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Unity Lethal Fantasy [Alpha v6.2] [LadyAlice]

5.00 star(s) 1 Vote

jwjdjf

Newbie
Oct 9, 2023
22
21
55
I think that after she grows to 800 meters, she should only target the edges of the village instead of necessarily including the player. It makes more sense to choose the path with the most houses to gain more energy. Conversely, as her size increases, the time spent staying still decreases. I want to watch her aside, but it seems I am always in running for my life LOL.
 

Zhang114514

New Member
Feb 6, 2025
9
3
22
Maybe I'm too weak. Every time I want to explore new events, I can't hold on for long.So I think you can add a magical anomaly,the effect is that when the player revive, the size of the GTS will not decrease.I think this will be beneficial for players who want to explore this event.
 

PvtRyan96

Newbie
Apr 17, 2020
58
52
45
I don't think I have all that much feedback for this update aside from finding the ending minigame fairly entertaining, but the foot tracking at huge sizes definitely gets pretty oppressive.

Aside from making the tracking less powerful (or removing it at huge sizes -- after all, her words sort of match the personality type that would at least *try* not to step on us), I think you should add some kind of crafting item that will let you see the outline of where the GTS will step a few steps in advance, to help prepare for it.

Also, I completely agree that the next update needs to be primarily focused on refinement and optimization. The game gets to slideshow levels of framerates when she gets big enough (personally, I've noticed that the aggressive house regeneration is a major contributor to this).
 

Malik177

Active Member
Jul 23, 2022
676
224
142
does god mode cheat work? I did imput it in the level select and nothing happend. i'll look into it
 

CattyFruit

Newbie
Feb 23, 2023
47
43
136
I don't think I have all that much feedback for this update aside from finding the ending minigame fairly entertaining, but the foot tracking at huge sizes definitely gets pretty oppressive.

Aside from making the tracking less powerful (or removing it at huge sizes -- after all, her words sort of match the personality type that would at least *try* not to step on us), I think you should add some kind of crafting item that will let you see the outline of where the GTS will step a few steps in advance, to help prepare for it.

Also, I completely agree that the next update needs to be primarily focused on refinement and optimization. The game gets to slideshow levels of framerates when she gets big enough (personally, I've noticed that the aggressive house regeneration is a major contributor to this).
i was thinking about a foot tracker foresight item too. i think that it might be troublesome to make work if it tracked every stomp a few steps in advanced, it seems some of her steps are determined right before or as shes stomping down. Like when shes tracking the player near a stomp. so it would have to update as shes stomping so it would make the prediction redundant or ineffective at least in those scenarios. Perhaps the item would work for only a short period of time or periodically (like every 3 or 4 steps), then when a foot step is "predicted" it would disable her tracking for that step(s) and force her to stomp in the predicted area and it would work as normal for her more predictable behavior. I think it should be limited like i said because a big portion of the game is avoiding her stomps by reading her behavior and patterns, so if it worked all the time multiple steps in advanced it might be too good. But an item that you can use to temporarily get an advantage in a sticky situation could be nice.
 
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LadyEbony

Member
Game Developer
Nov 2, 2021
162
592
136
1. Maybe more movement options would help the player feel like they have more control when evading her foot steps at massive sizes, the warp crystal is very nice but by itself the cool down is long when considering her stomping constantly. i also found my crystal was getting destroyed by her foot collider often, which is enormous and active most of the time during the minigame (example vid attached).

I also tried what you said when you described her behavior during the minigame, trying to get behind her and not camp her feet. I dont know if she was just too big when i got to the minigame (she was mostly 2000m when i got there) but like yequalskx said i feel like i am always under her feet because she just out paces me when shes so big that i feel i am always avoiding her feet underneath her and shes so big that i cant even reach anywhere near behind her before she adjusts and stomps again. Maybe when shes that big she could use a new attack thats devastating but slow like she drags her foot through the town, or for now just slow her down as shes bigger or give her an exhaustion period.

2. The massive hills has been bugging me for a bit, I do like the idea of her terraforming the land as she gets massive but the way they are right now it feels kinda cumbersome and weird at bigger sizes. when she gets super big every time she steps it feels like dirt fills in out of nowhere constantly, sometimes making jagged terrain and when the houses regen they delete the dirt to restore the plot so it gets disorientating quickly when you constantly have dirt filling in and you get stuck in it and then houses respawn all around you and you fall in the hole thats made and you get stuck in there. Could maybe tone down the hills a bit as shes gets bigger.

Although these things mostly happen when shes really big and during the minigame, thats not what your designing around so maybe it could be a your just screwed moment, she got too big which is fine. Ill keep playing as we go along and feel it out better. I hope its not too annoying to impliment a cheat to skip to the endgame cause that would be nice for testing.

Forgot to mention before but the subtle toe animations are much appreciated :)
Damn, the crystal shouldn't get destroying her footsteps, I messed something up.

I've tested the minigame at 1000m primarily, since I assumed that's the size most people would end at. So at 2000m, I honestly expect the player to just die. I can take some looks at it, but I don't intend the minigame to be fair at those sizes, she's just too big. Perhaps I can just make an adjustment to her size-to-speed calculations so she's a bit slower at enormous sizes.

The hills appearing immediately is a consequence of how inefficient the terraforming code is. I hope that with the changes I'm currently doing, terraforming would become faster and allow me to instead transition the hills appearance. (Also I think the hills appearing instantly is why you sometimes clip into the ground when she steps near you).
 
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LadyEbony

Member
Game Developer
Nov 2, 2021
162
592
136
I think that after she grows to 800 meters, she should only target the edges of the village instead of necessarily including the player. It makes more sense to choose the path with the most houses to gain more energy. Conversely, as her size increases, the time spent staying still decreases. I want to watch her aside, but it seems I am always in running for my life LOL.
Maybe I'm too weak. Every time I want to explore new events, I can't hold on for long.So I think you can add a magical anomaly,the effect is that when the player revive, the size of the GTS will not decrease.I think this will be beneficial for players who want to explore this event.
The idea I have for the footwear selector screen, is to also add gts related parameters to the screen as well. That way, you can decide the speed of her growth, her idle time as she grows, etc.

I don't think I have all that much feedback for this update aside from finding the ending minigame fairly entertaining, but the foot tracking at huge sizes definitely gets pretty oppressive.

Aside from making the tracking less powerful (or removing it at huge sizes -- after all, her words sort of match the personality type that would at least *try* not to step on us), I think you should add some kind of crafting item that will let you see the outline of where the GTS will step a few steps in advance, to help prepare for it.

Also, I completely agree that the next update needs to be primarily focused on refinement and optimization. The game gets to slideshow levels of framerates when she gets big enough (personally, I've noticed that the aggressive house regeneration is a major contributor to this).
I can scale down her foot tracking at her high sizes. However I am not able to outline her steps in advance like that. Her shadows only appear at the peak of her foot arch because that's exactly when I calculate her landing location. It is possible to give estimates though.
 

CattyFruit

Newbie
Feb 23, 2023
47
43
136
I'll be posting this on my patreon once I get it fully working, but I want to share my excitement now. Nerd talk ahead fair warning. Nerd talk summarized, just rendering the terrain went from 380 fps to 470 fps.

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That is exciting, very smart solution with impressive improvements. I will not lie the lag spikes after a while of playing does kinda bog me down, but that does explain why they were happening mainly whenever she stepped. Looking forward to playing the game when you optimize it fully and the extra spice you can put in with the extra resource budget. I hope that you can implement it to the rest of your code with little issues, awesome job done here.

I hope you dont mind me asking but do you mind telling what kinda background or how much expertise you have in programming/gamedesign. of course nothing too personal, im just curious as you seem to be pretty knowledgeable with a lot of this stuff and the speed at which you are able to create is impressive at least to me.
 

LadyEbony

Member
Game Developer
Nov 2, 2021
162
592
136
That is exciting, very smart solution with impressive improvements. I will not lie the lag spikes after a while of playing does kinda bog me down, but that does explain why they were happening mainly whenever she stepped. Looking forward to playing the game when you optimize it fully and the extra spice you can put in with the extra resource budget. I hope that you can implement it to the rest of your code with little issues, awesome job done here.

I hope you dont mind me asking but do you mind telling what kinda background or how much expertise you have in programming/gamedesign. of course nothing too personal, im just curious as you seem to be pretty knowledgeable with a lot of this stuff and the speed at which you are able to create is impressive at least to me.
I simply have a computer science degree and 8ish years making games. When it comes down to it, I don't think I'm that knowledgeable about this stuff; I just have a ton of experience of solving complicated game dev problems.

Terrain is one of those things. Gts procedural animation is another of those things. Massive scale destruction is another. All things that were completely new to me when I started this project. But I knew how to slowly solve these problems bit-by-bit.
 

PvtRyan96

Newbie
Apr 17, 2020
58
52
45
The idea I have for the footwear selector screen, is to also add gts related parameters to the screen as well. That way, you can decide the speed of her growth, her idle time as she grows, etc.



I can scale down her foot tracking at her high sizes. However I am not able to outline her steps in advance like that. Her shadows only appear at the peak of her foot arch because that's exactly when I calculate her landing location. It is possible to give estimates though.
Estimates are precisely what I wanted, so that's good. The most you could do is create a subtler indicator for the area "in which her foot is able to track you," around the area in which it'd land naturally without any of your influence.

Also, regarding the "I want it to be such that if she gets too big, then it just emergently becomes impossible to survive" aspect of this, I'm rather fine with that. Thing is, it really does get to that point even without any foot-tracking at all. At a certain point, her steps become so huge that it's just completely impossible to infallibly avoid every possible location she could step on. So no matter how much you attenuate the tracking, it'll always have that aspect to it.

Random feedback I forgot to give on my prior post, but I think there should be more variety in the dialogue that happens when she grows. Particularly, I think her telling the player to "get away" every time is a bit much, and I'm not sure she has a single instance of even saying the word "bigger," (or "size" or "huge" or "gigantic" or any of these kinds of words, for that matter) which is a shame. I think all the rest of the dialogue's pretty good, though. The shrink house stuff is the most :oops:-inducing of all.
 

CattyFruit

Newbie
Feb 23, 2023
47
43
136
Random feedback I forgot to give on my prior post, but I think there should be more variety in the dialogue that happens when she grows. Particularly, I think her telling the player to "get away" every time is a bit much, and I'm not sure she has a single instance of even saying the word "bigger," (or "size" or "huge" or "gigantic" or any of these kinds of words, for that matter) which is a shame. I think all the rest of the dialogue's pretty good, though. The shrink house stuff is the most :oops:-inducing of all.
I +1 this. The grow voice lines she has now seems almost too worrysome when i feel she and the player knows the consequences of the player being stomped is minimal, not to mention her growing doesn't cause any direct damage to the player anyways. i can get her having a few lines of sly warnings to show that she cares but its still on you if your in her way like some of her other actions. Definitely think she can sound more indulgent in her lines when she grows instead. I think the lines after she finishes growing are fine though and show her satisfaction after she grows.
 

CattyFruit

Newbie
Feb 23, 2023
47
43
136
I keep forgetting to ask this, can you allow mouse buttons to be bindable? i cant bind any buttons on my mouse other than the standard 2 and the scroll. I could probably work around it in my mouse program settings but if you didn't have a programmable mouse and it had extra side buttons you want to use it might be tough.
 

jwjdjf

Newbie
Oct 9, 2023
22
21
55
Will players be able to enter their favorite villages by entering map seeds in the future? I also find that the giantess always follow the players's path when she is under 800 meters. Is this a bug or feature?
 

LadyEbony

Member
Game Developer
Nov 2, 2021
162
592
136
Estimates are precisely what I wanted, so that's good. The most you could do is create a subtler indicator for the area "in which her foot is able to track you," around the area in which it'd land naturally without any of your influence.

Also, regarding the "I want it to be such that if she gets too big, then it just emergently becomes impossible to survive" aspect of this, I'm rather fine with that. Thing is, it really does get to that point even without any foot-tracking at all. At a certain point, her steps become so huge that it's just completely impossible to infallibly avoid every possible location she could step on. So no matter how much you attenuate the tracking, it'll always have that aspect to it.

Random feedback I forgot to give on my prior post, but I think there should be more variety in the dialogue that happens when she grows. Particularly, I think her telling the player to "get away" every time is a bit much, and I'm not sure she has a single instance of even saying the word "bigger," (or "size" or "huge" or "gigantic" or any of these kinds of words, for that matter) which is a shame. I think all the rest of the dialogue's pretty good, though. The shrink house stuff is the most :oops:-inducing of all.
That's understandable. I'm not a writer so I fall victim to word repetition. I currently have a writer that's helping me go through the dialogue and hopefully we can get some variety. Though the writing changes will show up slowly.

I +1 this. The grow voice lines she has now seems almost too worrysome when i feel she and the player knows the consequences of the player being stomped is minimal, not to mention her growing doesn't cause any direct damage to the player anyways. i can get her having a few lines of sly warnings to show that she cares but its still on you if your in her way like some of her other actions. Definitely think she can sound more indulgent in her lines when she grows instead. I think the lines after she finishes growing are fine though and show her satisfaction after she grows.
That does make sense. The lines were wrote before revival became a core feature of the game. Even now, the writer suggested that she shouldn't be that worried about you dying.

I keep forgetting to ask this, can you allow mouse buttons to be bindable? i cant bind any buttons on my mouse other than the standard 2 and the scroll. I could probably work around it in my mouse program settings but if you didn't have a programmable mouse and it had extra side buttons you want to use it might be tough.
I'll do a double check, left click should work. It is possible that the UI is eating the left click input since it is how you interact with the UI.

Will players be able to enter their favorite villages by entering map seeds in the future? I also find that the giantess always follow the players's path when she is under 800 meters. Is this a bug or feature?
I'll look into map seeds. The giantess prefers to walk to tiles near the player, so you can't never really avoid her presence. It's intentional since if there's any place the gts should be, it's near the player. That being said, I should look into modifying the range of her tile search as she grows bigger.
 

CattyFruit

Newbie
Feb 23, 2023
47
43
136
I'll do a double check, left click should work. It is possible that the UI is eating the left click input since it is how you interact with the UI.
Just to be clear, left click, right click, scroll up, scroll down, and scroll wheel all work. its other non standard buttons like "mouse button 4" and "mouse button 5" that i cant bind. apologies if there was any confusion.
 

LadyEbony

Member
Game Developer
Nov 2, 2021
162
592
136
Just to be clear, left click, right click, scroll up, scroll down, and scroll wheel all work. its other non standard buttons like "mouse button 4" and "mouse button 5" that i cant bind. apologies if there was any confusion.
Ahh that makes more sense, I'll see what I can do.

If it's not a problem, could you please add the option to bind numbers to certain slots (pressing 1 switches to the first slot, etc)? Thanks
I'll keep it in mind but if I forget I forget. Remind me if I forget
 
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5.00 star(s) 1 Vote