This podcast episode is the first to use the new name, and it mainly describes a departure from the "pounce" approach to resolving predator-prey conflicts. Pounce turns out to be much more difficult to realize than expected, due to how accurate the launch timing has to be, but fortunately I literally stumbled upon a more interesting way of interacting where the predator catches up to its prey and sticks to it, nibbling at its energy supply. There's a social advantage to this because it means that two players will spend time in a sustained conflict rather than one that is instantly resolved upon impact.

The latest movie is here below, and it can also be found on the new website at http://www.tetragotchi.com. No audio yet, but I'll add an audio track to the next movie. This is going to be a good way to introduce the game!

More news in this podcast: Heads-Up text right on the graphic screen, hub-and-spokes network model, and the nice rendering of the directionality of the tetragotchi body which actually always shows which movement gene is currently activated.

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