LadyEbony
Newbie
- Nov 2, 2021
- 66
- 297
What you are suggesting with an exponential xp bar to counter the exponential gains, sounds like to me that we want the growth to be linear. And a set timer is very linear. True it's not the same as house destruction but perhaps we can meet halfway. Growth is a bar that fills up slowly over time, along with building destruction (scales with her size), and completing the loot zone. And when the bar fills up, she has a growth spurt.I don't necessarily need a destruction -> growth loop (although I did suggest it a while ago since it is pretty intuitive), but there is a solution to solve the exponentiality of it. Like with any RPG having scaling XP-per-level costs, you can have your cake and eat it too by having the destruction of each house fill a meter for her which, when it caps out, causes her to get bigger. But the bigger she is, the more it takes to fill the meter, which counters the exponential gains. Besides, I honestly really don't like it when a project will basically just instantly scale up the girl's model a tiny fraction every time she so much as destroys a single polygon -- it needs more fanfare than that. Seen a couple of projects take that route...
I like your concept for the trapped shrinking house. It can certainly be lethal for now, since you probably don't want the player running around the whole map as a tiny, but I think it'd be nice if the "final blow" you're talking about didn't end your run, but simply destroyed the house (and your shrink-curing item), forcing you to craft an expensive cure for yourself which means you'll have to collect plenty of crafting stones while running around while shrunk.
And speaking of crafting, you can loop in the village reconstruction into your crafting system by having a "reconstruction beacon" or something like that be one of the craftables. Would create some interesting gameplay to have to place it in the center of a village tile, then run away from it as that tile is reconstituted (maybe the giant shoe from the shoe trap falls down on it to flatten the whole area and make it ripe for reconstruction? Just tossing out ideas here).
Either way, love the direction you're taking. Good luck with all your gamedevving.
EDIT: Completely random suggestion that I thought of after I made my post, but maybe it'd be cool for the drop zones to be giant baskets (or plates) that physically fill with the food you put into them, that the giantess walks over, picks up, and physically tosses into her mouth. Dunno if that's something you'd take interest in, but I think the idea of the visual seems cute.
Once the outside map is properly designed for a small character, I'll be happy to let the player survive if they don't get the shrink-craft potion. Perhaps through quick testing, a small character can navigate the map without being soft locked, but it's best to be safe at first.
I will create crafting items to force reconstruction since that's an easy way to prevent soft-locks.
As for the giant basket, that's my goal ultimately. However I couldn't find good enough animations online and I simply ran out of time. The teleport wasn't even meant to be a teleport originally. It was a test see if having the giantess be next to you after each completed drop zone was interesting/challenging/etc. And it was a test to see if it was visually cool for a giantess to jump right in front of you. During the mad dash of finishing the update, the test became a feature and I gave it some quick visuals/sounds so it made somewhat sense.