Recent progress of the UIs
After spending almost the entire week battling the UIs, I'm glad to say both projects have made solid progress on the UI systems!
The new chilling game now has a working UI that lets players customize the giantess's personality (during the AI conversation) and add task management. The idea is: if you fail to finish the tasks on time or don't complete them within the Pomodoro timer, she'll dish out some punishment. (Well... maybe we need the opposite way? )
For Giantess Playground, I'm currently polishing the new UI system and adding a phone widget to tie everything together. Eventually, all menus and tabs will be accessible via the phone UI, which should give the game a much more realistic and immersive feeling.
Sorry again for delaying the updates... I'll try to deliver the new versions to you ASAP!
Comments (6)
I really like the direction with AI personality + task system + Pomodoro, that’s a very strong foundation. One idea that could add a lot of depth and immersion is to fully embrace the scale contrast in two different modes: 1. Giantess scale (large world interaction): She is massive – interacting with the environment, walking through the city, sitting on rooftops, or affecting large objects. This gives a strong visual and environmental impact. 2. Micro scale (player is tiny): The player is extremely small (almost insect-sized) inside her room. This allows for exploration-based gameplay where scale becomes the core mechanic. In this smaller scale, tasks could become very immersive and physical: cleaning areas in her room interacting with objects from a “tiny perspective” exploring spaces like furniture, shoes, etc. as environments The personality system could really shine here if she reacts dynamically: playful teasing about the player’s size different tones depending on her personality settings (strict, playful, relaxed, etc.) Regarding your punishment/reward idea: Punishment system (already very interesting): Instead of just abstract penalties, consequences could be visual and interactive, for example: she destroys or interacts with something important in the environment changes her behavior (more strict, less forgiving, etc.) Reward system (maybe even stronger long-term): Positive reinforcement could be very powerful: more friendly/playful behavior special interactions or dialogue unlocking new scenarios or reactions Personally, I think a balance of both (punishment + reward) would be ideal: punishment creates tension reward creates motivation and attachment Also, I’d suggest leaning more into a “bratty / playful / dominant personality” style rather than something destructive or monster-like – this would make the interaction feel more character-driven and unique. Overall, this concept has huge potential, especially with AI + personality customization. Really excited to see where you take it!
Honestly what you're advocating for is content/scope creep, a thing the main game keeps running into and then is scrapped/redone for the past couple years. I'd advise sticking to the core features, the main giantess version to have a working product first. These things can be done later, if at all. I'd suggest not pushing even further niche content. (Brat is a kink that will turn off some people to have time wasted on versus core features for example, where others will find putting time for an entire game of shrink content, complete with having to make an entire room environment and everything that would entail to be a waste as well when there are literally dozens of shrink focused full 3d games out there to boot specifically when most didn't come here for yet ANOTHER shrinking game). Keep it simple and put out a working game first. Other things can come later.
I'm wondering when the model import tutorial will be released, since though the game supports GLTF models now, I still can't import them downloaded from sketchfab properly. For the GLTF files, the game would act as if nothing happened, and for the GLB files, the game would crash with ue errors.
Yea… sorry for not recording the video for a while… just too many things are happening everyday and kind of delaying my video schedule all the time. You’ll have to rig the model into either UE layout or Maximo layout… so it’s not a simple download and importing process… you still need to use maybe blender or Maximo tool for rigging the files.
Was the giantess always sitting down? It would be great if she could walk around while watching you do your chores, or if she could make different gestures.
Absolutely… I just haven’t reached the animation part yet
