In addition, considering there will never be any form of doll AI, the zombies would just flop to the ground like every other doll. The trout and marlin are fake, and you can’t hurt the bees, so don’t go there.)Īs mentioned above, dolls don’t contain any organs, so there are no brains to infect, nor organs for the theoretical zombies to consume either. This has been set in stone from day one, and will not change. Same as above, with the addition that animal ragdolls would simply be on a completely another level of horrible compared to traditional faceless ragdolls we see everywhere.Įven if adding additional dolls were easier, this is a line I would never cross. In addition, different types of ragdolls would require TONS of balancing to make everything work spotlessly. Additional ragdolls would break this design philosophy and generally complicate things too much. The game has always been designed around a ragdoll that is as faceless and featureless as possible. Organs do not fit in the picture design-wise, and will never be added.
![mutilate a doll 2 silvergames mutilate a doll 2 silvergames](https://i1.silvergames.com/screenshots/mutilate-a-doll-2/gameplay.jpg)
![mutilate a doll 2 silvergames mutilate a doll 2 silvergames](https://i1.silvergames.com/screenshots/stick-squad-2/menu.jpg)
I’ve wanted to keep the gore as neat and as simple as gore can get since day one, and decided to stick with the bloodbag lore mentioned above. This is a design decision, and while there would be technical hurdles as well, they’re not worth mentioning since organs are a non-starter in the first place. Lore-wise dolls are senseless fleshbags filled with a blood-like liquid, that contain no organs, and most definitely don’t have any sort of capability to think or act.ĪI or direct control will **never** be added in any shape or form. The whole premise of the game has always been about mutilating senseless ragdolls, adding emotions or actions doesn’t fit in the picture in any way. **Ragdoll Artificial Intelligence (AI) / Feelings / Emotions / Movement / Walking** These are things that will never change, because they do not fit in the game. The system was never built to support multiple bodies per item, and the end result in MaD1 is very dodgy (as clearly seen with saving chains for example.)Īs seen in MaD1, there are several issues with the ragdoll2 (namely: damage and stability issues, plus floating bodyparts.) and it is not worth reimplementing due to its complexity. Simply too much of a pain to manage both state-, and save-wise. It’s not an official part of the physics engine version MaD2 is built on, so tons of workarounds are required to implement it in the first place, and a ton more to make it work with all the non-physics systems (particles, temperature, etc.) Water was amongst the first things I scrapped when I started making MaD2 because it’s so so so dodgy. There’s just no way I’m putting myself through the messy updating process of the original, where adding one thing broke three other things because it was put together so shoddily. Some of the systems in the original, while kind of amusing, were horribly hacky code-wise and a PAIN to upkeep. MaD2 is a brand new game, and while it sports the same premise as the original, it is very different - and always will be. # Not everything from MaD1 will be added.
![mutilate a doll 2 silvergames mutilate a doll 2 silvergames](https://i3.silvergames.com/screenshots/ragdoll-fighters/gladiator.jpg)
Unbreakable was split into two separate properties for flexibility, toggle **Uncuttable** and **Resist Breaking** to replicate the previous Unbreakable property's functionality.
![mutilate a doll 2 silvergames mutilate a doll 2 silvergames](https://www.4j.com/thumb/201608/Don-T-Whack-Your-Teacher.jpg)
It’s a long list so using the search functionality in your browser is recommended to research something specific. The few sections below outline a ton of frequently suggested content that’s been rejected for one reason or another, or is simply not feasible to implement.