NEW UPDATE TO GSS DROPPED!!!! Will be posting about it these next few days!
Here's one of the lovely animations that plays when you are being annoying.
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More of September's dev log:
"Earning Favor
Completing a Giantess' desired offering earns 25 favor with her. There are two ways to deliver an offering:
The easy one is handing items over while she's holding you. The game knows exactly who is in her hand, and that player is online by definition, so favor is awarded the moment she accepts.
The hard one is the Tribute Chest. The whole point of the chest is that you can leave your offering and go do other things. But a chest doesn't remember who put items into it. And on a dedicated server, the player who left the tribute might be logged off by the time she wanders over and collects it. There's nobody to give the favor to even if the chest was made to track the giving player if they aren't online.
The solution is that the chest keeps track for you. When you close a Tribute Chest with her desired items inside it stamps you as the depositor. When she collects, if you're online, your favor lands right away. If you're offline, the chest banks the favor and pays it out the next time you open it. The bank is saved with the chest itself so it survives saving, loading and server restarts, without touching the core player save at all.
Banked favor is tied to you, so another player opening your chest afterward gets nothing. If you're worried about someone swapping in their own offering before she collects there is a lock system I have already designed that works for tribute chests the same as normal storage chests. And so you always know when it happens, favor changes now post a private message in your chat with the Giantess' name." - Nae
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Free game release! Play Slay the Size, a giantess deckbuilding roguelike where size changes everything.
Download: patreon.com/GtsNae/posts/bon…
❤️ Supporters can unlock bonus characters!
#Roguelike #Deckbuilding #Gts #SizeTwitter #Giantess #IndieGameDev
Hello everyone, more of the newest devlog.
Five Tiers of Favor
"Favor runs from 0 to 500 across five tiers, each 100 points wide: Terrible, Bad, Poor, Good and Excellent. Every player starts at 250, right in the middle of Poor. I took a lot of inspiration from the reputation system in Star Wars Outlaws. Starting in the middle of a low tier means a ruler is unimpressed by default. You're just another speck to her until you prove otherwise. It also leaves room to fall, because favor can go down as well as up.
That last part shaped the whole design because favor isn't only a standing, it's also a currency in GSS which is something Outlaws doesn't do. When you spend favor at the Altar, you can drop a tier and you'll need to earn your way back up. Because favor can drop, every unlock checks your current favor directly instead of handing out a permanent flag the moment you cross a threshold.
That last part shaped the whole design because favor isn't only a standing, it's also a currency in GSS which is something Outlaws doesn't do. When you spend favor at the Altar, you can drop a tier and you'll need to earn your way back up. Because favor can drop, every unlock checks your current favor directly instead of handing out a permanent flag the moment you cross a threshold.
" -Nae
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More of the devlog for last update:
"Building It From Scratch
I looked deeply at an existing third party reputation system that I could buy before building anything. Its networking would have fit fine, but its save system, item based unlocks and its UI didn't match how the rest of the game works. I would have written more glue code connecting it than the whole custom system ended up taking. At its core favor is just one number per ruler per player, so I built my own.
The first real decision was where that number lives. My first instinct was the player character, since that's "you." But in this game the character is actually a disposable body. When you die, a fresh one is spawned and your controller possesses it. Anything stored on the character would reset to the starting value every time you died which would basically not allow any persistence through death. So favor lives in its own component on the player controller, which persists through death and owns the rest of your progression like your level and skill points.
Multiplayer was built in from the start so that when the game supports it, the favor system is ready to go. Favor replicates owner only, so every player sees their own standing with each ruler and nobody else's. Every change happens on the server, and the client just gets told the new value." - Nae
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More from the newest Devlog. Here Nae talks about why a favor system is being added.
Why a Favor System?
"Up until this update an offering was a transaction for growth with simple mechanics where you gave a Giantess what she wanted and she grew. She didn't care who you were and it did not tie into the survival gameplay.
The long term vision for this world is multiple floating islands, each with their own Giantess ruler. I wanted your relationship with each ruler to be something you build over time so if you serve her well, you rise in her eyes and if you earn enough of her attention then she'll grant you things.
Favor is an additional progression path beside your character level, and as more Giantesses and quests are added, it will unlock tiered rewards on each giantess' island. The dance is just the first of those rewards. " - Nae
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(In the september update, if you can't build just close and reopen the game and everything will be fine <3)
"Building Zones have been expanded as more of the map is complete. Roughly 90% of the map now allows building! Work in progress sections of the map are included in this build but they are only along the map edges where rocks are still being placed. The first giantess island is almost fully complete!
Additional patch notes:
Added 7 new speck cities to the map
More than doubled the effectiveness of the Fridge's ability to slow food & soul decay
Increased the Giantess acceptable pickup radius for Tribute chests by 50% to make tribute chest offerings easier
Fixed Tribute Chest becoming standard Storage Chest if picked up with the Mallet
Known Issues:
The giantess can currently fall off the map if she manages to get close to the edge. She will automatically respawn if this happens and a more robust blocking system will be implemented soon to prevent this.
All rivers and some lakes do not play swimming effects or have buoyancy. These water areas need minor level design adjustment so that water physics work on them as expected. " - Nae
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Here are the results on the poll for October! I see a lot of censorship on my posts in the future hehehe.
Giantess clothing removal system and a quest + reward system won beating out the expansion of the soul system, the size focused weather system, and the paired animation finishers.
All will be added in due time.
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As new Giantesses and questing are added, the Favor system will provide an additional progression path to the game with tiered rewards!
Map Level Design Progress
Two new areas have been finalized on the map!
The Shroom Swamp and Pirate outpost are now finalized!
Building Zones have been expanded as more of the map is complete. Roughly 90% of the map now allows building! Work in progress sections of the map are included in this build but they are only along the map edges where rocks are still being placed. The first giantess island is almost fully complete!
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Hello everyone, I totally missed this devlog! Its related to the emote and favor update. Will cut into chunks for some fun reads!
"As new Giantesses and questing are added, the Favor system will provide an additional progression path to the game with tiered rewards!" - Nae
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GO VOTE!
October Development Priority Poll is Live!
The development priority poll is now live here for all patrons! Choices decided on with input from The Council patrons! Polls are private & rank choice weighted so no vote is ever wasted! Vote here: 🗳️patron-polls
The poll will close on Friday the 9th (EST)!
1. Weather system. First weather event is my character holding titties to cause milk rain + milk collection
2. Giantess clothing removal with favor + Quest system where I can start adding some NPC's so you get quest rewards with souls + favor + XP
3. Soul system expansion to size enemies where killing enemies dissolves them with a cool effect + Enemies give souls based on their size + Crafting recipe overhaul to incorporate souls + Holdable lure + Giantess desire detector
4. Paired animation system for enemies. Will start with triggering on defeat where the Goblin shrinks the player and facerides them. Main work will be on the system so first wcenes will include 2 animations
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New GSS Update dropped!
Taken from Nae's changelog:
"Hello everyone! The Giantess reputation favor system voted on in the last poll is now live in the testing build for all patrons! This update includes an expansion to the core gameplay by allowing you to gain and lose favor with a Giantess.
Offer items to the Giantess so she grows and you'll notice a new favor tab in your character sheet will increase. Once your favor is high enough, you can craft a new Giantess Altar at the workbench to place at your base. Use the Altar to request one of six new dances from the Giantess!
As new Giantesses and questing are added, the Favor system will provide an additional progression path to the game with tiered rewards!
Map Level Design Progress
Two new areas have been finalized on the map! The Shroom Swamp and Pirate Outpost!
Building Zones have been expanded as more of the map is complete. Roughly 90% of the map now allows building! Work in progress sections of the map are included in this build but they are only along the map edges where rocks are still being placed. The first giantess island is almost fully complete!
Additional patch notes:
Added 7 new speck cities to the map
More than doubled the effectiveness of the Fridge's ability to slow food & soul decay
Increased the Giantess acceptable pickup radius for Tribute chests by 50% to make tribute chest offerings easier
Fixed Tribute Chest becoming standard Storage Chest if picked up with the Mallet
Known Issues:
The giantess can currently fall off the map if she manages to get close to the edge. She will automatically respawn if this happens and a more robust blocking system will be implemented soon to prevent this.
All rivers and some lakes do not play swimming effects or have buoyancy. These water areas need minor level design adjustment so that water physics work on them as expected.
:8bitheart: This game is only possible thanks to your support! THANK YOU!!" - NAE
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Game Dev Stream | Giantess Survival Simulator xitter.cf/i/broadcasts/1qxoNYrar…
Game Dev Stream | Giantess Survival Simulator xitter.cf/i/broadcasts/1OGwbnZvp…
Will post about the new GSS update tomarrow.
For today, here's a lil sneakpeak at what is in the new update, along with bugfixes and some QOL to the speck cities.
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Game Dev Stream | Giantess Survival Simulator xitter.cf/i/broadcasts/1wxWjlWWA…
Game Dev Stream | Giantess Survival Simulator xitter.cf/i/broadcasts/1DxLdZXQp…
One thing I really appriciate that Nae focuses on is optimization. Knowing that a multiplayer size game will be costly she makes sure to make everything possible takes up as little computing power as possible. This piece of the article demonstrates that perfectly.
"Vertex Animation: 3D Flipbooks
The second half of the technology is something Total War's developers, Creative Assembly, pioneered: vertex animation.
Normally when a character animates, it works pretty similar to a real person in concept. There's a skeleton inside the character, the animator moves the skeleton to swing the arms and legs, and the game plays that animation back. It's basically stop motion, but all in 3D, and it's how the vast majority of animation works in games and film alike. The catch is that playing skeletal animations uses a fair amount of computing power, usually on the graphics card. Even 50 characters that are completely stupid and do nothing but stand there playing animations can cause serious framerate loss, because every time a hand moves the game is calculating whether it collides with something, how fast the animation is playing, and a million other little skeleton things. There are tricks for this too, like freezing or slowing animations when you look away or syncing them to your framerate, the kind of stuff the Bethesda engine does in Skyrim. But this game is being built for multiplayer, so I really can't get away with those tricks. One player could be looking behind another player, and once you have three or four players in the same area it all gets way too complicated. I needed a better solution.
Vertex animation is that solution. It has drawbacks, but the benefit is that the character isn't using a skeleton at all. The easiest way to explain it is that each character is converted into a 3D flipbook. No collision, no modular parts, none of the things a character with bones has. They just play a flipbook, and you select which flipbook you want them to play, and that's the animation. It's a very high performance way to have a lot of characters playing what look like (and technically are) animations, but they're flipbooks tricking you. Your graphics card basically sees it as a gif, like watching a gif online, except it looks 3D.
Combine an AI director with flipbook characters, and you can have hundreds or even thousands of them running on lower end computers and even mobile devices before problems start. That's exactly what I did for the speck system, and it's why all the tiny specks running around don't have a big performance impact on your framerate!" -Nae
Read the article in full: patreon.com/GtsNae/posts/dev…
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Game Dev Stream | Giantess Survival Simulator xitter.cf/i/broadcasts/1yJAPwNZq…
Game Dev Stream | Giantess Survival Simulator xitter.cf/i/broadcasts/1DxLdZaod…













