Home Creators Posts Import Register Favorites Logout

Content

Hey everyone! Sort of a short progress update for you all.

The past week was spent improving GtsScript (adding more QoL syntax for use in task scripts), fleshing a few tasks out, fixing many bugs, optimizing things, and some other smaller stuff.

The World Batcher

I've created and implemented a 'World Entity Batcher' system.

It's basically a time slicer. It stops the game from updating every single object in the scene every frame, and instead only updates objects that you can actually see.

For example, when you're in a Giantess' stomach, the game shouldn't waste processing power spinning a bunch of ceiling fans; You'll never see them from in there.

This system will also be extremely helpful in the 'Dinner Time' scenario, in which the Giantess eats a ton of food items. I plan on fleshing this out a bit more to also help combat heavy lagging caused by being in the stomach with a ton of other objects.

The Respawn Machine

The respawn machine has finally been given a purpose! When the respawn machine detects that the player has succumbed to their injuries, it will start creating a new clone for you to take control of.

Just as long as you don't turn the machine off, you'll basically have infinite lives. Again, just don't turn the machine off... :P

Miscellaneous

I experimented with making the stomach walls not see-through if you manage to get the camera to clip out of the stomach, just to help with immersion.Turns out, it only ended up making everything extremely difficult to see just because of how often the camera clips through the stomach walls. This will need to be revisited soon; It's really annoying.

I'm also trying to factor in different Giantess / player sizes into the new scripts; The new 'Eat Object' task was made with this in mind, though it still isn't visually all that impressive yet - A ton of clipping issues remain. Too often do I feel like I'm just playing wack-a-mole: Fix a bug and two more take its place... I'll get them all eventually.

Tasks have been seeing slow progress because of all the bug fixing going on, but progress nonetheless.

Apologies for the shorter progress update this time around; I went through a medication change a few days ago and it has been messing with me a lot. I'll get used to it; I just gotta power through these first few weeks of it.

One of these upcoming progress updates will include a video showing off the new "eat object" task! I just want to polish it a bit more before I show it off.

As always, thank you all for your continued support, and I'll see you in the next one!

Comments

Luna

The world batcher sounds so impactful!

Rel

Oh, i hope the new medication you take will help you through whatever you are dealing with long term frenn. And there is no reason to apologize really, no reason for you to feed any guilt for being a simple human. Other than that thank you for keeping us to date and vulgarize the stuff like you do. I find that gamedev insight quite interesting ! And i wish you good luck with those clip issues, personally i don't mind them much here and there. I wonder if they are not kinda unavoidable even sometimes. I think i've seen them in many games with moving environment + camera collide, that's probably why i'm kind of used to them. But you'll figure the case i'm sure ! Maybe you'll be able to reduce them at least, through tricks, or find other compromises.

Goldenschmidt

I have a small question about the custom model import. Just purely out of curiosity. How well would any and all of this work with other kinds of humanoid creatures? As you're probably aware, there may come people who will attempt to import their own model into this. And since no one has asked this before, I will ask it for them. Would this work well with full-on furry models? Or would that cause issues for the "user is being held in hand, brought up to mouth" code to know where the mouth is, how big tongue is, and cause clipping? Especially considering that furries have varying length of muzzles and mouth sizes. Depending on species. And that alone seems like a lot to take into consideration. Edit: Oh, and also. Hope you feel better soon. I can only imagine how tough medication change can be.

HBUShop

Could there ever be a toggle tonsils on or off, or a uvula customization? Enjoy the game very much, thanks for it.

GiantessSandboxDev

That's a really good strong-suit of the current implementation, actually -- Basically, all "hot-spots" on a model (the lips, the finger points, etc) are calculated by extracting vertex points from specific blend shapes on the model itself. All one would need to do is add a shape key named something specific, select the vertices that should be considered in the GetCenterPosition calculation (Or whatever else you would need it for), and just translate them up by any amount in Blender so that Blender recognizes them to be modified vertices. I don't know if the current model importer actually supports blendshapes to that degree, but making a Unity package would probably work just fine. I just need to figure out what it takes to allow people to make their own packages that the game can load at runtime.

GiantessSandboxDev

Tonsils aren't implemented, but you can currently set the uvula to be fat or skinny.

HBUShop

I didn't see that, thanks. I wonder how difficult it would be to make a slider function to customize its scale or shape; I enjoy the physics with it a lot!