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Roadmap 

Updated the roadmap for the month, not much has changed but if you have any ideas you want focused on in the game be sure to comment below.

The plan  for the next update is to finish getting the controllers to work along with adding an intro and exit to combat and further expanding the status effect system. 

Comments

Hi Bye

Would be nice for a more rewarding ego system. Maybe like Balls of Steel or something where flinch resistance is increased. Or more likely to resist status effects or size stealing.

digitalfurbelow

yeah I have that in the Misc goals. I was thinking of an NPC that would sell perks depending on your ego level. I would still have to figure out exactly what the perks would be. Balls of steel sounds pretty good though

Razor4K

dont forget the animations :P

Hiro Nagasaky

i hope you add eyebrows and beards later on, and scars! hehe theres so many characters i could make with those!

GenericBruh7

Graphic optimizations and a tutorial would be great

digitalfurbelow

Tutorial is up there for July. When I overhaul the overworld, I'll be looking at optimizing the graphics. Because it seems like the overworld runs way worse than any of the dungeons even if the dungeons are gigantic and have a lot of NPCs.

digitalfurbelow

I do want the texture system to be able to accept other maps like normal/roughness so you can have scars/fur/scales. I'll have to see how much reconfiguring it would take, I actually did it in another project but I can't exactly just transplant that into GrowthRPG.

Top Snapper VZ

Ive been looking forward to this change for a hot minute. -A proper itro to combat, that lets everything load in will probably make tis a non-issue. Many times when a fight starts, randomly some of the fight participants will need to fall to the ground. -Theres a glitch ive experienced in some versions of the game. if you turn growth speed down enough and skip the post combat screen fast enough, you will then get the residual temporary growth from that combat encounter out into the overworld. You can abuse this for in various ways. - In the post combat screen you could put the player character centered in the free space to the left. Then show them slowly shinking back down to there prefight size. This would give players perspective on how much size thay gain during combat, and add a vague idea the your character must burn of excess size befor continueing, or thay could just skip it. Idk if you have any shrinking animations to add to this, but even without any i think i would work out. Also could give a moment to focus on your ego gains. - adding a proper start to combat screen will be great. As of right now beginning of fights after the early game becomes kinda a blur, but with proper into&outro to fights will add some extra time for every fight you get into. With the saves in dungeons now being further apart and extra time for every fight, it could potentially increase the amount of time someone invest without saving. This isnt inherently a problem, but maybe somthing to mind. As alwase, keep up the beautiful work :)