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LadyAliceR18
LadyAliceR18

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Alpha v6.0 Progress Update

I've been hard at work figuring out how to increase performance. See the video for the current comparison. I have a new render system that does a better job of culling unviewable objects compared than before. It's also more aggressive at removing small objects to save on performance. There are other improvements as well, but it's this new render system that's helping the most.

I apologize for the video's poor quality. I didn't really plan that out. The fps is hard to visually differentiate, but trust me the fps number really go up.

I admit that I spent a week on ideas that I thought would improve performance, but resulted in very little to almost no improvement. In one instance, it made the performance worse! So much hair pulling for naught, but it is what it is.

I have a better understanding on what causes performance drops in my game. As obvious as it sounds, the laggiest areas are when you can see half of the village from a particular angle. Because there are no castle walls blocking your vision, I am forced to render all those buildings!

With the new 100 fps on the biggest level, I do not have to worry as much about addressing the laggiest areas. That being said, I would like to start doing two things that can help future-proof performance while adding some new content to the village. I will start some of these ideas for this update.

1) Add more village scenery that isn't just buildings. Buildings are busy so replacing even 25% of them with simpler village scenery can help performance. It will also make the village look less samey which is also great. It's also a great place to add small ways to interact with the gts. I have an idea for small shrines where you can offer food in exchange for a buff or item, while the gts grows just a little bit. I am interested in more ideas, gameplay focused or just for fun.

2) Add line-of-sight blockers to some castle walls. This is to help reduce instances where you can see too much of the village, hurting performance a bit. They can be simple doors that act as teleports. They can be dark souls fog that just block your vision. They can be walls that require the player to dig under. I could even add walls that require the player to shrink to get past.
As a final idea, long long time ago I had someone suggest that certain tiles have a magic aura around them. The aura can act as a fog for blocking line-of-sight. Being in the aura could provide some benefit to the player, and also boost gts growth if her foot happens to be inside. A win-win don't you think?

And no matter how many line-of-sight blockers we add to the village, we will always be able to see the gts' smile above. Isn't that just swell?

I still haven't optimized destruction and terrain terraforming. So to be on the safe side, I plan to finish the update at the end of September.

Alpha v6.0 Progress Update

Comments

The gts does crush the player and I plan to use that a lot. I'd like to add eating but I need a good mouth model to add to the immersion. Also it's not a current priority.

TH Stan

Combat is a fun concept for a side mode. I'll keep it in mind once I add more and more monsters deserving to be crushed.

TH Stan

Also sorry for my late reply and why not let the giantess eat or crush the player depending on what’s going on or something

Agent Suzuki

Been playing this a lot, big fan. Had some possible ideas if you’re wanting to add npc/enemies, you could try to make a different game mode. Take some type of obvious bad guy enemy (skeletons, oni, shadow monsters, whatever) that the giantess fights. Player avoids them (maybe they can stun/kinda fight them) while getting her as big as possible. The foes escalate, so the giantess has to as well. If she doesn’t grow fast enough, you get overwhelmed. Could be a more open “battlefield” map: less geometry eating resources, easier for player (and enemies) to maneuver to avoid pathing issues. Makes it feel more like you’re working together, adds a good reason for her to grow. Gives somewhere for further development to go. Could have bosses, a bit of plot behind it, up to you. And great for those of us who want a more cooperative, less antagonistic relationship with her. Obviously she’s still a danger, but if she steps on you it feels more accidental. Regardless, keep up the great work. This has a lot of fun potential.

BW

How do you even reach more than 4000?! At least... In the current game balance.

duh

I would like to see a maximum size larger than 4000m, do you plan to modify it in the future?

지형 신

You will be able to costumize their footwear finally next update. But skins is not a priority at the moment. The next gts twins will have options to remove some of their clothing (hat, glasses, coat). I may add the same option for Akipo.

TH Stan

Will there be Skins in the future for the giantess? Or other ways to costumize her? (Im new so sorry if u got that asked multiple times already)

Jeff

Do you have a theming for that dea? My brain imagines that as her size increases, a somewhat spooky aura starts to form around the map to match the tension, an aura that would act like a fog.

TH Stan

Not on my current radar but I have a few ideas that may satisfy your desires. I will add an option on the gts customize screen to disable player tracking so you can more comfortably watch her destruction. I want to add moments where the gts will carry you to places, so that sounds like a great place to either watch destruction or stare at her face. Ah that reminds me that I forgot to readd the gts perspective for the victory screen.

TH Stan

Will there be an option for players to watch the destruction more safely? For example, could the giantess be aware that the players enjoy her display of power, so she deliberately aims at the houses in her path rather than targeting the players? Alternatively, could she place the players in a high place to ensure their safety?

Bread Boy

A little decoration for variety is always a good thing; it adds a little life to the village and, even better, reduces the load on the game. Perhaps some small shrines where you can offer food for bonuses (speed, food weight reduction, extra health), and if they're destroyed they fill the bar.

Shadow97

Have the gts create blockers of line of sight at certain sizes so the player can only see less of the map but give the player access to teleporters or somthing to make getting around the map easier when shes that size

Dffd2

all great ideas. i think there are kinda too many houses anyways, especially late game when they are respawning all around you rapidly, its a bit much. I think this performance patch is very important, it will feel much better playing the game with less lag spikes disrupting the immersion. The way your going about it is smart, making performance upgrades in disguise as a village update

Catty

Great question. May I ask why you want to see villagers? Do you want to see them get crushed or do you want something to interact with? I have no issues with crushing but I want to avoid death at all costs so I'll probably give the villagers the same revive power.

TH Stan

Nice that’s awesome also will there be villagers in the game soon or not really

Agent Suzuki


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