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Growth RPG V0.2.0

🕑 Added 2020-09-25 23:59:36 +0000 UTC
Growth RPG V0.2.0

Comments

Lizardmon

Ok, let's start. 1. The jiggle mechanic is amazing. Works on cuirass too, liquid metal is cool but very strange. 2. In the dungeon, I encountered a glitch when a dialog box pops up when entering a room, skipping which the enemy in the room does not start the battle on approach. Result - progress is lost, you are locked in a room. 3. The rooms in the dungeon are constantly getting bigger and bigger, and the speed of movement does not change. This is inconvenient and terribly time consuming. (it would be necessary to increase the movement speed by 1% for every 10 or some speed points, you can even make a cap by + 200%. LegMasters will become more dangerous). 4. I propose to make an arena based on EGO mechanics (you put more, the reward is higher and the opponents are more difficult), as the practice of MountAndBlade has shown, it is very convenient to negotiate with the manager about the rules and immediately enter the battle. 5. Fight and skills. Mages are by far the best choice of all. Difficulties are caused only by 3 magicians in room 70-100, they buff and demolish any character, I'm afraid of bosses less than three magicians. Skills - the branches of fat and bust work great, everything else is useless in the depths of the dungeon. Explanation: LegSweep - useless in mobile combat (small radius, and the legs themselves are not taken into account) Dodge does not save you from magic at all, but requires the ability to calculate the moment you need to dodge. Pain and Gain - good only in the initial battles with bandits, then useless. Health must be protected, Magicians will not forgive mistakes and slowness. Rage is the same as above and takes up space in the menu. BodySlam - good range, minuscule damage at 850 Size - 32 (it's even funny when a huge carcass cannot crush a small fat man in 15 times) BellyFlop - the same as BodySlam, only without a radius, but it doesn't need it (I don't understand how damage is calculated, the character has a weight of 3500, and the damage is 58 laughter and nothing more) 6. Models. Everything here is built on them. They are good up to a point, but the larger the numbers, the worse. It's not scary, the sliders are another matter. With large numbers, it is very difficult to change the character. Add more windows with numbers to the sliders, and make it possible to set values ​​in the range from 0 to the current characteristics. The faces of models of both sexes are not visible from behind the bust. The animations of the faces are cool, but at some point the chest completely overlaps them. I think that the bust should be lowered a little. I am very glad to everything that you add and refine. The project is one of a kind. I really want to help you improve it. Open to dialogue. Thank you for the work done.

B7AD3W0LF

during a game the character's textures went crazy during the expansion phase also seen during a fight

Wolfie Randolf

Just saw that it was already in the change log.

Wolfie Randolf

The new boss disappeared in one of my games, I think it was after loosing to it. I can make a new game and the boss is there, but can't get it back to fight it in my current game.

Nevermind, seems that after I had another encounter and won I regained my stats.

Are you supposed to lose stats when you lose a regular encounter? Because I tried losing to see the visual changes and stuff and also saw that I lost some stats.

DigitalFurBelow

Noted thank you

Just letting you know I came across a bug where when you lose to a boss, I lost to the foreman and the Lich and after I lost to them they dissapeared off the map. it seems that the bug where the game crashes after a defeat is fixed however i cant battle the bosses after dying to them.

Gilded_Wolf

NVM, Opponents were low-level

Gilded_Wolf

Not really seeing ego change, either Im playing wrong or Im blind

DigitalFurBelow

yeah definitely needs to be a bit thicker

Zelimir Zhenelov

In this patch I love ego but need dragon's tail more thick. I think it look like rat tail.

DigitalFurBelow

I could try something like that. I think the reason I changed it was simplicity's sake and the transition might not look right between the fat muscle body and the fat body, but its probably more jarring right now.

Ryan

would it be possible to make the transition from fat to musclegut models be based on the relative ratio of the fat and muscle stats, as opposed to just when muscle > 10? or alternatively adding a fatter musclegut model between? cos its sorta abrupt to lose most of my fatness just by consuming 1 muscle essence when my character has like 300 fat haha nevertheless, love the jiggle physics and ego changes! cheers! :)

DigitalFurBelow

I am using a clean install of unreal so maybe I dont have the correct redistributble of visual studio. Thanks for letting me know.

Gabe

I can't get the game to open because the "VCRUNTIME140_1.dll" file wasn't found.


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