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MilesMouse
MilesMouse

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Progress Report 4/15/2022

Easter is coming... It's coming for us all... Here's what I got done this week:

This week... it kicked my butt harder than a week should be able to kick a butt. I had a Sisyphus metaphor going in my head, but I'll just leave it at this: This week at the cookie store was Christmas levels of bad.

I'm gonna use what little brainpower I have left to remember the giantess side of this week.

First and foremost, I've compiled a list of characters and their quirks that could make an appearance in the game, depending on how prototyping goes:

You've already seen some of these in action from last week, but I wanted a large variety to work with. Additionally, some of these descriptions are rather vague about what exactly the character will be like -- that's a surprise for the future! ;D  If you guys have any other movement ideas for characters, let me know! But opposite movement is out -- that one is certain.

I began prototyping the "Tank" and "Confused" characters this week. Mr. Tank was shockingly difficult to get right -- in fact, I still haven't nailed it down even after three hours of programming. You'd think making a character move in the four cardinal directions would be easy, but my different attempts each held their own drawbacks. The one I settled on works as intended, but the character slows down before changing direction rather than maintaining a constant speed like I wanted. I'm chalking this one up to a stalemate until I determine if he's truly going to stay in the game or not.

As for the "Confused" one, things are going quite well. I just ran out of time and energy to work on it this week. Blame the Tank. I'll include gifs of them in action once I've finished prototyping all of the different characters.

Now for some of the new feature designs I have (thanks to the same fine individual who helped set this whole thing in motion):

Player vs Giantess events: the game stops auto-scrolling to make the player face off with the giantess while completing some objective. For example, a roadblock lies ahead and the characters will automatically attack it while the player controls them to avoid the giantess's feet. I have a variety of ideas besides roadblocks, but I'll leave these to be a surprise, as well. :)  (Plus some of them are pretty complex, and I don't want to hype up these features too much if they may not make it in.)

Giantess moods: the giantess will behave/walk differently depending on her mood. This would keep players on their toes, but it'll still take some designing before I commit to it.

Saving NPCs: my initial thought was to have NPCs disappear with a little "Saved!" message appearing in their place. However, someone else suggested that the NPCs could tag along and follow the heroes. Add in periodic safe spots to drop them off and you've got an added challenge! The question with this one is just how challenging it would end up being; I don't want to make the game too hard, after all. Some testing will be needed to help gauge this.

That's all the design stuff for now! I'm not gonna lie, it feels like feature creep has taken its grip on this project. That's okay, though -- a little bit can make a good project great if we play our cards right. I just have to be careful not to add much more beyond what we already have here, otherwise this project is gonna end up as a 3D mmorpg open-world VR title.

...*Sigh* Yes, that would be totally awesome, but let's focus on small projects for now. :P

Now then, I'm gonna go pass out. It's been a very, very long week for me... In the meantime, I hope you guys have a great Easter! I'll see you guys again next week!

Comments

I may be over-complicating it with giving each of them movement quirks, but I'm certain I want at least three "side" heroes to tag along to make things more dynamic. ^_^ If the movement quirks turn out too cumbersome, I've got a backup plan in the works. :)

XD Oh, I remember classic Resident Evil all too well. Don't worry, these tank controls will be far, far less frustrating. :P I actually had the same idea while I was programming Tank! I figured I could make the character a bishop, but that wouldn't make much sense in the context of a raid party, haha. If I can figure out the movement programming, I may throw him into the prototype pool, too. :) Happy Easter! :D

"3D mmorpg open-world VR title" Shut up and take my money. Your tank character reminds me a little of classic Resident Evil ;) The way those games handled it was you could only move forward or backward and in order to turn you had to spin your character left or right and then turn. Basically, there was no strafing movement and it sucked XD Thinking about how to make that feel right has yet to yield results but it did give me an idea for a character that is the opposite! Diagonal movement only, so basically zig zags everywhere. That sounds awful now that I visualize it... I'll see myself out. Happy Easter everyone!

Bombur

I do have a feeling that making it with multiple characters is already too complicated... might be a better thing to just let the player pick a class at the start instead, but feel free to ignore me if you have huge ideas around it ;)

Atlan from Atlarchy


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