XaiJu
digitalfurbelow
digitalfurbelow

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GrowthRPG V0.6.1

Changelog

Game Link


Huge update this month with the new world. Sorry it took an extra week but it was a massive amount of work. Did a lot of learning and I even properly did level design this time, starting with nodemaps blocking and everything, lots of new space for bigger growth. I am exhausted so going to take a long weekend, hotfix will be coming out a day later than usually, aiming for Wednesday the 12th and the next month I will be focusing on polish. I am definitely interested on hearing feedback for the new world. I tried to keep the filesize small but its still pretty big at 7.4gb uncompressed, hopefully I can decrease that in the future. I compressed a lot of textures so some assets might look a tad blurry.

You may need to use a new save for the new world, otherwise NPCs might get screwed up.

Focus of this month’s update is the new world. A new save may be required, otherwise NPCs might end up in random locations. It is quite a bit bigger than the old one, every area has been developed quite a bigger with more variety. New champion enemies have been added to the map, these are very large enemies that give out increased XP and loot. There still is a lot I want to add, clean up, and optimize but this will be the overworld for the final version of the game.

There has also been some optimization specficially to NPCs and foliage so hopefully even though the new overworld has a lot more in it, it won’t run any worse.

GrowthRPG V0.6.1

Comments

For the boss ones I have it as a rule where they will always be at the start of their zone, that way if there isnt a save at the end you don't need to go through the entire area you can just fast travel

DigitalFurBelow

Probably easier to have the basic companions such as the original 4 to appear in a certain area in the starting town rather than scattered around the new level once they're defeated and ready to be recruited as a follower. As I was about to report that Bunshido was bugged upon not being able to find them around the beach after defeating them in the tunnel. Only to find out that they were not in the beach area at all but rather outside of the bamboo forest travel point. Another possible glitch is the Companion Points stat seems to reset back to 5 even after upgrading it with the leadership ability. I did notice it at one point showing the companion point stats showing 6/-715 when using the infinite companions from debug enabled. Not sure if it was a bug, but Aureus's dialog depending on if you're in debug mode or not in first conversation, might lead to them being unable to be recruited or if you already have full companion group when attempting to talk and recruit them.

Robert Blake

- At the docks there is a stone ramp that has its collision opposite to how it appears (you walk up nothing, instead of walking down it). The enemy i defeated on the section after the bugged ramp gave me a key that i couldn't for the life of me get to work on that fence, so i needed to reset my position to get out of there. - there is a big enough gap to get behind the fence guarding the lever for the rear gate of the docks. - there is a lip on the rear ramp of the docks that is too hight to step over when entering that way. - saw an enemy on the docks looping through the animation for falling into the drink. - had all of the docks (the actual dock part of the docks) unload under my feet once. It dropped me into the abyss where i fell till i got a fatal error. - on a path near a crossroad, the one near the 'size master' guarding a weopon, there is a big ol spike.

Top Snapper VZ

Other bugs I noticed: XP multiplier became around negative x5900 when I took the XP multiplier perk. Giant rat follower didn't spawn until I reentered the sewers and exited again Giant rat using intensify seems to have broken the AI of most enemies when used

Aku Oreo

definitely a good idea for the combat intro. I will try to add it but got a lot of fires to put out first.

DigitalFurBelow

what exactly is broken with the quest?

DigitalFurBelow

The new combat intro animations are nice but maybe add an option for people to disable them and just go back to starting combat instantly for people who want to get XP fast. Also they seem to reset my tail thickness every time I enter a fight.

Aku Oreo

The licht quest is bugged again, and also maybe add the ego boost potion to the debug list as well

Jhonny Latios

For some odd reason each time I try to change either my sensitivity, audio, and my growth speed it’s permanently stuck on 0 and I can’t change it

Cursedspider

1st thing i noticed was the bootup time was noticeably longer. Tryed to see if i could get a 6.0b save working. loaded in fine. Had to reset-position to land on solid ground in the overworld world. Everything seemed to be fine, but leaving a dungeon & quitting out then back in causes a freeze till fatal error. As far as i can tell atm with the limited testing i did, older saves are borked. My advice to anyone is to back up your "character appearance code" in a text file, so you can drop the look onto new saves easily. I went ahead and use a new save to look around the new overworld. Right off the bat its far far larger than i imagined. Plz take things i say with a bit of salt. 1. Enemys overworld movement/Ai seems to be off. Non of them are moving. 2. I only see enemys on trails, and i see so varry few of them. 3. Invisible walls are quite common now, and teres some issues with them. A) the invis walls at the borders are a bit abrupt, maby add dotted post, string of flowers, or fence to communicate theres the border before someone commits to walking that way. B) there is quite alot of invisible geometry around key features of that map that can be snaged on. C) there are clear gaps in the bamboo that have walls between them. D) the invis walls around water combined with the steep landscape around the waters edge makes many little stuck spots. 4. The floor for the "power station" seems to be missing or to low, so its easy to fall through the world. 5. Once wile near the "power line sword thing" i fell through the map. 6. By the rear entrance to the docks area theres a hole through the floor. 7. Many locations change appearance as you get further away, wich makes sense for optimizing. There are some situations were things arnt there till you near them. the farm, and the church from the back side are big offenders. 8. The cave leading to the 'crystal cave dungeon' dosnt seem to respect the lighting. Maby it could be sculpted out of geometry instead of objects. 9. NPCs around town are now spread about a bit more and theres many structures between them. This makes the town feel a little less alive. 10. The grass generation acts weird in a bunch of little spots, floating in the air and being set flat instead of standing. 11. Its hard to tell were your going, mabe some signs on the roads. 12. Saves are spread thinner and are harder to find. Mabe some sort of change to make them easier to spot from further away. 13. I like the bit of less civilized bit inside the city walls, like were the half constructed buildings is. The enemys there help the town feel more like a starter zone. 14. Like the Beast's private lil hill. 15. I like the eastern themed area neer the tunnel being its own zone. Hope to see more than butt builds in there at some point. 16. The docks being there own mini dungeon type thing is a great idea. 17. I love that the facsimile dungeon is showing its hand befor you even get inside. Makes me wish the enemys in there had cardboard weopons and cardboard box mask/helmets to go with the theme. 18. Two things that might help moving forward. A) a soft reset for a save. You keep xp, character appearance, skill tree completion, and items in you inventory. Reset everything else and are place at the starting location. B) a way to accurately get look up you numerical location, so people can accurately and quickly communicate were issue spots are. Trying to make an entire open world in one month must have been a herculean task, but as far as i can tell everthing from the old map has found a new home. Cant wait to see it all after some tlc/bug-stomping. Sorry if my way to big message came across as negative. Please enjoy your weekend. To anyone who read all this mess thank you, and i hope you have a beautiful day :)

Top Snapper VZ

Excellent work, can't wait to dive in and see the new world. Game has come a really long way. I know I'm very much last minute here so while I do have some suggestions...I totally get it if you feel like you don't want to add more at such a late stage. Figured it wouldn't hurt to list them and you can choose whether or not you want to read them. They're centered around sound design, which isn't something I've seen talked about too much. 1. Option for character voices getting deeper with more reverb as overall size increases. 2. Maybe one more stage of stomp sound effect for really big sizes (unless you added this recently, I tend to skip a few builds each time I play). 3. Option for belly sounds for fat characters (rumbles and sloshing for example). 4. Maybe more character voice sound effects for growth? I was also going to suggest theropod feet for dinosaur builds but I saw in the plan that someone had suggested 3 toed feet so I assume that's what that is. Again feel free to completely ignore, just listing this out in case something catches your fancy.

Krita

thanks for the update <3 keep up the good work

F


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