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Currently I am planning to release the next update for the Growth RPG December 20th-22nd before I leave for Christmas break.

The main thing I'm working on is rerigging the character model, redoing animations, and adding some new ones in along with creating a system with IK/raytracing to reduce some clipping

There will also be more character customization, enemy AI, and general bug fixes/tweaks


If you have any suggestions for what you want added to the game, feel free to either comment here or send me a message, not just for this month, but for anything in the future. That way I'll be able to have a nice list for what features to add.


Comments

Boldemonic

Well if your asking i suggest you should import your other models in the game like guilmon and weregreymon. Also i'm not sure if your doing this yet but put a moveable camera so we could see the growth while in the fight because sometimes the trees get in the way. But yeah that is all i got i hope the game goes well man!

digitalfurbelow

sadly I can't use my other models without modifying them a lot, also I don't want to include other people's characters for copyright reasons. Moveable camera is definitely something I'll do in the future though

Anonymous

+Include conditional statements to change the camera for models of certain size values. So we see everything. Perhaps a top down view for giants +Update the ego boost potion so it doesn't grow from the start. + Include a "Potential" or "Surge" stat that increases the value of buffing action. For Example: high "Surge" characters can grow suddenly giant in a single turn. +Include door conditions for size. "You need to shrink to enter this area" . This way you can see where you're going in town.+ Map a button to "Shrink down" /"Unleash!" Start the adventure by growing big! + Make sure growing inside and outside combat includes a heal

Anonymous

On more. Sound. +Get a balloon, a head of lettuce, and a buy/borrow a good quality cardoid microphone. Record the sound of inflating the balloon, rubbing the balloon surface, and shredding lettuce for some good growing sounds. Include in game.

Domadet

1. A dragon/dinosaur/reptile model option (but that's already listed on Trello). 2. An option to re-spec your character, to shift points around without having to reroll a brand new character. 3. A better way to grind XP? The "Challenge" option is great (please don't get rid of it), so maybe enemies that are worth more base XP? 4. On the "Challenge" note, have the "Challenge" XP actually multiply total XP from the fight by 1.2. Right now, it adds +120% of XP each time you use the ability; it doesn't get an exponential boost from multiple uses.

Anonymous

I'd suggest laying the groundwork for 'innate abilities'. Basically abilities that aren't tied to a weapon. It would be useful to shift "Challenge Me" over to being an innate skill as that ability is rather cool and useful, but it kinda sucks to have it tied to the dagger. A heal would also be useful. These 'innate abilities' could later be converted into skill/level up perks, if you decide to do those things.

Anonymous

I also agree with the idea of being able to respec your growth points. Even if it's just a debug cheat in the short-term.

Anonymous

Once the player character gets big enough, the ground starts to shake from their footsteps. The bigger the player, the more shaking. This would be a toggle-able option for those who don't want it, of course.

Nechrom

I'd like to see growth abilities become more varied in usage, especially the AI initiated ones. Would be interesting if instead of just using the ability that increases your highest stat, they would specialize in one or two specific stats that they increase on you and themselves (specific to that type of enemy). And the "intensify" ability could perhaps spread the growth proportionally based on your stats. Like increasing all stats by X%. This would probably also require the growth animations to run simultaneously, if that's possible.

RenaBeast

growth animations for outgrowing suit or armour items , or armour items that your character can outgrowth i hopefully too see in the future . growing out my own armour :)

bassman97

Would there be able to be unique animations based on how high a stat is? So giants would be able to walk like they're stomping--huge, slow steps. While overly muscular or obese characters have to waddle around in a cumbersome manner. Just as examples.

digitalfurbelow

1. I didn't think about a dinosaur model that could be interesting, something like guilmon 2. I've got that on my todo list, probably wont come out this month but definitely sometime in the future. 3.right now I do have different enemies giving out different xp, but its nothing compared to the xp you get from challenge me 4.I think its op enough as it is already, don't need it to compound on itself

digitalfurbelow

I think that's a fun idea, will definitely implement if I can figure out how to determine when a character is stepping

digitalfurbelow

right now its not possible to do simultaneous growth but I'm planning on doing it in the future as well as varying up the skills

digitalfurbelow

that is probably something I could incorporate with the personality system I have. I could probably even do thing like having shy large characters tiptoe around

Anonymous

I would suggest something like having fat characters reduce damage taken. At the moment, making yourself (or an enemy making themselves) fatter is more of a detriment, due to speed loss. Also, totally a fan of seeing more "vampiric" enemies, enemies with dual wielding (or just more weapons than the broken sword) or maybe even a foe that every turn increases ALL their stats x3 Also, this might just be a question, but could it be possible to eventually be more of a micro? Where having smaller size increases evasion?

digitalfurbelow

I do plan on having fat give armor, I just don't have it working yet. Some of the enemies are supposed to be dual wielding it works fine in editor but for some reason not in the packaged version. And definitely plan on having micro characters with high evade and speed

Shelved Oddities

Since this isn't going to be for this update, how about having someone to talk to to potentially newgame+ the world. (Although this idea might change depening on what the next update you give us might be.)

Anonymous

I'm sitting on a small pile of minor grammar, spelling, and punctuation edits that I'll review and remit only once the next update lands. Also, have you written out your own design doc, update roadmap, and/or file with all the on-screen, player-facing text?

digitalfurbelow

those grammar, spelling, and punctuation errors will more than likely still be there in the next version, if you want to send me a compilation of all of them that would be good. Not sure what you mean with player facing text

Wolfie Randolf

RayTracing you say? Oooh, so another game comes along that my RTX can test for :D

Anonymous

Dunno if you'll still look at new suggestions posted here, but it'd nice to be able to choose how the cock scales. (E.G., normal, in which case the cock has a more "Normal" or "Realistic" ratio of length to girth, Long, in which case the cock is very long compared to girth, and "Chode" or "Girthy", where it's very girthy compared to length.)