Update with excellent improvements. Dialog boxes and facial expressions make the giantess character more alive. Drop zone instructions light also make it easier to find the location of the drop zone.
A small bug, when the drop zone is covered by the dirt because it is stepped on by the giantess, the drop zone cannot be activated.
Additional feature suggestions such as.
1. If the giantess exceeds 1000 or is so large that its feet cover the entire village, the giantess will step on you and will be the end of the game.
2. New penalties are not only stepping, additional ones such as butt crush, grab or others
after playing the latest update i would suggest for the last week of development that you work on a punishment/gameover system if you want to keep the revive system. even if its simple for now and just to test things. going back to my previous post, to make a simpler concept, when shes too big you set a timer and spawn escape areas (could maybe be the drop offs for now). Then she can teleport or walk to the edge of the village, grow huge then do the the shrink house crush animation on the village when the timer runs out.
I also suggest fixing the knees on the GTS when shes stomping around if possible.
tbh it seems like you have your hands full with adding the rest of the stuff for the next update and fixing the issues from this update, so i would say focusing on that would be best if thats the case.
Big fan of these changes, though I think the "lore" presented in the intro probably needs some more time in the oven (not that it has to be anything particularly complex). Still, the chibi sprites and dialogue overall are extremely welcome. If you add some dialogue lines for when she grows? Mm -- that'd be most excellent.
The change to the food drop-off points is very nice -- I like the diagetic nature of the new models and the food performing a few swirls around the target before being collected. At this point, though, should it really just be food? If it's not going to collect into a big basket for the giantess to eat, maybe it should be items of various kinds in addition to just food.
The changes to the shrink houses are welcome. At the very least, thanks for making the shrink animation happen more visually separately from the player getting tossed inside the house -- small change; world of difference. The jump pads are also better than climbing the book-platforms, though you could probably re-implement a few book-platforms, too. Maybe there could be an extra red crafting stone nestled up upon a small chandelier or something, tempting the player to spend extra time in there. The giantess's teasing when using the shrink house is very good, too.
And of course, the alternate growth animation is most appreciated. This is something that needs even more attention, as the effect cannot be understated of giving more variance to that. It's so much better even with just a second animation. Speaking of growth, the game crashed for me the moment she hit 1350 meters tall. Yes, yes, I know she's not meant to get that big, but I was curious how big she could get before things genuinely started breaking, so I used CE for infinite crafting stones so I could keep making her grow using magical resonance and repeatedly healing my shield. Even if it's unintended, I can't deny how nice it is to see her keep getting bigger and bigger as she looms up there...
Something fairly minor that I keep forgetting to suggest every time I make a feedback post: please put the game files inside a singular overarching container folder inside the zip file, thank you.
First off I LOVE the Personality addition. Her expressions and dialogue are really cute and portray that friendly but playful and smug personality great. I really like her teasing, like with the shrink house or after you upset her with the statue. She definitely needs some dialogue for growing and crushing. ALSO the freakin chibi in the dialogue box is awesome, who drew those? All in all, shes really coming to life AND SHE TALKS NOW!!!
The intro was great, it really ties the basis of the game together. its short and to the point, it allows new players to understand what they are supposed to do and adds a nice little flavor of story to the game.
The new drop offs are really cool, the effects look great and im appreciating the signal to its position more than I thought i would. Its nice not wandering around for a long time or trying to craft a map all the time, although it does devalue the map for now. Now i have to say the new drop off conduits are well made and their fitted decently into the lore right now but it is a shame that they appear to be replacing the food basket idea, which i was quite fond of.
The shrink events are nicer now with the jump pads and different rooms, although they may be on the easier side now and if we are doing the revive system they could probably afford to be harder.
Its possible for you to softlock inside at least one of the shrink trap houses, thanks to the fact that the door opens when you collect all keys. Maybe for a quick and dirty solution, make the door collision disable after "winning".
Edit: Also if you're looking for a "game over" state, you could always take a cop-out and have an in-game day time limit. Something like 3 day/night cycles, and dying progresses the timer <X> amount of hours. If you go this route, I would have it so respawning doesn't reset the giantess's growth as it does now.
My game got stuck "DeterminingLootZones" loading into a level, I also just disabled the new high quality terrain option. I loaded in on my second try though. This is what i picked for the level: View attachment 5075890
DeterminingLootZones sounds like the game failed to spawn the minimum amount of loot zones. I wish that I put a seed number of that screen. Well, I'll see if I can recreate it.
Update with excellent improvements. Dialog boxes and facial expressions make the giantess character more alive. Drop zone instructions light also make it easier to find the location of the drop zone.
A small bug, when the drop zone is covered by the dirt because it is stepped on by the giantess, the drop zone cannot be activated.
Additional feature suggestions such as.
1. If the giantess exceeds 1000 or is so large that its feet cover the entire village, the giantess will step on you and will be the end of the game.
2. New penalties are not only stepping, additional ones such as butt crush, grab or others
I didn't expect the drop zone to be engulfed by the footsteps, but that makes sense looking back. Thanks for the report.
I'll look into adding more forms of punishment in the future. I think I'd want to start with butt crush since it's just her sitting.
after playing the latest update i would suggest for the last week of development that you work on a punishment/gameover system if you want to keep the revive system. even if its simple for now and just to test things. going back to my previous post, to make a simpler concept, when shes too big you set a timer and spawn escape areas (could maybe be the drop offs for now). Then she can teleport or walk to the edge of the village, grow huge then do the the shrink house crush animation on the village when the timer runs out.
I also suggest fixing the knees on the GTS when shes stomping around if possible.
tbh it seems like you have your hands full with adding the rest of the stuff for the next update and fixing the issues from this update, so i would say focusing on that would be best if thats the case.
Big fan of these changes, though I think the "lore" presented in the intro probably needs some more time in the oven (not that it has to be anything particularly complex). Still, the chibi sprites and dialogue overall are extremely welcome. If you add some dialogue lines for when she grows? Mm -- that'd be most excellent.
The change to the food drop-off points is very nice -- I like the diagetic nature of the new models and the food performing a few swirls around the target before being collected. At this point, though, should it really just be food? If it's not going to collect into a big basket for the giantess to eat, maybe it should be items of various kinds in addition to just food.
The changes to the shrink houses are welcome. At the very least, thanks for making the shrink animation happen more visually separately from the player getting tossed inside the house -- small change; world of difference. The jump pads are also better than climbing the book-platforms, though you could probably re-implement a few book-platforms, too. Maybe there could be an extra red crafting stone nestled up upon a small chandelier or something, tempting the player to spend extra time in there. The giantess's teasing when using the shrink house is very good, too.
And of course, the alternate growth animation is most appreciated. This is something that needs even more attention, as the effect cannot be understated of giving more variance to that. It's so much better even with just a second animation. Speaking of growth, the game crashed for me the moment she hit 1350 meters tall. Yes, yes, I know she's not meant to get that big, but I was curious how big she could get before things genuinely started breaking, so I used CE for infinite crafting stones so I could keep making her grow using magical resonance and repeatedly healing my shield. Even if it's unintended, I can't deny how nice it is to see her keep getting bigger and bigger as she looms up there...
Something fairly minor that I keep forgetting to suggest every time I make a feedback post: please put the game files inside a singular overarching container folder inside the zip file, thank you.
I believe this is what they mean when they mention "fixing" the knees. When she's at the apex of her step, the back of the calf clips through the middle of the thigh, and the knee cap becomes sharp, pointy, and clips into itself.
Edit: I do have another mapgen bug of my own to add. In the below video of seed 759648637 on the largest map size, the food extraction point managed to spawn inside of a house. View attachment Extraction Point in House.mp4
I think when you enter the shrink house, it might be difficult to get the key to exit. So, could we add the function of climbing the boxes to reduce the difficulty?
I caught a video of the crash happening when the giantess gets "too large". It appears to only occur when the giantess footstep tried to modify the terrain around the edge of the map (index out of bounds?). Also little extra bug report, the giantess can still grow after winning, and will play the win sound effect again. View attachment Edge of Map Crash.mp4
I believe this is what they mean when they mention "fixing" the knees. When she's at the apex of her step, the back of the calf clips through the middle of the thigh, and the knee cap becomes sharp, pointy, and clips into itself.
Edit: I do have another mapgen bug of my own to add. In the below video of seed 759648637 on the largest map size, the food extraction point managed to spawn inside of a house. View attachment 5078298
I like the idea of explosions inside a house, especially in the shrink houses. Though not on my list currently.
I will probably not make her start smaller. It's more of a time and code issue. I will also not have growth events like if she grows inside a tunnel. It's also a time and animation issue. It will take too much time to get it right.
I think when you enter the shrink house, it might be difficult to get the key to exit. So, could we add the function of climbing the boxes to reduce the difficulty?
I caught a video of the crash happening when the giantess gets "too large". It appears to only occur when the giantess footstep tried to modify the terrain around the edge of the map (index out of bounds?). Also little extra bug report, the giantess can still grow after winning, and will play the win sound effect again. View attachment 5081097
I am aware of the bug but still appreciate the message. Quick nerd talk, it's because her foot is trying to find the terrain region to edit. But if the foot is outside the terrain region, it quickly explodes into crashes. I have no plans on fixing the bug since I have plans to prevent her from ever getting that big (to the dismay of every gts fan).
Not this public update. Dialogue took up a lot of my time. I'll look into it next update but I can't hold any promises. I haven't yet determined what I want to focus on for next update.
Thanks for seed. Also thanks for being clear. Yes, I need to fix that knee rig. It's been bugging me like crazy.
I like the idea of explosions inside a house, especially in the shrink houses. Though not on my list currently.
I will probably not make her start smaller. It's more of a time and code issue. I will also not have growth events like if she grows inside a tunnel. It's also a time and animation issue. It will take too much time to get it right.
I like the idea of climbing but I don't want to code something like that right now. Maybe in the future but no promises.
I am aware of the bug but still appreciate the message. Quick nerd talk, it's because her foot is trying to find the terrain region to edit. But if the foot is outside the terrain region, it quickly explodes into crashes. I have no plans on fixing the bug since I have plans to prevent her from ever getting that big (to the dismay of every gts fan).
Not this public update. Dialogue took up a lot of my time. I'll look into it next update but I can't hold any promises. I haven't yet determined what I want to focus on for next update.
Basically the same as the test update, just with more dialogue triggers. And you can ask questions to the gts for "lore" and gameplay explanations.
Also, I changed the personality of her dialogue to be more caring than overly teasy. I felt like it would fit better story and gameplay wise as I shouldn't be encouraging the player to die. So I reworded the dialogue to encourage just that. Don't worry, none of the current behaviours have changed, she's still gonna try and stomp you. But it's out of "care" and "necessity."
Also, setting up this dialogue takes a long time, especially due to the translations. I probably went overboard, but I added around 3-5 variations per dialogue trigger (I reached about 600 lines of dialogue!). I wanted to make sure that the player didn't read the same dialogue over and over again. This is great and all, but it makes adding alternate dialogue a big time cost. So I probably won't be adding different personalities unless people are fine with no variations and only 1 line per dialogue trigger.
Basically the same as the test update, just with more dialogue triggers. And you can ask questions to the gts for "lore" and gameplay explanations.
Also, I changed the personality of her dialogue to be more caring than overly teasy. I felt like it would fit better story and gameplay wise as I shouldn't be encouraging the player to die. So I reworded the dialogue to encourage just that. Don't worry, none of the current behaviours have changed, she's still gonna try and stomp you. But it's out of "care" and "necessity."
Also, setting up this dialogue takes a long time, especially due to the translations. I probably went overboard, but I added around 3-5 variations per dialogue trigger (I reached about 600 lines of dialogue!). I wanted to make sure that the player didn't read the same dialogue over and over again. This is great and all, but it makes adding alternate dialogue a big time cost. So I probably won't be adding different personalities unless people are fine with no variations and only 1 line per dialogue trigger.
As much as I love the teasing, she probably was a bit much so i dont blame you for toning it down. It would probably get a bit stale if a majority of her voice lines were just teasing, at least this way it makes each time she has a teasy dialogue more special and catch you off gaurd more.
After playing toby fox games like Deltarune, i have a great appreciation for dialogue variation, even though the dialogue is mostly linear the shear amount of interactions makes it feel like there is always something new to see in a playthrough. It makes the game and the characters within feel so much less robotic and come to life when they say different things per interaction or you can take a different approach to get different dialogue. When it gets to the point where there is so much dialogue and scenarios that the player can forget many of them and rediscover them later or find new ones, it really adds to the replayablility and cuts back the monotony of even a linear game.
As cool as different personalities would be for right now i think it would be more beneficial for the future to flesh out one personality to define this GTS as it would make her and thus the game more memorable. I say develop the GTS how you think would best fit the game and narrative you want then save your "dialogue budget" for when other characters are implemented or for new mechanics. I think it would be very cool if a new enemy had some good varied dialogue or perhaps later down the line when you implement a rival GTS you can give her some fun dialogue too, or even later make a different buddy GTS altogether with a different personality. now thats all in the distant future but again, id rather have a few fleshed out memorable characters than a bunch of wishy washy personalites that would only satisfy me for a bit before it gets old and i forget about it.
Basically the same as the test update, just with more dialogue triggers. And you can ask questions to the gts for "lore" and gameplay explanations.
Also, I changed the personality of her dialogue to be more caring than overly teasy. I felt like it would fit better story and gameplay wise as I shouldn't be encouraging the player to die. So I reworded the dialogue to encourage just that. Don't worry, none of the current behaviours have changed, she's still gonna try and stomp you. But it's out of "care" and "necessity."
Also, setting up this dialogue takes a long time, especially due to the translations. I probably went overboard, but I added around 3-5 variations per dialogue trigger (I reached about 600 lines of dialogue!). I wanted to make sure that the player didn't read the same dialogue over and over again. This is great and all, but it makes adding alternate dialogue a big time cost. So I probably won't be adding different personalities unless people are fine with no variations and only 1 line per dialogue trigger.
Thank you for the information. I really appreciate your hard work in creating more and more varied dialogue. However, I and others don't really mind the limited and repetitive dialogue. Especially if this dialogue takes a lot of time, I suggest you focus more on adding features, maps, variations of the Giantess character, and variations in punishments, as well as game modes and levels.
30 minutes or so. Spent 8 hours fixing numerous small bugs. It's crazy how many small bugs show up at the last second. None of them were horribly game breaking but I didn't like the look of them.
Until yall find bigger bugs that I couldn't find. Please don't that'll hurt my feelings.