky. but soon, i figured it out.


there we go! now, all i need to do is make a bunch of different plants instead of just grass.


man, this game is really starting to come to life! also, the red flowers are fatal if ingested, which leads me to the fact that fluffies can eat all of this stuff! some of it even gets them baked, or at least it will after i program it in. after i got the plants up and running, i started setting up variables for a poison script, but went back to the main plant script after remembering not to get ahead of myself. i wrote a quick little bit that essentially ties an invisible food object to the plant. if the plant tile is ever destroyed, the object deletes itself, and when the object is deleted, it deletes the tile under it as well.

along with the same food script used for dishes, but with a variable checked to cause it to delete itself when it runs out of uses, this script was put into a prefab, essentially a blueprint for an object, and the object in this prefab was modified accordingly and dropped on top of every plant spawned by the parent script.

after deleting the obligatory 'fuck you' i lovingly insert into every script for debugging, as it was no longer needed, i implemented all the shit i just got done talking about.


it's funny, because he ate red flowers and would be screaming and bleeding out of his ass if i had implemented poison before testing this. this red stallion is the first truly feral fluffy, running around in my world and surviving without my help. it's a lot more interesting to watch when the fluffies are actively exploring the world around them in search of food, instead of just congregating in the same spot. at first, my two fluffies drifted apart, unable to find food in the new world. eventually, however, they found each other again.


the happy reunion between these two fluffies quickly went sour as an extended session of special huggies turned into the sex-starved stallion repeatedly raping the mare, at one point while she was giving birth. the mare gave birth to two litters in this abusive relationship before running halfway across the map. it could be interpreted as the mare running away from her horrible friend, but it was actually because the area of the map inhabited by the fucked up family had run out of food.

the mare and several foals found an area with more food, while the stallion and a few other foals remained in the overgrazed part of the map, trying to scrounge up whatever they could. the mare had her third litter, and the stallion soon found her again. just like in the aftermath of their previous separation, she was raped repeatedly.


eventually, the fluffies ran out of food and started starving. i felt bad for them like the hugboxer i was, and built a little house in the corner of the map. i soon decide to just let nature run its course, but you can't delete food bowls in this version of the game, so i decided to use it as a house for the alicorn that was eventually born when the foals grew up and started raping each other. as that alicorn lived its relatively pampered life in a shit-covered room by itself, the first deaths happened.


notice the weird corpse. guess i forgot to change the script back after i got done fucking with it. two corpses on the ground turned into five, then eight, then twelve. i counted twenty-four corpses and fifteen more in the making. in the end, besides the alicorn i decided to coddle, only three adolescent fluffies remained, two fillies and a colt. i could have let these fluffies repopulate, but instead, i chose to end their world.

after that half-hour session of fuckery, i fixed the weird corpse joints and added poison to the game, spending no small amount of time writing new lines for fluffies under the effects of weird plants. with poison added to the game, i start a new feral test, this time with ten fluffies due to the fact that poison was limiting their population. then, i stopped that one and started a new one, because i accidentally made the poison way too strong, and fluffies were dying within seconds of eating poisonous plants.

as my starter fluffies wandered around, i waited. soon enough, fluffies started to eat the deadly plants, and i immediately saw results.


this fluffy ate some red flowers and suffered from hemorrhaging.  then, she ate the red berries shown in the picture and started vomiting. then...


two fluffies survived, both mares, one of them completely annihilated on some kind of drugs. the plants were probably too harsh on them, but regardless, i started another test. three survived, one of them a pregnant mare having lots and lots of diarrhea. she died, as did both of the others. i firmly decided to tone it the fuck down.

the fluffies in the next run were just as bad in terms of behavior as all the others, raping each other, giving themselves red flower poisoning all day, and wondering why they were so miserable.


amidst the death of the entire group once again, there were fluffies getting absolutely fucking toasted and eating dirt. this never really changed.

the next test, with all the poison levels halved, did significantly better in that a litter of foals were born, but everyone still died. i encountered this mare...


...who was so incredibly high that it had quite literally immobilized her. even as she got raped by a passing stallion, she zoned out, dying shortly after. oh, well. it was hilarious while it lasted.

in my last test, it's similar to what happened before poison, but slower... fuck it. fluffies shouldn't even be able to survive in the wild.

2 comments:

  1. At least your Fluffies are living up to the "too stupid to live" headcanon. I'm amused. Now I'm gonna start spitballing, so feel free to ignore the rest of this.

    The poison feels like something that should wait until the AI can learn a bit. So Fluffies with a higher-than-average IQ avoid eating them after watching their friend die horribly. And maybe Fluffies that are relative geniuses will tell their dumber compatriots to not consumer the death flowers, while the dumbest eat it anyway.

    And this seems like the perfect opportunity to have their copious amount of shit be useful! Or delete itself on grass tiles.

    The idea is that if there's shit on a normal grass tile, after some amount of time it'll despawn with a (low) chance of a random plant growing and a (high) chance of nothing happening. If they shit on top of a plant tile, when it disappears there's a (high) chance that plant will spawn next to their parent and (low) chance that nothing will happen.

    This should keep ferals from starving themselves out. Though I do recommend shit-to-plant spawn be on the same timer as your fluffy's hunger bar.

    Plain shit = by the time a full Fluffy's hunger bar is gone, the plant dice rolls.

    "Fertilizer" = By the time half a fluffy's hunger bar is gone, the spawn dice rolls.

    Then again, the spawn timer part would need to be tweeked with play testing, since the idea of feral herds starving themselves out long enough for the world's plants to regen is pretty fun. The timer would have to be longer than I recommended if canniblism gets implemented, just so things aren't too easy on the pig hamsters.


    Excuse me, this update post got me a little excited.

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    Replies
    1. i actually thought of something like that while i was working on this! i might do it if i ever get around to giving fluffies the ability to tell the difference between foods.

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