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Hi everyone! I've been busy writing a custom lightmap chunking script for Blender so I can spruce the game's levels up some. I think it looks pretty good! (The chair does not have a shadow because it can move).

Other than the lightmap script, I've also been figuring out ways to make the Giantess' movements feel more fluid. That was the goal for last update, but I missed the mark a bit.

This time, I'm going to try experimenting with using IK to animate the Giantess for certain actions (such as bending down). I've already proven it can be done by getting the Giantess to crouch down in place, and I'm hoping to use this new method to help with more difficult-to-animate things (such as looking underneath a table).

And as for a new scenario - Work has not begun on that quite yet, but... Soon.

As always, thank you all for your support, and until next time :)

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theDant0r

In a similar lane, IMO! the scale of the maps are to big to be fun to roam around in. I would love the map to be more dense, vertical and with lots of agency in the long run instead (with good climbing/jumping/teleport options). I dont think the rooms need to be that large. The fun is where the giantess is in the first place :D

GiantessSandboxDev

I intend for the 'Computer Room' map (now called 'Neighborhood') to be used in a 'city demolition' scenario later on - That's why it's so huge ^^