DuckyBoy420

Newbie
Aug 28, 2022
18
14
just like the slimes when they grow in her belly there's different phases when it grows and all affects her speed and stamina but, I'm just suggesting i know the pros and cons, but overall is the devs decision not my.
there are plans for monster pregnancy to expand in the future, instead of being restricted to just slimes, and considering the dev's current plan to leave grid based movement, speed depuffs are entirely possible in the future.
Additionally, since I haven't seen anyone else mention it, there is going to be one more update in RPG Maker and then the game will be ported to unity, frame rate drops in RPGM are getting too bad for the dev to be content.
 

rapiersreipar

Newbie
May 27, 2018
15
6
tried using a save editor to change all the exp to 90 and it doesn't work anymore. anyone know what happened? the saves are showing up but not letting me open them.
 

mofu2x

Member
Oct 10, 2020
103
552
Saw the dev has been having framerate problems. I hope he's not going through with the port to Unity since the actual problem is almost certainly how his AI works. AI is expensive in general and vision checks are particularly expensive. The standard way of solving this is to just run the expensive logic less because you don't really need to run it every frame.

Standard tricks:
  • Don't spawn all enemies on the map at once. Wait until the player gets close. (This gets tricky with patrolling enemies, but there are stationary ones that can benefit from this).
  • Disable/simplify logic of far-away AI.
  • Don't run expensive logic like pathfinding and vision checks every frame. Instead randomly run them every 0.1 to 0.3 seconds. (It needs to be random per AI to space the cost out evenly.)
  • Compare distance to the player squared against sight range squared because finding the exact distance requires a square root and that's expensive.
 

Diamona

Newbie
Jul 18, 2019
61
35
mofu2x Is the dev working completely solo, or do they have a community that develop games to ask for help on matters? I mean, couldn't you message that directly to the developer in their discord or something?
 

Cerneu

Member
Nov 9, 2017
343
590
Saw the dev has been having framerate problems. I hope he's not going through with the port to Unity since the actual problem is almost certainly how his AI works. AI is expensive in general and vision checks are particularly expensive. The standard way of solving this is to just run the expensive logic less because you don't really need to run it every frame.

Standard tricks:
  • Don't spawn all enemies on the map at once. Wait until the player gets close. (This gets tricky with patrolling enemies, but there are stationary ones that can benefit from this).
  • Disable/simplify logic of far-away AI.
  • Don't run expensive logic like pathfinding and vision checks every frame. Instead randomly run them every 0.1 to 0.3 seconds. (It needs to be random per AI to space the cost out evenly.)
  • Compare distance to the player squared against sight range squared because finding the exact distance requires a square root and that's expensive.
Dev's not gonna read it here. You'll have to contact him directly on Patreon or Discord.
 

denisfimanov2

New Member
May 1, 2021
10
3
mofu2x Is the dev working completely solo, or do they have a community that develop games to ask for help on matters? I mean, couldn't you message that directly to the developer in their discord or something?
He has a friend who helps him, but only not in programming. Dev is doing code and his friend make h arts
 

ohsnapdragon

Newbie
Feb 23, 2020
33
81

Diamona

Newbie
Jul 18, 2019
61
35
Why don't we brainstorm ideas about how the AI could be fixed? It might be fun thinking about it.
I think there are issues with simply spawning them according just distance, since stealth games typically have guard in cycles that you need to dodge in between them. Having them simply spawn according to distance would lead to desynchronization of guard patrolling pattern timings.

I'm going to check out the game more to get a better idea of what's going on. I can only spitball general ideas about logic without having played it.
 
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kai123555

Newbie
Oct 14, 2019
62
24
Why don't we brainstorm ideas about how the AI could be fixed? It might be fun thinking about it.
I think there are issues with simply spawning them according just distance, since stealth games typically have guard in cycles that you need to dodge in between them. Having them simply spawn according to distance would lead to desynchronization of guard patrolling pattern timings.

I'm going to check out the game more to get a better idea of what's going on. I can only spitball general ideas about logic without having played it.
no point since the game is going to be made in a different engine.
 
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MadKitten

New Member
Mar 12, 2023
11
17
Why don't we brainstorm ideas about how the AI could be fixed? It might be fun thinking about it.
I think there are issues with simply spawning them according just distance, since stealth games typically have guard in cycles that you need to dodge in between them. Having them simply spawn according to distance would lead to desynchronization of guard patrolling pattern timings.

I'm going to check out the game more to get a better idea of what's going on. I can only spitball general ideas about logic without having played it.
The guard cycles are indeed easy at start, but look into that captain assassination side quest from that redhead captain questline(Reynald i think his name is) that was added recently. There you have really tight guard cycles and spotlight system, which kinda proves that creator does invest his time into game mechanic creation. I think once u progress at end of his current content he gives you that quest, and you can go to forest area east from starting point and cave.
 

Under_Tides

New Member
Jun 2, 2023
5
0
Nice. Thx for letting us know.

Here's a save on the h-test map for V0.7.9 — kind of a gallery feature in a way.
Zero game progression, but you can check new (and old) animations in the room.
Be careful though, that's a dev room and some of the interactibles will throw an error and close the game, or break it in some other way.
thanks
 

Delusion007

Newbie
Jan 9, 2019
21
52
Nice. Thx for letting us know.

Here's a save on the h-test map for V0.7.9 — kind of a gallery feature in a way.
Zero game progression, but you can check new (and old) animations in the room.
Be careful though, that's a dev room and some of the interactables will throw an error and close the game, or break it in some other way.
Just to expand on the warning here, I'll detail the interactables that you should be wary of. I'll identify them by row and position in which they appear from left to right. Each row represents a unique horizontal line of interactables:

row 8, position 8: Interacting with this will immediately throw an error and crash the game.
row 8, position 10 (last): Stepping in the tile in front of or behind the plant will immediately throw an error and crash the game.
row 9, position 1: Scene will play but after sends player back to main game.
row 12 (last), first position: Scene will play infinitely with art overlayed and there is no way to exit without quitting.
row 12 (last), second position: if you attempt to escape the grab, the game will throw an error and crash. Otherwise works fine.

--------------------------------------------------------------------

On a different note, I've enjoyed the game and the mature content so far, though if I could have an opportunity to request something, I would have loved to see her ears move during the animations as well - just slightly bounce during rapid movements, or twitching during climax. I feel it would really add life to the character and accent her animal features more.
 
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