Bubbling [Engineering build 0.3.7ap] (Patreon)
Content
A very merry Christmas and a splendid new year to all of you! I know you're itching to know so I won't keep you waiting for an answer: no I did not add a Santa hat to the game, that would be blasphemous, and also too late because it's already the 31st. To find out what I did add this month however, keep on reading:
Cum meter, sensitivity
See your life fluid boiling over in real time! The game has always tracked HD-dude's arousal state and made him auto-bust at the appropriate time, but this was so opaque that I wouldn't blame you for not realizing it. You can now see exactly how close to nutting you are and control the sensitivity to stimulation from the in-game menu. How exactly arousal builds up has also been given a sorely-needed overhaul and it now takes into account all the factors you would expect (speed, depth, etc.)
P.S. you can also turn off the cum meter from the sidebar menu if you prefer to be taken by surprise
P.P.S completely procedural material, just saying
Cum optimization
In previous builds, you may have noticed a lag spike at the very moment of ejaculation. This was due to the game spawning in a whole load of physics components all at once, and was obviously no good. The game now spawns an invisible pool of cum actors at launch from which to take at the required time. I don't think this has 100% corrected the issue but it should be markedly improved.
Tessellation
Tessellation automatically adds more polygons to a model after it's been loaded onto the GPU. The amount of polygons added is generally controlled by how close the player is to the model in question. This technology is generally relegated to the likes of triple-A games for things like piles of leaves on the ground. If you ever played a game and came away thinking "fuck that was a lot of leaves", that was probably tessellation doing that.
We can however make use of tessellation for something else. If we turn off leaves mode, tessellation just smooths out the sharp edges of a model. We can achieve almost impossibly smooth anime DSLs without me having to make HD-chan's model all over again.
P.S. you can turn off tessellation from the "shading model" dropdown in the sidebar menu settings tab
Sound
Sound effects are now more closely linked to specific motions and events. This should make the overall soundtrack feel more like a reflection of what is actually happening and less like an assortment of random squelching noises playing over an unrelated blowjob. The number of different sound effects has also been increased. Doing stuff with sound effects is weirdly interesting so expect more development in this area as I learn more about it.
Teeth
HD-chan has new teeth! Honestly sometimes I don't know what my problem is. This is a game explicitly about intense mouth action and until this point HD-chan's teeth have been vaguely off-white lumps of chewing gum made up of about 4 polygons.
Outlines
This update changes the way outlines are rendered. They no longer get overly thick and messy when viewed close-up and generally look cleaner and crisper. The downside is that there isn't really an easy way to adjust the thickness anymore so for the time being I'm afraid this option has been disabled.
Resistance
The way the game calculates and affects resistance to penetration has been tweaked slightly, and you can now change the resistance from the sidebar menu.