XaiJu
digitalfurbelow
digitalfurbelow

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GrowthRPG V0.2.4

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Changelog 

Focus this month was on sound design along with some focus on fixing and polishing the skeleton, inventory, and enemy AI . I also attempted to work on IK animations, however the method that I am doing will not work with shapekeys, but I have a few idea of what else to try.


I have been a bit under the weather for the past week so I haven't got as much done as I wanted to, so just wanted to say sorry in advance if its a bit rougher than I would like.


I added sound effects to nearly everything along with some music to fights. I am interested in feedback on it, especially the growth sound effects. The music will probably be placeholders.


Most NPCs will now get bigger when you defeat them including repeatable bosses, giving more xp each time.


I added a new enemy NPC this one with a lot of assists who don't attack the player only buff the NPC.


Growth animation transitions should be less snappy now except the simultaneous ones seem to be a bit bugged.


GrowthRPG V0.2.4

Comments

fixed in the hotfix

DigitalFurBelow

I'm having problems getting turn-based to work. After I take my initial move the NPC doesn't do anything. The camera keeps spinning and I can exit the game at any time.

I have no idea what could be wrong. Have you tried running it in administrator mode or adding it as a firewall exception?

DigitalFurBelow

I can't get past the patreon log in screen. I press the patreon log in button, press the allow button, and it goes back to showing the log in button. The game will not let me play, am I doing something wrong?

Male

Great update, once again! Caught a bug, though : the exp in dungeons does not seem to increase with floors/ennemies level. And the "grow on hit" skill does not appear to be working? Maybe something to do with armor, but the armor I had did not tank the full hit, so I guess it should have procced? Also not a bug but I find the bunshido stun quite long EDIT : Nah even without any armor the muscle "grow on hit" skill doesn't work :'(

Gréviste

Will be waiting to do more thorough game testing till after a hot fix is put out to remedy the passive combat bug. I will say initially though that the game having sound effects does make for a much more immersive experience. Also while creating a character I noticed some of the scaling is still a little bit wonky and doesn't behave how it should, but can be adjusted so it cooperates.

Xiro

I cant get it to accept my log in. Took the username and password fine, but as soon as I click "Allow" it just backs the menu back out. Click on log in again and click "Allow" once more, and the cycle repeats

Little Fluff

I really enjoy this update, the sounds (when it does work; there's a crackle pop for breast and ego growth) are pretty good. A question about stronger/bigger enemies: is it only the ones on the overworld, or random encounters in bushes, or both? The lesser commander fight is also neat. I don't know whether or not if it's intended, but if you stand in the raving fan's buff zone, you also get the buff as well as their intended target. It does stack fairly high if you let it (just over a thousand in my case, after two rounds of buffing) and the buff persists after battle, but those stacks fall away fairly quickly after another battle or two, so your stats will eventually revert to normal (even if it messes with your character's scaling, granted I had my scaling, in this case fat, set to a different number than the default so it might not have known what to do with extreme losses. Adjusting your scaling fixes it after you've lost the extra stats). On the other hand, it's pretty darn neat to snipe a big buff and keep up with an enemy that might otherwise quickly outmatch you, and it does offer that risk/reward of "Do I risk getting hit by the enemy while I wait to steal their big buff so I can keep up with a stronger foe? Or do I back off, kite the enemy and stay safe, but potentially lose in the long run to a tougher foe I may not be able to beat?" Could be an idea for a future encounter. I also noticed that you can fight one of the sleeping bunshido twins as though it were their rematch fight. The other won't respond as normal. But when you fight them, bunshido seems to shift between their sleeping and fighting animations. And when you win, they both disappear. When you enter the tunnel, bunshido appears and their dialogue is as though it were your first time meeting them. When you win and come back, they are gone and cannot be fought again. Good stuff so far!

pipolla

no need to fix that

DigitalFurBelow

is it normal that the feet remain small ?

B7AD3W0LF

yeah I definitely want to have repeat bosses introduce new mechanics. Thats why I wanted to do the new NPC with the adds, so I can eventually get that working for the bosses too.

DigitalFurBelow

Noted

DigitalFurBelow

I blown away by how much the sound changes things! Also passive combat appears broken. Enemies just wont attack so fights just wont progress.

snilloc422

Well, for not getting as much done as you wanted, this is quite good! The sound effects really emphasize everything that happens, though personally, I'd make them louder as the source gets bigger. The new enemy NPC gave an interesting spin on the typical marauder, which was a nice change of pace. Naturally, Beast getting big is always fun, but having the others grow as well is a fun addition. My one complaint is that you can't see the repeatable bosses grow, as they vanish until you unload and load the map. Not sure if that was intentional or not, but it's a thing. One suggestion I'd give is to give the repeatable bosses some more attacks or something when they get big enough. As is, simply having 1 piece of armor and 3 in Fat Block (or whatever the first fat skill is called) is enough to neutralize both the Barrel Master and the Lich, not to mention it shuts down basically all normal enemies as well. Have not yet tried it in the dungeon, but it still seems a bit overboard with how good it is. Giving the repeatable bosses more weapons or moves would help mitigate that at higher levels of play. Overall, it's looking really good!

kobster2


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