Feature Wish list
Added 2025-01-16 15:28:56 +0000 UTCHere is a brief overview of the features I want to include in the next project. This would be for the base “growth engine” so nothing specific to any game. I am interested to hear what other features people would want in the next project, so feel free to comment below on what you want.
Also small update to the game just uploaded. In debug stats you can now modify any NPC's levels.
Will be included
Character creator
Expanded pattern system: This I already have working in another project. Its a lot cleaner system that supports 2 colors per pattern, along with flipping, mirroring, and opacity. Also there wont be some of the weird issues like outlines and colors being off in the future.
Full body patterns/textures: Not having every character be smooth. Unfortunately this was poor planning on my part, the models for the game do not have a single unifying UV channel across all of them so if I were to include maps for fur and scales, it would always cut off or have to merge weirdly. I think I underestimated just how efficiently textures could be sampled.
More in depth personality system: having it affect more than just idle/walk cycles like playing animations at random.
More in depth accessory system: Another thing that I have worked on my own, now they can have their own settings/offsets/colors and even their own accessories. So you can have things like jewelry on tails.
Growth
Better looking at higher sizes: I would like to redo the scaling system to use curves instead of formulas, that way it makes it easier to translate directly from the modeling software and I would only need to find the bone scale at some values that look good and interpolate between them.
Morph targets that can combine a lot better: Right now combined more targets like fat and muscle will combine to one then subtract from the two that make them up. This gets really inconsistent with models that are combining multiple like the chest, instead I want to make them additive so fat and muscle with 1 and then the combined would be applied on top of that.
Editable sequences: The option to make your own growth sequences by combining poses, preferences for the type of growth animations you want, and being able to change things like camera angles.
Growth remapping: Change what attribute grows what, so things like tails or feet could be grown instead
More camera options: being able to do things like set a static camera for growth or switch between several different cameras for each animation
Proper in game bug reporting: Bug reports were a bit of a mess with this since I took them basically anywhere and a lot of the times they would clog up the comments, often with multiple reports of the same bug or with those that I was already aware of and had fixed. So next time bug reports will be in game, that way I can even collect more information to help solve issues like version number and save game data.
A more in depth debug system. To both help people diagnose/circumvent glitches along with just having a bit of fun
Want to be included
Features that while I may not be 100% confident in my ability to implement I would still want to give it a try or features that are a bit lower priority.
Character creator
Special body types like naga and taur: this would be pretty complicated, it would be essentially like having an entire other skeletal mesh with its own animation system that would need to sync to your character. I don’t think it would be impossible, however its going to be a lot of work to get it looking right.
Fur: I should be able to implement this pretty easily in the next version of unreal, and if that doesn't work i have been working on my own fur shader which will hopefully look good after I work on it a bit more.
Humans: I know most of my followers are furries but I have had requests for humans. I would like to try next time to include humans, they would be a bit of a challenge because the skeleton for their head would have to be different but I would like to aim for as much character diversity as I can. I am also terrible at modeling human faces, but if the worst comes to it theres probably a hundred different base heads out there I could use.
Iks implementation for morph targets: Essentially what that means is having NPCs be able to touch either themselves or others without it clipping. I have tried quite a few different methods over the years, none of them have worked or they would be too much work and easily break with changes in models. I know of one method I still haven’t tried that I am fairly certain will work but its somewhat complicated.
In game character submission: Instead of having to do it through the discord like now you would be able to hit an in game button to include all the info to have it appear in game.
Automated testing: This is one of those things the game would basically have to be built with in mind, especially if I wanted to eliminate randomness, but theoretically it would mean I could more easily bugfix.
Wish to be included
Features that I have very little confidence in my ability to implement but it would be cool if I could.
Multiplayer support: I have the smallest knowledge of multiplayer and I know its a giant pain to implement. However unreal makes it a bit easier so I don’t think it would be impossible, especially from some simple sort of peer to peer version of it. I do want to learn more about it over the break and I can probably bring in another dev to help with it if I need to.
VR support: I do not currently have a rig to test with, I’m not even sure if I have the space, but it seems like a fun thing to try to implement.
More supported clothes: Currently the issue with clothing and accessories is that morph targets will make you clip horrendously through them. I have tried some things to automatically copy them from other meshes but they haven’t worked.
Importing custom models/patterns: No idea how to do this, it might be easy, or not, but it would be fun if I could get it to work
Comments
I feel like a first person perspective of things would be my wish. Being able to properly appreciate your size as you move and impact against things would add a lot of enjoyment to the entire process IMO.
Darkmoon1234
2025-01-25 06:44:40 +0000 UTC7. the new system I have made supports that, you can have options for every accessory, even accessories on top of accessories. 8. if I do something like GrowthRPG again I think it will be akin to more of like what Path of Exile does and have randomly generated levels but a hub with permanent NPCs
DigitalFurBelow
2025-01-22 14:26:28 +0000 UTCI will probably keep it the same model when I get back where its free one update back
DigitalFurBelow
2025-01-22 14:22:03 +0000 UTCyeah I wish I got around to adding more dialog but that was just a constant headache of data loss and having to redo the entire system. I was still even fixing dialog less than a week ago. I know how to write a better system now. And that is what I mainly want to use automation for to test quests and dialog, make sure everything works.
DigitalFurBelow
2025-01-22 14:14:33 +0000 UTCwell my philosophy for the game was that it should be able to be enjoyed with or without the NSFW stuff, so I didn't want to include mechanics that people would miss out on. Also I don't really like downsides for growth either for stuff like fat slowing you down. I think too many fetish games make it so the thing you want to do is actively worse for you, I would rather have it be a positive feedback loop. I do think that growth and attributes should have had a bigger impact on gameplay. And I would have liked to do things like sex scenes but I like I mentioned I couldn't have NPCs touching without clipping horrendously
DigitalFurBelow
2025-01-22 14:10:24 +0000 UTCI feel like growth rpg's biggest flaw was that the fetish elements just felt kind of...surface level? Like, for example, you could have a giant dick but you couldn't stick it in anything, or milk yourself or someone else if you had huge boobs. You could blow up with fat when you level up, but not through things like food, and being massively obese didn't slow you down at all, make you a bigger target or make it harder to fit through things, it only restricted what armor you could wear. The fetishes and sexual elements don't really factor into gameplay beyond stats (except for size, of which how you implemented it was actually a step in the right direction) and it'd by nice if they could for this next project. I'm not just talking about things like "body slam damage increases with weight," but things like overleveled enemies being able to eat you if you're too small, or monsters that would try to inflate you like a balloon until you burst, which you could also do to them through magic. What about bad endings? Pretty much every porn game has them. I get that this might make it harder to let players customize their experience, but that's just how I feel. Because while it was nice being able to sort of make your own sequences in growth rpg, it's just window dressing when you think about it. Or if literally none of this can be done then I'd just settle for sex scenes and belly buttons (which I was also gonna ask for but couldn't find a way to squeeze them in) plzzz :P
JapannMann
2025-01-22 03:19:54 +0000 UTCsome general stuff around a supposed 'growth engine' and character creater: -1 a simplified way to interpret assets into a larger hurtbox. Nothing super accurate; if a characters belly comes out infront, then its reasonable that thay get hit easier there. I guess you could do the same thing for collisions, but thats a different can of worms. -2 a through line for various body features to be singled out for growth. In GRPG alot of character features where derivative of other states, waist width, hip width, nipples, and butt come to mind. it would be awesome if they had potential to be focused on depending on the project, built in. -3 body parts could have main features for swaping with there own pool of options that work for them. example Instead of a digitgrade slider and needing to workout how every foot looks like with it up or down, you could pick digitgrade or non, each having there own feet choices. I think this could benefit head shape massively, freeing up certain muzzles from the restrictions of other muzzles/patterns on that head shape. -4 if you cant get anything like online co-op working, things like the dark souls games asynchronous online fetures could be another route. Messages, items left to appear in another's game, maybe even taking a snapshot of a players characters build and appearance, and placing it on an AI for a bounty. And please give player a way to opt out of online fetures. -5 players could have a toggle to potentially exclud non furry characters in the game, swaping there appearance. -6 ideally a cleaver asset folder system in the game files, allowing one to quickly toss new things in, with a few nice 'read me's to communicate the proper details for thing being added. -7 while multi tail/horns/phalli are awesome, could we please get some higher level of customization on those. Even if its anoption that locks you out of multi. Stuff drawn from GRPG and potential rebuild: -8 potentially remove the overworld entirely, removing the need to kull so much and issues with size granting a veiw pf everything. The game could be a sequence of hubs with rng tile dungeons, and rng tile paths between. This is quite divergent, but could hopefully simplify mapping and femove stress of overworld exclusive bugs. -9 opt in abilitys that tie you more closely to a particular stat or 2. In GRPG it felt like i should nab every ability Regardless of the highest stat, hafting to opt out, but gaining a really strong abilitys for that decision would do alot to differentiate play throughs. -10 improved naming convention for saves, like details on level or name. Somthing more informative than save 1, 2, and 3. Without really knowing what specifically is the next project i cant get super specific with my ideas, sorry. I think that your B&W'ish idea is good. To me the rout of faith = growth, convince/force your neighbors to see your asset is the best, is a simple place to start. Personally i think it would be cool to see a level based boomer shooter, but thats just me. Lastly, GRPG used alot of stuff derivative of achitypes in fantasy, wich is usefull, makes things easy to pick up, but the things i liked and want to see more of where things you made all your own. The antibodies are a prime example, and even the fire staff being more a tool then staff in the gators' cave. Full disclosure, i have little clue how difficult any of this stuff is to implement. Hopefully ive given some fuel for thought.
Top Snapper VZ
2025-01-20 04:20:39 +0000 UTCSomeone mentioned earlier of NPCs recognizing various sizes of the player. More dialogue that are triggered by certain trait levels being met would be a nice feature to see. It would give the world more depth and reason to visit the NPCs strewn about and see the reactions. It makes the player stop and check on them, instead knowing that the one dialogue or task is done, and now the NPC is dead to me for the rest of the game. I really like the implementation of lore and meaning towards the end of Growth RPG, but would like to see more investment into this and dialogue system from the start. A world is built on it's story too. A character with no dialogue is no different than a generic furnishing in a building. Even simple flavor text helps drive the narrative of a character or area.
DarkStar
2025-01-17 20:08:40 +0000 UTCthis would be a bit of a question but do we all get acces to a other demo for this, or will it only do early runs for the patrons only ?
clownofwar
2025-01-17 15:45:58 +0000 UTCYeah next time I will definitely include my base models. I wish I did that for textures so there could be user submitted patterns
DigitalFurBelow
2025-01-17 14:22:56 +0000 UTCI dont know how possible that would be since a few would have different skeletons. Like maybe it would work but you would need to manually merge everything together.
DigitalFurBelow
2025-01-17 14:21:42 +0000 UTCits not difficult but you couldn't really do it with patterns since those aren't tileable, you could do it with skin and fur.
DigitalFurBelow
2025-01-17 14:21:03 +0000 UTCA simple (hopefully) thing u personally would like to see, is more effects on player from having larger body proportions. For example a change in walking / running due having boobs so big they hit floor so they have to push them forward, thus could also be a limiting factor that you have to watch out to not go too overboard too quickly or there would be consequences for example. There was a scene in the text game Corruption of Champions that would play if your body parts were too big as you explored the world you would be stuck in place and had to figure a way to drag yourself back to base while all hot and bothered.
Redd
2025-01-16 20:49:05 +0000 UTCAs someone who isn’t super big on furry things but actually really liked the project, for me I do hope humans would be able to be included or at least more humanoid features to mix with the body bases. However for me it wasnt a major problem. I do wish for a few more face types as the character I landed on playing was a cow. However none of the face models/shapes really fit all too well for it. (I did really like the udder inclusion thought as those get underrepresented) The scalings system of being able to increase the feet or tail was a big thing since once you reached a certain size they pretty much vanished altogether. For me it was mostly just i would like to have more freedom of customisation. A lot of the minor gripes I had actually got patched or fixed pretty quick like being able to use multiple of the same item at once and stuff which was great. Im excited for your next project. In regard to how to access the game in the future will the full version require the key going forward since you said about maybe removing the tier for supporting the game now that its finished, or will the key i have now work forever for it even if i unsubscribe in the future for example?
Warby
2025-01-16 17:38:52 +0000 UTCAn easy one might be detail textures, so that even at large sizes the textures don't look blown out if you're up close. I think even OG Unreal supported this, though tiling a gravel texture at a higher UV scale over a low-res terrain texture is admittedly a little different from giving like skin pores or scales or whatever.
sigsegv
2025-01-16 17:31:18 +0000 UTCThat would be amazing - maybe even an export function so that a character created in-game could be easily ported to something outside the game
Snowbun
2025-01-16 16:09:58 +0000 UTCimporting custom models or textures is easy aslong we have the reference assets to replace With
Razor4K
2025-01-16 16:03:28 +0000 UTCSome other ideas could be genitalia actually colliding. Instead of the character having giant balls that clip through the ground. Also fluids could be another thing. Being able to have the character lactate and/or cum. Then maybe a better equipment system or the option to go completely unarmed or unarmored.
Lupusvir
2025-01-16 16:03:11 +0000 UTCI would like the characters height to mean more. Like NPC making remarks of how much larger you have gotten then when they last saw you.
cookiechip54
2025-01-16 15:54:26 +0000 UTCYeah a greater control over preferences would be good, especially because its kind of awward right now with how it handles different groups of NPCs Performance and stability will be way better, I've learned a lot over the 5 years and I'm sure I will learn more over the break too. No more casts, more interfaces, way less stuff happening on tick, and more values being cached.
DigitalFurBelow
2025-01-16 15:52:53 +0000 UTCMy requests would be: - if Humans, then only by preference (they can look uncanny and ruin the fantasy setting) - greater focus on performance issues and stability (in some cases we knew there's an issue from one patch to another, more focus on performance makes the game more accessible) - photo mode with greater control over camera and character placement Other than that it's fairly difficult to asses since not even the game genre, theme and style is currently known :D
Legeden
2025-01-16 15:38:49 +0000 UTC