XaiJu
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GrowthRPG V0.2.3

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Changelog 


Short month so I didn't get to add too much. I added a Beast boss fight and made the UI look slightly less terrible. 

With the new Beast boss fight I had to include some new things that will be appearing in future updates. 

Digitigrade legs are now supported. I need to improve the rigging, some animations are still weird and its a bit awkward to animate. But new leg options should be appearing soon.

Enemies can grow on defeat Right now its just Beast but I can implement it to other NPCs in the future

Beast has a new unarmed combo, the player can't access it now but will be able to in the future. The idea behind it is it hits lower than a regular attack, but has a longer string and comes out quicker to increase AP faster.

For UI I have started updating some elements in the new menu style. Redid the battle system a bit, now every skill will display on a banner. Enemies have health bars above their head, and damage numbers will show up when hit


Hotfix is planned to come out either Monday or Tuesday

GrowthRPG V0.2.3

Comments

What would be an awesome feature is if you could modify the beast's size/proportions so you can get them custom to the 'features' you might prefer to see toyed with? Maybe something in the settings or something you can eventually mention to the beast after a few battles where you don't lose.

Avix Valen

yeah I have something like that planned. I don't have the specifics down yet. Basically the player can choose to shrink themselves down on the overworld to access certain places and it would give them a free size explosion in combat. The taunting might be good too. I would also eventually like the combat to not switch to another level so it might be hard to plan around areas where the player can be huge on the overworld. I like your ideas though, Ill definitely consider it.

DigitalFurBelow

Got 3 suggestions that may help in the long term for this game. It would use the existing code and an addition to combat. In the world, use the existing scaling attributes to limit how big players get. Shrink them down to 20% of their true size. Players can fiddle with the sliders as they are. Inside of combat the limits come off! Give both the player and enemies a free growth turn before the start of combat to reach full size. Replace the "Grow from the Beginning" with "Grow to full size," Then have players shrink back to manageable size after a timer or button press. Three changes. By adding this: Makes the overworld experience easier to design for. Combat can have a thrilling start. Players get a stationary 'Show Off" button.

CosmicPizzaBuffet

yeah the level up exploit was already mentioned. Going to have to look into the open mind thing though. Probably applies to all the continuous growth skills.

DigitalFurBelow

Hey, I found an exploit when you level up. Removing points before you confirm actually makes the level still go up, leading to infinite points. Got my size to 20k in minutes using shift. Also open mind locks enemies in an animation pause, while you can cancel the animation and attack. Love the game so far!

AllOrNothing21

Thanks for the feedback. Definitely need to update the battle health bar and I'll see what I can do about the damage numbers. There is no way to look at enemy stats, but it could be something I could add. It would help me too. And you can consume multiple items at once with the right mouse button in the inventory menu

DigitalFurBelow

For a small update, this was definitely enjoyable to play. Provided is my feedback. - Pain and Gain does not appear to work when the player has negative muscle (negative muscle result of using Challenge Me). - Is there a way to look at enemies stats now? Its difficult for players to determine/troubleshoot if enemy interactions are working as expected. - Animation on Body Slam is weird. The first part looks correct but then the character is displaced halfway on the floor and is sitting/halfway clipped into the ground then gets right back up instantaneously. - Would it be possible to move the HP bar away from the top of the enemies head or remove it? The issue with the current placement,above the head, is once some enemies reaches a certain height it leaves the players field of vision. Beast is a good example of this once you have defeated it a certain number of times (for me it was about 3). - On the damage note, would it be possible to make the numbers larger? Once the players and enemies scale to a certain point it can be difficult to see them. Alternatively the killing blow number (or rather the last damage to be inflicted on the enemy) is sometimes not visible due to the camera zooming out. - Body Slam does not appear to gain any AP when attacking. Not sure if this is true with the other skills that are obtained through the skill tree. - Not sure of the exact conditions but there are circumstances where the player can stun the enemy NPC indefinitely. I'll look into this more. - Beast boss fight is certainly enjoyable. Without exploiting the current stat gain issue, I was able to defeat him about 3 times before it became a battle of beast blob vs. the hamburger gorger (the player). This resulted in mostly farming for piledrivers to sell for hamburgers and then dungeon diving for stats. The most I had him doing was about 75 per swing after the 7th encounter but after that the time investment seemed to great to keep going (lol). Had loads of fun with it though. - With the above noted, the leg skill/talent 'thick thighs save lives' feels like it has a proper use now. - Glad to see that the quality of life made it in with allocating stats by holding left click. - Combat text above the screen is a nice touch as well but its hard to see what's going on when multiple actions are occurring back to back as what actions overlaps/replaces the other. - Seeing that respecting having a cost now is good as well. A similar cost note, would it be possible to reduce the cost of using Plush to dungeon skip? - It looks like the issue with infinitely scaling has been fixed as well which I was certainly pleased to see. - This is more of a suggestion but would it be possible in a future update to consume all essences at once? I tend to stockpile them and use them in one go. Overall enjoyed this update and looking forward to the hotfixes along with future updates.

TheDarkBreadGiver

he definitely should not be getting that big after one fight. I wonder if instead of .05 I accidentally put .5

DigitalFurBelow

I love Beast growth bigger when he lose and I need another boss growth bigger like that too but I don't like when he growth too much and his body look weird.

Zelimir Zhenelov

About the Best Mechanic like Nemedra sad i killed him like 20 times and now he outgrew the Existens of Life itself (alias i cant c shit)

Starsegen

Beast Mechanic is really fun, it had more content for later game, but Beast grow seem to be exponential, which well... he grew about twice the size of the city after one battle, forget the little combat zone because you two are now making one in a combat (I'm at 5 or 6 battles) and... well it's just not a ''beast'' anymore, he is piercing every part of his body with other part of his body, he look like a weird chewing gum... Also is it planned to get like a second part of the game more big, too big I can't use the city or dungeon after two hours of games? Also to report bug, when shift-click for adding point in attributes it add more point than what you spend for it (exemple: 110 points was placed in fat for 16 points spend) and after shift-clicking, lowing spended point will add more point to the attribute but also had more point to spend (infinite).

thanks, glad youre enjoying it minus the bugs

DigitalFurBelow

Noticed that when you knock an opponent down, they get stuck in a 'get up' animation loop, until they actually try to get up. Also there's an odd interaction when using Intensify on a downed opponent causes them to go through the growth animation, then fall back down again. Not related to bugs, but I just want to thank you again for making this game, it helps me pass the time while stuck here in quarantine.

Irotroopa

yeah someone mentioned Beast's rig breaking. You have to unlock the skins, there's just dragon and beast now. The digitigrade legs aren't ready yet just the rigging. I still need to model the legs and implement them in a future version.

DigitalFurBelow

I found a few problems when a character fights with his left leg loamet animation, the barrel master at the end of the fight breaks and gets stuck in the floor, sometimes he returns to normal, sometimes he sticks out of the floor. When adjusting the body, the long neck reduces the size of the hands, all the finished skins disappeared, I could not find how to put new legs, when fighting with two NPCs the game slows down for some reason. For some reason, all the heads for the character disappeared. One of the sharks on the beach goes off the map. It seemed to me that there were fewer character changes than in the previous version of the game. I liked the new boss. But if you often attack a new boss for 5-10 times, it turns into something incomprehensible, and not beautiful

Alex Bauer

Noted

DigitalFurBelow

The changelog seems to be set to private at the moment, even when logged in. The Beast's body stretches out weird after winning or losing against him enough to make him grow above the trees. The stat allocation menu is bugged where if you place 1 point into a skill and remove it, it does not get removed, just added again. (25 points get added too to that body part as well while refunding 5 stat points at a time) The last thing I found was after opening the resolutions settings menu in the main menu, the X on the top right could not close the menu.

Exodus


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