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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.

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Lethal Fantasy v6 progress

Comments

Agent Suzuki

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

LadyAliceR18

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.

Catty

That would definitely liven the area. I would assume that the residents of the area would have access to magic and I feel they would have to be crush able too. I think a revive system would work fine for them. It makes me wonder, the villagers would most likely oppose the presence of Akipo and her little friend thats helping her go to town on their village and resources. so would they fight back against the GTS, although its mostly futile? Would they attack the player? Could they have shield spells too?lots of possibilities. I was also wondering about adding enemies like monsters from lethal company, although they would be monster girls of course. This is one of my most anticipated features, anything that would run around and cause extra interactions in the level, while adding some sizey elements too. thats one of my favorite things in lethal and games in general, how different entities interact with each other and the player, and how the player can take advantage of such situations. Monsters could be invading the village as well from the magic "smell", the villagers could interact with them in interesting ways along with the player and GTS. Maybe some levels are more abandoned and have more monsters and thieves, some are more well defended with guard villagers.

Catty

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

LadyAliceR18

I don't like the idea of villagers fighting back the player and gts, as I fear it would come off as cruel and mean. But if they were thieves and they deliberately attack the player, then it would feel justified to attack back. The gts could even help out! I've been really wanting to add monster girl enemies but too many game issues to focus first. The crashing issue was fixed, and soon the performance issue will be fixed. I can return to adding more content to the game soon.

Dffd2

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

duh

Monster girls sound interesting, and what if some could drain height from the main giantess? And then take over the lead...

Caff

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.

Catty

I get the villagers not fighting back, it would paint Akipo as more of an invader. If not that then I guess they would want her to be there for some reason. Maybe they have excess magic like bees making excess honey, or they need her to get bigger for some reason and solve one of their problems. Maybe they are just big fans of giantesses like us lol. Thug type villagers that pick on the player or do something bad and deserve a punitive stomp would be a fun addition. A system where we can have Akipo defend us from various threats in the village would be cute and fun, and fit the relationship. I completely understand not being able to add enemies yet. tackling the performance problems will make it easier to add other things that are intensive later, so its best to do that first. Super looking forward to it!!!

Bread Boy

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?

LadyAliceR18

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.

LadyAliceR18

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.

LadyAliceR18

For duh: I won't be able to have monster girls take the lead completely, but I do like the idea of a monster leeching size from the gts to become a mini giantess itself. For Catty: I'll give the idea some thought. I think it's a good idea but I want to make sure the gts never hurts the nicer villagers. Maybe it would fit better if the village had NPCs you could save and bring back to the lobby. It simplifies the idea to something more manageable and easier to start.

SuperFreq

I think the idea of monster girls that are a threat and leech size from Akipo's aura because she's overflowing with magic they can use is a good idea. The bigger Akipo is the bigger they can get. Makes Akipo feel more powerful AND the monster girls too and feeds into that feeling where you're getting overwhelmed as all of the cute girls continue to grow stronger and bigger. Maybe if a monster girl kills the player she takes all the magic off you and uses it to grow even more so players can identify the monster girl that is their rival/big threat. Naturally, Akipo would be very angy with that monster. It does seem like a dilemma to add that tension of other human sized npcs without making Akipo seem cruel to them. What if they were spirits made from the magic (that look human) that are trying to save the town/magic and when they get stomped they just poof and have to rematerialize? On the other hand, the NPCs that could be saved could easily be framed as magic users that simply poof away when she stomps them. Maybe they stuck around for some silly reason and you have to convince them to leave and come back to your town, but there has to be a challenge getting that to happen so it's fun and the reward feels worth it. "Give me 5 red crystals and I'll be able to set up my magic tower in your village. Otherwise I'm not leaving," kind of stuff. Sacrifice progress/resources or fulfill specific conditions hinted at by the villager to unlock them in your town. "Give me 4 pumpkins" "I want to see Akipo over 1200m" "Give me 4 maps" etc.

Jeff

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)

LadyAliceR18

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.

Jeff

Okay, thank you. Looking forward to it.

지형 신

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

duh

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

Dffd2

Yeah sure, that's a great one, maybe even have the fog show up where there is a large concentration of magic, so after a while it will show up around areas where there is too many crystals or around or behind the gts when she gets too big ! You can if possible, also have walls slowly pop up around the map, which change pathways, longer and bigger buildings like the town hall, which can also cut the player's views. Maybe a quick and dirty one is to allow the player to wear hats or wigs, which restricts the player's view but give some benefit like X-ray

Petite Soeur

There's a perk that allows the GTS to grow if you spend crystals (that can be levelled up to increase the effect). If you diligently collect ~100 crystals, you can spam purchases for health restore that will cause the GTS to grow (after growing, she'll loop back to stepping out of the village, so you can keep growing her until she reaches her max).

LadyAliceR18

Buildings are actually horrible line-of-sight blockers since the gts is always destroying them! But I understand what you are saying. I'll keep your idea in mind when I want to add more dynamic events.

LadyAliceR18

Y'all have no limits huh. Ya sure I'll increase it to 10000m. I don't know how you can survive that though.

Catty

I believe that the dev said at some point that they want to keep the soft cap on the GTS around 1000m because after that point her size gets more and more unmanageable from a game design perspective. so after 1000m its not really designed for the game anymore so they aren't really designing past that right now. i think the 4000m hard cap is because the effects on the game start getting ridiculous at that size and for some environments the hard cap is 2000m to prevent clipping issues. that said maybe they could add something that lets you turn it off and let you blow up the game by making her even bigger. We could try pushing the game to its limits when the new optimizations are done.

LadyAliceR18

Catty is right. I have no plans to balance the fully design the game after 1000m. But if that's your thing, then I'll give you option but expect crazy lag.

BW

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.

Agent Suzuki

Why hmm I guess make to where they can be revived and be interacted with as well I’m into cruelty per say and well I love how a giantess crushes them and such but I understand if you don’t want villagers dying permanently

Agent Suzuki

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

LadyAliceR18

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.

LadyAliceR18

If cruelty is your thing, I can look into adding a toggle where the villagers do not revive and add blood stains. That said, I wouldn't change the dialogue to match.

LadyAliceR18

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.

NanoMicro

I am a bit confused, you said that Akipo was a gentle giantess . However, if you add "eating the player" she will become evil (as there isn't any good reason for a gentle giantess to suddenly eat the player).

LadyAliceR18

You are correct. The player would have to purposely place themselves in a position to be accidently eated by Akipo or any gts by that matter.

LadyAliceR18

To follow up, do you believe the current iteration of Akipo fits the gentle giantess. I currently frame her attacks and stomps as encouragements for the player to try harder. The revive mechanic was even added to make those attacks seem less fatal. I can acknowledge if I am trying too hard making a giantess that attacks the player seem "gentle."

NanoMicro

I think yes we can call her a gentle giantess. Sure she causes massive destruction but it's justified (as well as the stepping on the player). It's not like she considers the player as "a bug to be stepped on" but more like a small helper to her goal. The dialogues also feels like we're close to the giantess in a good way. So I think I would say she's more teasing/gentle domination rather than cruel. I think you're doing great in general and her personality seem genuine. In my opinion, you're free to add vore if you want, afterall it's your game but I think while it's great to have lots of different opinions, you're the one that has to implement all the features so make sure to focus on what YOU want to have in your game before pleasing others.

Catty

If i may add, i agree with NanoMicro, I think she fits the gentle GTS personality. If im perfectly honest here i definitely got the opposite vibe from this game in earlier builds. I thought we were gonna be dealing with a "little" menace that would be much more on the side of going out of her way to try to crush you but would hold back to prolong her fun with the player or she would be too distracted with something else and cast you aside. at least that's what her behavior was signaling to me at the time. Ill also admit that Akipo is not my favorite kind of GTS archetype, but i think you are striking a good balance of kind thoughtful girl and soft dom with some natural GTS impulses that she indulges in. I think you fit these traits pretty well with the current game and its been growing on me very quickly. Even though a game like this I would think fits a meaner more aggressive GTS, the way you placed Akipo and formed a few of the mechanics around her personality makes it feel quite fitting. The revive system helps this narrative a lot while also enabling more exciting game play. I can believe much more easily that Akipo would be more ok stepping on us whether its on accident, if shes feeling power crazed from taking in so much magic, or if we bug her too much since dying is of little worry. Otherwise she "trys" to avoid crushing us which is all she really does for us right now but in the future It sounds like you can really expand on the cooperation between the player and GTS which will round out the game much more. i was skeptical at first when i saw the games direction but now its exciting thinking about the potential interactions with enemies and objects with the GTS on your side, at least she is for the most part. Its a cool dynamic! To answer "if I am trying too hard making a giantess that attacks the player seem "gentle."", I think you did try hard and made it work. Lethal company likes are games that are focused on, other than horror, the game working fully against the players mostly unforgivably and tense clutch moments. Your taking that genre and trying to make a more chill game, with the main threat working with you. I feel your working against the grain here but still managed to create an interesting twist that's working well so far. Im not sure where the game or new GTS's will end up in the future but i think Akipo being the first GTS you encounter is great because shes a nice tutorial to the game, giving you "gentle" nudges in the right direction. Shes a comfy simple first GTS to get used to the game since shes friendly and your helping each other.

Bread Boy

I just think it's ok If her sometimes become naughty Or evil. As the energy within her grows and she knows that players can revive, her other side wii emerge. On other hands. She might find some players like her such side (by the players movement) and just show herself.

LadyAliceR18

I appreciate the comments and insights. I will most likely keep Akipo as the friendly tutorial-type gts. I have no guarantees yet for the twins, but it sounds like people want a more "evil" personality so I'll look into giving the twins a more "evil" personality. I put "evil" in quotations because they will still be very cooperative and friendly. No guarantees, simply expressing my current thoughts.

Agent Suzuki

I see gotcha also I’d like that to see feature where the villagers don’t revive and there’s bloodstains but i understand if you can new dialogue or something 😅

duh

Poor Akipo would start crying if that happened, given she usually does no lasting harm

Themisto3D

For people that want death,blood,gore and cruelty : you are in the wrong patreon. As the dev said multiple time, it s a gentle giantess game. If you want cruelty, there is always GiantessPlayground.

BW

I really appreciate you taking the time to respond to folks. Gameplay-wise, you’ve already made a great cat-and-mouse style mode that captures a quality of destruction and feeling of size difference that I've rarely seen. It has a lot of potential to be applied in other ways. If you ever decide to expand into a combat mode, something like a battle or horde defense, I have a few ideas that build on existing mechanics/assets.

Caff

You can increase its maximum size. It will be impossible to avoid her foot once she starts walking in the village. The only solution would be to give godmode invincibility instead of making resurrections free.