GiantessSandboxDev - Progress Update part 4 — page 1
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GiantessSandboxDev - Progress Update part 4


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Hello everyone!

Another progress update for you all. I so regret not calling these "Progress Reports".

Procedural Freckle Generation

As shown in the attached video, I finally went ahead and implemented a (very work-in-progress) procedural freckle texture generator. In my opinion, it's pretty easy to mistake it as dirty skin right now, but it's still very much a work-in-progress. The effect looks much better in Blender:

I simply have to figure out how to port it correctly into Unity first. And also make it into a shader, since it runs like complete crap when it's re-generating the freckle textures.

Anyways, as a result of the Freckle Generator's implementation, her entire body now supports having freckles instead of just her head. Pretty cool!

Cleaning Up The Code

I spent a good three days removing a bunch of deprecated systems, variables, and the like from multiple game classes. The game is a bit more performant as a result, and the codebase is getting less and less confusing to outsiders (I hope). That's really nice on my part, and it'll be awesome for modders who probably don't want to go looking through thirty functions that all seem like what they need but, in practice, don't work properly. These kind of functions were littered throughout the codebase, all from past experimentations of mine.

Yeah, a large portion of this week was spent modifying & trimming a lot of things. Here's a short list of the major stuff:

GiantessActivityInterface

Handled pretty much everything when it came to moving the Giantess around, making her do stuff, etc.

Replaced with the CTask system.

GiantessScript (Not to be confused with GtsScript)

The old & crappy scripting language.

Replaced with GtsScript.

GiantessConversation & TalkSystem

The old Conversation System (These are the systems that loaded 'convo_kuronatu.cfg')

Replaced with the RadialSelection system (which now handles displaying dialogue for some reason. Old habits die hard I guess)

GiantessState

This is from the first few versions of the game! It was deprecated three public releases in, and has just been sitting in the codebase collecting dust. Until now.

Replaced with the CTask system.

GiantessMovement (Partially)

Had a metric shit-ton of old, unused and broken code just sitting in it. I've brought it back to its roots: Providing the Giantess with basic locomotion. That's all it needs to do right now.

GiantessPersonality (Partially)

Many personality options were removed in favor of allowing scripts to define their own options later on in development. And also, most of them didn't do anything anyways.

And a bunch of other things I forgot about. It's been a very long week.

There's still a bunch more code to go through, but I've removed everything that was really bugging me. And the code is much nicer as a result. Neat!

Task Development

In addition to all of that stuff above, I've also been making more progress on tasks. The main focuses for this week were the 'Bed Time' scenario and the 'Dinner Time' scenario.

The 'Bed Time' scenario was the second scenario I started porting into the CTask system, so as a result, it's kinda broken right now. Not unsalvageable by any means, thankfully. When I implemented the CTask system, I thought ahead on many little details, so not much has changed from when I first ported it. GiantessMount is the main thing that's giving me problems - Getting her to lie in the bed isn't very hard; it's just moving / hiding the bedsheets that are a sore spot right now.

Not much to say about the Dinner Time task - It's still coming along nicely. I don't want to spoil too much, but she can be pretty playful in this task :P

As always, thank you all for your continued support, and I'll see you in the next report Progress Update. Ciào!

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