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GiantessSandboxDev - Progress Update part 8
About This Title
Hey everyone! I've got another progress update for you all.
Foot Crushing Makes a Return!The very first day of this update week was spent fixing the foot crushing mechanic! It's still a bit buggy, but you can now get flattened as you please.
Being stepped on doesn't immediately kill you right now; Currently, it leaves you at 5% - 8% health, and you slowly die from internal bleeding. Ouch.
As it stands, there is no task or scenario dedicated to crushing a tiny / footplay right now, but it's on the TODO list. Probably for the update after this upcoming one.
I'd also like to implement some sort of broken bone system for tinies - I'm personally not into biting / crushing / dismemberment / gore at all, but I'm not against implementing it -- I know a lot of people are into that sort of thing! It's on the TODO list as well.
Object Tethering ImprovementsThe system responsible for managing physics related to objects being tethered together via ropes has been in the spotlight for a couple of days now. Gosh, that's a mouthful; I'm terrible at naming things.
With the new world batcher system, it's much easier to tell where things are in the world, leading to a re-write of the tether system for the fourth time thus far. It's worth mentioning that it had broke at some point between the last update and this one, so it needed a re-write anyways.
I was actually working on this just before I started writing this progress update, and I've spent a good four days so far on it. I'm not done with it yet, either.It depends on a lot of utilities, so a lot of the time was actually spent on that, rather than the tether system itself. I am finally at the point of working on the tether system itself, though.
Why am I working on the tether system? Well, because:
The Stomach Rescue TaskI needed tethering for the rescue task, of course! Which I've only just begun implementing a few days ago.
This is another one of those things that depend on a lot of other much bigger systems, which is why it has taken this long to even begin implementing.
I plan on giving you some choice on the method she uses to rescue you, too!As of right now, these following methods are planned:
Rescue using rope (This is currently being implemented)
Rescue by vomiting in the toilet (If her stomach isn't too full)
Rescue via teleporting you out using magic that she somehow acquired
Rescue by poking the respawn machine and hoping it teleports you out (provided she can actually get to it) (maybe she can control it from her phone or something)
You're not the only thing she can rescue from her stomach, either! The rescue task supports literally any object that can be swallowed.
Obviously, if she needs to rescue an object that can't physically grab onto the rope, then she'll look for Volunteers to help her. And who knows -- Maybe she'll even let them out afterwards!
Giantess' Mouth Liquid ImprovementsDemonstration: https://www.youtube.com/watch?v=-lPPf2QE6JI&feature=youtu.be
I spent some time polishing the new mouth liquid system, and it looks rather nice now! I've still got to work a few kinks out, though.
Regardless, I think the attached video shows it off quite well :PI'm really happy with how it's turning out!
Updates To Memory PerceptionI've completed an optimization pass on the GiantessMemory / EntityMemory system, which is responsible for keeping track of facts, relationships, and other information about a target, all relative to the perception of a Giantess.
I've leaned into using "factoids" to keep tabs on an entity's where-abouts and their "state", as perceived by the Giantess. I don't know how many fact types I'll end up with by the time the update comes out, but this is just me getting ready for anything.
The whole Factoid system supports adding custom fact types via GtsScript too, which means modders won't be limited to the current selection! Of course, you can just add custom-named facts as well - You don't need to define them beforehand. Defining them just gives you more control over what they do :)
Computer Time Gets an Intro!Demonstration: https://www.youtube.com/watch?v=FpSb3YHyY3Q
It's a work in progress, but I've implemented an intro for the 'In Her Stomach' starting point in 'Computer Time'. It looks so cool that I'll probably need to add something like it to every other scenario too.
Provided it doesn't take too long - I don't think it will.
Phew! That was a lot of stuff. After I wrote last week's progress update, I made it my mission to start documenting everything I changed as the week progressed. It really helps me out, because I'm not very good at remembering stuff.
There are even a couple of things that I didn't expand on in this update, such as the new DangleTarget task (She dangles you over her head and eats you), fixes to the debug UI, and a few GtsScript changes + new syntax. Not to mention the bug fixes.
Anyways, thank you all for your support and patience! I'll see you in the next progress update.
And Happy Halloween!
Hey everyone! I've got another progress update for you all.
Foot Crushing Makes a Return!The very first day of this update week was spent fixing the foot crushing mechanic! It's still a bit buggy, but you can now get flattened as you please.
Being stepped on doesn't immediately kill you right now; Currently, it leaves you at 5% - 8% health, and you slowly die from internal bleeding. Ouch.
As it stands, there is no task or scenario dedicated to crushing a tiny / footplay right now, but it's on the TODO list. Probably for the update after this upcoming one.
I'd also like to implement some sort of broken bone system for tinies - I'm personally not into biting / crushing / dismemberment / gore at all, but I'm not against implementing it -- I know a lot of people are into that sort of thing! It's on the TODO list as well.
Object Tethering ImprovementsThe system responsible for managing physics related to objects being tethered together via ropes has been in the spotlight for a couple of days now. Gosh, that's a mouthful; I'm terrible at naming things.
With the new world batcher system, it's much easier to tell where things are in the world, leading to a re-write of the tether system for the fourth time thus far. It's worth mentioning that it had broke at some point between the last update and this one, so it needed a re-write anyways.
I was actually working on this just before I started writing this progress update, and I've spent a good four days so far on it. I'm not done with it yet, either.It depends on a lot of utilities, so a lot of the time was actually spent on that, rather than the tether system itself. I am finally at the point of working on the tether system itself, though.
Why am I working on the tether system? Well, because:
The Stomach Rescue TaskI needed tethering for the rescue task, of course! Which I've only just begun implementing a few days ago.
This is another one of those things that depend on a lot of other much bigger systems, which is why it has taken this long to even begin implementing.
I plan on giving you some choice on the method she uses to rescue you, too!As of right now, these following methods are planned:
Rescue using rope (This is currently being implemented)
Rescue by vomiting in the toilet (If her stomach isn't too full)
Rescue via teleporting you out using magic that she somehow acquired
Rescue by poking the respawn machine and hoping it teleports you out (provided she can actually get to it) (maybe she can control it from her phone or something)
You're not the only thing she can rescue from her stomach, either! The rescue task supports literally any object that can be swallowed.
Obviously, if she needs to rescue an object that can't physically grab onto the rope, then she'll look for Volunteers to help her. And who knows -- Maybe she'll even let them out afterwards!
Giantess' Mouth Liquid ImprovementsDemonstration: https://www.youtube.com/watch?v=-lPPf2QE6JI&feature=youtu.be
I spent some time polishing the new mouth liquid system, and it looks rather nice now! I've still got to work a few kinks out, though.
Regardless, I think the attached video shows it off quite well :PI'm really happy with how it's turning out!
Updates To Memory PerceptionI've completed an optimization pass on the GiantessMemory / EntityMemory system, which is responsible for keeping track of facts, relationships, and other information about a target, all relative to the perception of a Giantess.
I've leaned into using "factoids" to keep tabs on an entity's where-abouts and their "state", as perceived by the Giantess. I don't know how many fact types I'll end up with by the time the update comes out, but this is just me getting ready for anything.
The whole Factoid system supports adding custom fact types via GtsScript too, which means modders won't be limited to the current selection! Of course, you can just add custom-named facts as well - You don't need to define them beforehand. Defining them just gives you more control over what they do :)
Computer Time Gets an Intro!Demonstration: https://www.youtube.com/watch?v=FpSb3YHyY3Q
It's a work in progress, but I've implemented an intro for the 'In Her Stomach' starting point in 'Computer Time'. It looks so cool that I'll probably need to add something like it to every other scenario too.
Provided it doesn't take too long - I don't think it will.
Phew! That was a lot of stuff. After I wrote last week's progress update, I made it my mission to start documenting everything I changed as the week progressed. It really helps me out, because I'm not very good at remembering stuff.
There are even a couple of things that I didn't expand on in this update, such as the new DangleTarget task (She dangles you over her head and eats you), fixes to the debug UI, and a few GtsScript changes + new syntax. Not to mention the bug fixes.
Anyways, thank you all for your support and patience! I'll see you in the next progress update.
And Happy Halloween!
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