GrowthRPG V0.6.3 plans
Added 2024-07-05 20:04:15 +0000 UTCFor this month I plan on finishing up controller implementation, do some performance increases, and try to see if I can't fix the softlock issue with passive combat. Unfortunately I'm feeling under the weather, going to take a few days off to try and rest up, but if its anything like it was prior its probably going to last a couple of weeks. So wont be a monumental update.
https://trello.com/b/MktjGwOS/growthrpg-2024-roadmap
I updated the roadmap a bit, biggest change is I think I will no longer do a main quest story. I figure that there's already enough content/systems that should be fleshed out more and quests are obviously not my strong suite, lots of bugs with the few quests I have implemented. I still plan on doing a final dungeon/boss fight because I want the game to have some end goal.
Like I said I want to leave GrowthRPG in a pretty good place before I take my hiatus at the end of the year so when I come back I can either continue working on this or another game.
So won't be doing a main quest/story will be focusing more on polishing and existing content/systems. I hope too many people aren't disappointed by this, but I don't think most people care for the story. I'll be focusing on adding more to the overworld itself, more NPCs like minibosses and some short/simple quests along with polishing up and bugfixing existing content.
As always happy to hear you guy's opinion. Especially if there's any places that you think the game is lacking and could use some focus.
Comments
Sorry about my late reply. Great to hear about the status fix. I had a save get effectively soft locked out of all combat after investing in "defy death". Side note: based on what the doll says i belived it would reset the invested ability points, wich would have allowed me to remove 'defy death', but it didnt. As for the shops that dont re stock; had to look through the game just to check, its just the 'refined ingots' from the blacksmith, and all potions from the apothecary (in town) Befor beating the lich quest. Its honestly not that many cases now that ive double checked, but someone on a fresh save might appreciate the options for extra potions on there way to kill the litch.
Top Snapper VZ
2024-07-16 22:20:20 +0000 UTCSomething else I noticed, and I'm not sure if this is intended or a bug as I don't see it on the tracker, but it seems many enemies now still challenge you to fight even if you are substantially larger than them, rather than the automatic defeat/step on that would happen before.
Wish Dragon
2024-07-14 05:12:49 +0000 UTCI don't think jiggle physics will affect performance much. I am still trying to optimize it. I fixed a big one related to status effects last week so hopefully everything should be running a lot better. Which vendors should restock? because I believe most of them sell infinite stock or at least should.
DigitalFurBelow
2024-07-12 20:33:09 +0000 UTCTrees do get knocked over but large NPCs will not destroy stuff to prevent the world from being cluttered with busted objects theres some cleanup that happens whenever the player isnt looking. So if they would knock something over and the player doesnt observe it then it would just dissapear. All you would see is the map missing a bunch of trees. The automatic item pickup sounds like a good idea.
DigitalFurBelow
2024-07-12 20:32:10 +0000 UTCHonestly I'm fine with whatever you do, the base game is pretty solid that the only new thing I would really want down the line to make it perfect is different body part shapes. Like maybe a rounder belly with a belly button like that one red panda animation you did. Also maybe inflation. But Anyway, take the time you need to get better and don't burn out. This game's great so far
JapannMann
2024-07-11 08:34:17 +0000 UTCSometimes its more about what you didn't add than what you did. I personally like the hands off approach, and i think this was the right play. All that said i really hope you find a little wiggle room in the game for some storys/world-building. Theres already resources in the game now that could be utilized for some lore/information; signs, NPCs, the follower dialog changing baced on relationship, the quest logs, and the environment. I would love to see the creative ways these little pieces could express a story. More things like the message on the back of the bulletin board perhaps? Here are some little story beats that would be nice to have answers/conclusions for. (You dont gotta answer nothing here, i do like surprises) 1. Has growth and large size alwase been tied to power, or is all this abundant growth a new thing to this world. 2. Who/what is the big bad, and are they up to. 3. why is the player character starting there adventure now. 4. A little background on the dungeons, and those that occupy them. 5. We already vaguely know what our companions like, but it would be nice to know more about them. What thay were doing when we ran into them, why there sticking around. 6. A name for where we are at. Real quick, some things i feel could inprove the game atm. 1. Vendors refreshing there stock once in a wile. So thay no longer run out, and gets rid of things ive sold to them, just less things for the game to keep track of. 2. The ability to toggle on/off who has jiggle physics in combat for better in combat performance. Example: player character, teammates, enemys, current target. I dont like them eather, but please don't burn yourself out focusing on bugs too intensely. I hope that by the time you read this your feeling alot better, if not, hope you get well soon.
Top Snapper VZ
2024-07-07 05:47:49 +0000 UTCa main quest system can be skipped, just some dialog that says, oh that's an evil person, we are oppressed, go get them. the player will not need any more then that.
Des
2024-07-06 04:51:26 +0000 UTCSounds good, only request story-wise would be more lore, the physical state of the world is very hard to appreciate and becomes more or less just noise without lore to back it up. Two very minor points of feedback would be: - It would be nice if there was more visual and physical feedback for larger-sized characters, such as more parts of the world responding to it like trees being knocked over or even a selection of much simpler but destructible buildings. - Items on the ground are difficult to pick up when too large, it would be nice if walking over items would pick them up automatically. Perhaps this could take the form of a menu toggle or happen at some size threshold.
Wish Dragon
2024-07-06 00:36:18 +0000 UTCNo complaints here, you are doing a excellent job!
Redd
2024-07-05 21:01:18 +0000 UTCit does sound like a good idea, I would need to check how viable/time consuming it is. The big thing I'm worried about is having to make a UI element that could easily show that and the other is getting caught in a loop of growth because there is no valid animation it can pick
DigitalFurBelow
2024-07-05 21:00:00 +0000 UTCyeah I'll still have some NPCs give some lore but it won't be like a main quest
DigitalFurBelow
2024-07-05 20:59:33 +0000 UTCCould we have an option to choose which growth animations play or not for the different stats? Like if I only want to stomp animation for legs then I could curate to exactly what kind of growth occurs
Hardock
2024-07-05 20:41:20 +0000 UTCgenerally I don't like story on rails and branching story is even more time consuming, so I can go with "make your own story" though some world building would be nice, either a lore dump or explanation what's what (dungeons, factions etc.)
Legeden
2024-07-05 20:30:39 +0000 UTC