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Who has two thumbs? This guy! Here's what I got done this week:

  • Changed the game resolution from 1040 x 600 to 1920 x 1080, along with several minor adjustments to acommodate this change
  • Made a checkered floor that infinitely scrolls at the same speed as the feet and obstacles

Only a little progress, but progress nonetheless! The autoscrolling floor should make it a bit more clear that the giantess is, in fact, walking. (And that you're running!)

Next on the to-do list is to make the walk cycle a bit faster (as it's a bit slow-paced at the moment) and to add a spawning/despawning system for obstacles. That'll really open things up!

Concerning the setting, I've had a few locations in mind but one stands out the most to me: the city streets, where there's a wide variety of obstacles that can get in your way (vehicles, construction, potholes, slippery puddles and oil spills, and much more!), but also more people to see squished (or to save for extra points?). There could also be beach sections as those would also have lots of obstacle potential. What are your guys' thoughts? :)

While you guys do that, I'mma sleep. After work, I spent the vast majority of my day out doing chores, and I just finished eating Taco Bell which means my body is entering its nightly hibernation mode. I'll see you guys again next week!

PS: I've fully recovered from being sick! Hooray! :D

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Comments

Atlan from Atlarchy

I don't much like modern-style non-fantasy giantesses, but like you said, it would be very good for different variety of obstacles and in the long run would be a good choice. Good to hear that you're feeling better! If I may give you any advice... I understand that patreon posts need to stay engaging... I would probably do some simplistic artstyle checks, as in trying to make a drawing of different settings, before making a decision, to see what would actually look best, as that's all graphics is about. If you cannot make it yourself for lack of time, you can make an art contest for the people on patreon with everyone participating making a "fake screen from the game" in their desired setting, which would allow you to choose the setting you like most, in addition to keeping people engaged.

MilesMouse

I can relate; most of the stories I read about modern giantesses tend to be kinda... samey. It's a lot more difficult to make an engaging story about a world we already live in, and the possibilities in more fantastical worlds make them much more enticing. :) That's really solid advice, especially the contest idea! I'll see if I can make some concept art of what I have in mind, and then afterwards test the waters with your contest idea and use my concept art as a sort of loose template to give everyone a rough idea of what I'm looking for. Thank you so much! Ideas like this are gold! ^_^

Bombur

Awesome! I personally would enjoy any setting as long as there was good variety. You could also do a transitioning setting similar to the background in Grape Escape. Of course this would require a lot of extra work :/ However, it would create a great platform for new updates in the future, even after the vanilla game is finished. This could be city streets with vehicles and pedestrians. A renaissance fair with people dressed in fantasy garb and market stalls and stuff. A beach with beach goers. A park with people enjoying the trees and nature. A neighborhood with houses and yards. You could also have unlockable outfits for the giantess or even have differing outfits themed after each area that have to be unlocked. So fashionable clothes with heels for the city, fantasy elf cosplay with sandals for the fair, a barefoot beach bikini, exercise clothes with sneakers for the park and casual clothes with boots or flats for the neighborhood. I wish I knew how to do things so I could help make this a reality :( One thing I loved about grape escape were the physics effects for the footprints and squished grapes plus the screen shakes! Are you planning to have details like footprints and stuff because I love that stuff and thought it really added to the experience in the other game.

MilesMouse

Haha, I wish I had the time to add all of that in. I'd play the crap out of that game. XD I've gotta keep a sharp eye on that feature creep, though. Run From Me will have 3 areas at the absolute most, but possibly only 1 for the sake of scope. We'll cross that bridge when we get to it. :) I do intend on adding effects here and there including screen shake. I'd add footprints but the feet go offscreen after they land, so there's not really a good way to show them here. That's not to say there won't be any destruction, though. ;)

Anonymous

Crazy how much that scrolling floor adds to the whole scene. The skeleton of the game is really coming together! How do you find these early stages going compared to Grape Escape? Have you been able to avoid some pitfalls that hindered you last time?

Bombur

That is indeed very understandable. My thinking was that these could potentially be areas for future updates in case you ever wished to revisit the game. There's a lot of potential with this one since the concept is more broad than Grape Escape, however a polished core experience is what is more important. I would personally say that a city is by far going to give you the most flexibility as far as content goes. I love fantasy settings as much as anyone but it just wouldn't give you the option of having cars and stuff. I didn't think of the scrolling screen + footprint thing :P Would be cool to see a death screen with a footprint detail though ;) Oh and cracks rippling out from her steps would also be a very good detail :)

MilesMouse

Ooh, good questions! So far it's simultaneously easier and harder; I'm in a new, unfamiliar program that I need to learn as I go, but it offers some features that Unity didn't have that make my life a LOT easier. :P As far as designing it goes... about equal, I'd say. Both Grape Escape and RFM started off as "This is simple and I have no idea where to go with it", but quickly became/is becoming "Holy crap there's so many possibilities but I can't fit it all in!" XD I haven't encountered or avoided any pitfalls with RFM yet as far as I know, but I do imagine my code is generally cleaner so far. ^_^

Atlan from Atlarchy

Thank you for the kind words! The truth is I am just looking for any opportunity where we could help you progress the game...