I came across a post that gave me an idea for a game to make. Think buckshot roulette, but Weight gain version. There’s a few different ones out there with a semi similar style, one that comes to mind is Don’t Fear the Jester which I believe was a recent project that was pretty good quality, you can find that one here on itch but that ones card based. I wanted to try my hand at 3D games so I put my main project to the side for a bit to work on this game since Its a pretty simple and easy to make concept and I should be able to have it mostly completed within a short time frame to return to my other game.
Shortcuts:
This project is heavily inspired by Warlynx’s post and will utilize mechanics and a good chunk of the things he’s come up with. (I know I’m not being original with 2 different games being based of things but i’m really just making things I’d like to see.)
Anyways, here’s where I’ll post updates as I work on this game to keep people in the loop and show the development process with occasional progress updates similar to my other project!
I started with a pretty rough draft to get a feel for 3D stuff and came up with this after about an hour or so in gif form.
After throwing together and refining mechanics and ditching the awful button mechanic I swapped it out with an actual weapon since it’s not much of a roulette otherwise.
And that leads us to the current progress of this game where I finalized the base mechanic of shooting, turns and added a timer for the players turn to sort of rush them a bit.
Classic me here going to say it, obviously everything is placeholder since I say that a lot I mind as well say it at least once on this post and is very subject to change.
Gameplay and Sizes (size animations and visuals wont look as bad when the games done):
Low on time alert:
If you got any ideas, thoughts or opinions i’m all ears and I’m happy to hear it!
Small Progress update - [10/2/24]
I got some decent progress made, definitely underestimated how quickly I’d have this game finished due to work and life but It’s coming along!
General
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Changed from previous growth stages (1-5) to the MBF mechanic (Meal, Fat & Bloat) More on that at some point.
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Added more camera things and upgraded previous code
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Added Player Vs AI Scoreboard/Status board (Doesn’t work just yet though)
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Added some sounds and some background stuff to liven up the game a tad.
Items
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Added Bloat beer (Empties next shot, but gains 2 Bloat for 3 turns)
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Added Fat Supercharger (Consume 1 instance of Fat to power the next dart shot)
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Added item animations
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After the first round, player and the AI are given 2 random Items to aid them.
Other
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Made the AI a bit smarter
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Redid Titlescreen a bit
Here’s a few clips of the listed changes:
Bloat beer
Camera
Supercharger
Next up
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Add remaining items
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Polish and create animations
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Make the game less clunky feeling
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Music and Audio
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Additional Post Processing
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Game modes (Classic, Barebones, Full House & Custom
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Models for items and characters (plus textures)
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Scoreboard/Information system
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Mechanics Overhaul
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Reanimate and redo growth system and animations to make them not look awful
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Flesh out the R O O M
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More ammo types
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LOOOORE (or just an intro really.)
After all that, I’ll release the first version of the game for everyone to play and return to my main project!
Take care!
Progress update - [10/15/24] - 3:30AM
Hammered out the majority of the items, completely rebuilt the game code from the ground up which removed a ton of bugs and other wonky things so here’s the current changes!
Audio
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Added a few sounds for growth, currently there’s 3 different growth sounds that can play which also randomly changes pitch to add more variety
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Gun now has audio for good and bad darts as well as a few generic ambient sounds added for background sound
Visuals
I’m still trying to figure out a good feel for the games visuals, so for this progress update I decided to try out a more science feeling room since this game is supposed to aim closer to sci-fi. I’ll likely change them more as I get things finished up for release.
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Added settings screen
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Added a bit more detail to titlescreen
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Removed most dev textures (will improve them later on!)
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Changed gun colors and other things
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Added some people walking around in the background (for now, I just thought it looked neat)
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Began working on models for items
New Titlescreen
Titlescreen settings preview
In-Game
Items (most animations will be changed later on)
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Added Snackie-Peekee
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Added Drunk Message Idea by Screwthis!
For efficiency sake, this one is just a remote with a tv for now, the item function will stay the same but it’s visual may change later on.
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Added Weight Deposit
Other
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Completely overhauled the growth system to it’s final version!
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Now collaborating with a 3D modeler on character models, More on that at some point!
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Added an option to choose between Human or Anthro characters
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Added a preference between Weight gain & Inflation, Weight gain is default
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Added temporary mode selection screen (All but Classic are disabled for now)
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Tweaked the visuals a bit
I think that’s about all I have to update for now, if there’s something I forgot, It’ll be in the next progress update, here’s what’s next (The ‘*’ beside something means it’s priority):
Next up
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Add remaining items (3 remaining)*
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Music (a few more sfx too)
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Post processing
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Begin work on Game Modes*
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Make final item models
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Scoreboard functionality (Was removed before this update due to overhauling)*
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Redo growth animations (Growth system finished!)*
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Ammo types
The list grows shorter! I aim to have about half this list finished by next week, I have a decent chunk of time off the remainder of this week!
Suggestions and Feedback is appreciated! Have a great night/day!
Small Progress update - [10/17/24] - 4:56AM
General
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Added the following items: Lipo-Shield, Flashy Attire, Fruit bowl (Item idea by Screwthis)
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Finalized turn mechanic & Applied timer functionality
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Fixed a handful of bugs
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Finished Initial score/size board set up
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Fixed lighting and some Post processing issues
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Changed mode select screen
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Added Opponent items and their ability to use them.
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Added an secret item somewhere
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Fixed issues with Meal being applied before it was supposed to be
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Increased player animations from 5 to 8
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Issue or feature?: Getting too big (About 7th size stage makes it impossible to use items)
Other
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Opponent growth mechanic has been implemented
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Overhauled player growth animations
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Added & Redid Game over screen along with winning screen (no animations yet)
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Added an all time stats that will keep track of: Items used, Darts fired, Shots drank, Sizes gained, Money earned, Games played, Loses, Wins
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Added Money for each action done in a game, if you win, it goes to your stats at the main menu.
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Began creating temporary animations for the Opponent
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Added a mute music animation
Audio
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Added 2 songs to the game
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Added a bunch more sfx for item use, dart gun handling, shooting, clock, hover, etc
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Connected Audio settings to game audio tracks
Modes
- Added new gamemode: Shots (Plus work in progress intro scene for it)
Shots mode description: “Take shots instead of darts, some will make you grow, others wont. After every 3 safe shots, you will lose some gained weight. Spin the table to shuffle the drinks. A couple items will be accessible to you to tip the odds in your favour.”
Up Next
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Finish Shots game mode
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Get character models
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Add more textures
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Implement remaining Dart types for classic mode
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Work on Barebones mode & Custom (custom wont be on release to cut on time)
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More music
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Classic mode intro
Any ideas for the game or items ideas feel free to let me know! I’m off to catch some z’s for a bit
Progress Update - [10/25/24] - 4:30AM
General
- Updated Title Screen
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Finished item mechanics
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Overhauled dart system and code making it a far smoother experience to work with
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Fixed any major camera issues
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Fixed player shooting issues
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Readded and improved Sizeboard system to work efficiently.
- Points and Effects are now separate
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Added TEMP Visual Opponent growth stages 1-7 (No images available yet)
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Added popping ending, begun working on animation for it (Off by default, Inflation mode only)
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Dramatically improved dialogue system
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Exit Door returns to title screen
Dart Types
- Added new dart types:
- Feeding darts (+3 Meal stacks, each lasting 3 turns before converting to fat)
- Leech darts (Removes 1 fat from target, adds it to other person)
- Ultra-Gain darts (Target gains +2 Fat instead of +1)
- Burn (Slims the target by one increment of fat)
- Gurgle (Inflates the target by one increment of bloat that lasts 3 turns.)
- Double-Trouble (+2 Fat and +2 Meal to the target)
Items
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F(at)ire Sale (WG mode only, Items that cost 2 fat are reduced to 1, but you gain x2 Fat)
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Blueberry (Inflation mode only, +1 Fat every turn for the rest of the game, items that cost 2 Fat are reduced to 1)
- Disallowance (Prevents the target from using items for 1 turn)
- Cutoff (Skips the targets next turn)
Other
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Began creating assets for the games background (Stuff with a * are still in works):
- Vents
- Wires
- Pipes
- Radio
- Poster1, Poster2
- Roulette Table*
- Shots Table*
- TV
- VHS Player (From titlescreen & Roulette)
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Created Item models for (Stuff with a * are still in works):
- Bloat Beer
- Supercharger
- Darts (Done but will be redone sleeker later on)
- Istanok CRC (Dart gun)*
- Shot glasses
- Lipo Shield
- Snackie
- Disallowance
Up Next
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Improve previous mechanics code
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Create and/or improve the intro & Gameover Animations
- WG Game over
- Inflation Game over
- WG Win
- Inflation Win
- inflation Game over popping (Non-gore)
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Finish making the remaining darts work
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Make more models
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Finish Shots game mode
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Overhaul Visual appearance
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Models for player and Opponent
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Add Barebones Mode
That’s about all for this progress update! All the items that will be in the game on release are implemented, dart types are near finished and I’ve been steamrolling through making models.
Once I’m finished everything in the Up Next section, I’m going to go hard on visuals, Animation, Post processing, textures, shading and tweaking until I have something that will probably look a lot better than it’s current state.
After that, It’s off to testing then once I fix the majority of any bugs that snuck through, It’ll be released here and on itch.io! (At no cost obviously)
Feedback is welcome and appreciated! If I forgot anything I’ll put it on the next progress update!
Small progress update [4/22/25] - 5:25AM
(Version 0.64.9a)
Changes and Fixes
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Improved and Finished all item animations for release.
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Rebuilt logic from the ground up.
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Finished core gameplay loop: Start > Win 3 times > Third win shows you winning information > Sends data to scoreboard.
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Reanimated and Improvement growth stages for both player and opponent.
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Improved timing between actions.
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Adjusted games ambiance.
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Rebuilt roulette environment.
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Improved camera functions
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Itemless mode finished
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Implemented settings for TAA, Shadow Quality and Glow.
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Relocated and changed how In-Game Scoreboard functions and Overlay.
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Changed Berry items behaviour, disabling blueberry in settings just disables skin color changing to blue but behaves the same.
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Cut off and Fire Sale removed.
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Created an Achievements (Currently doesnt save between launches)
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Changed the titlescreen a bit more too, Processing not final though. (no gif because it wouldn’t let me upload one
)
Models
- Created and finished model for roulette table (minus decals)
< Animated roulette tables functions. - New gun model for the gun
<Changed animation for Snackie to display show next dart on a screen on the gun
Achievements
- [Hooray!] - “Win your first game”
- [You aren’t leaving] - “Lose the game”
- [Is it jammed?] - “Encounter 5 blank shots in a row”
- [Feeling full] - “Gain 5 growth stages”
- [Playing it risky] - “Stay at growth stage 5 for an entire round”
- [Professional Gainer] - “Earn $100,000 in one game”
- [YOINK!] - “Steal an item”
- [Gainlabs Employee] - No description
Remaining:
- Overhaul special dart types and function
- Rebuild in-game scoreboard
- Finish win screen and loss screen animations
- Debugging (May need others to playtest at some point)
Thanks a ton for the support on this project so far, even though I’ve been radio silent often! More updates soon take care!
Short progress update [5/15/25] - 5:35AM:
(Version 0.68.3a)
Nearly finished room new design, just needs a few lighting tweaks and textures. Leaning towards a brighter feel instead since It already felt lab esque.
Doesn’t include the filter I had on the game previously, I might keep basic visuals or look into improving the previous dithering effects either before or after release though.
Changes and Fixes
- Tied in the Win and Lose Screens, not entirely finished them, still going to add more decals and improve lighting and add the character growing on the loss screen as the shutters close. Ending one was lost so I made a short temp loss ending screen.
When winning a game:
When losing a game:
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Changed TV positions and made effects more apparent.
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Fixed some bugs I was having with general loading.
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Added a loading screen to give the game more time potentially for lower end pcs. Utilizes decal textures file for loading screens backgrounds but I’ll try to make proper ones at some point.
Loading:
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Improved some timing issues
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Tweaked AI logic to make it a bit harder
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Reworked lives and how they work
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Reanimated growth stages to give them some more “spillage” vibes
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Added dynamic weight to make WG feel weighty and Inflation mode feel lighter, higher weight value will make the assets drop down a bit more with each stage, lower will make them pull upward a bit.
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added “clothing” which rips around stage 6, for now they just magically materialize back onto your body when shrinking down to stage 5.
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25-30 additional minor tweaks and bugfixes that are more just boring things.
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Adjusted behaviour of supercharger.
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Removed 1 unmentioned item
*I’ll probably set up somewhere to get feedback during playtesting and release for the game. If I don’t have something set up by release, anyone is welcome to dm me bugs and suggestions, or post them here or on discord, no estimated date on playtest phase just yet.
Thanks! Have a great night!
Progress update [5/21/25] - 5:30AM:
(Version 0.69.7a)
Changes and Fixes:
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Changed visual for picking who to shoot
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Added delay before looking at something when hovering mouse over it
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Changed camera to force return to Normal state before calling any camera changes
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Added texture to “clothing” and skin.
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Added visual representation of lives, removed text for effects.
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Reimplemented Exit feature by clicking door
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Animated door when hovering over it in-game.
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Shifted Opponent backward to minimize clipping with table.
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Reimplemented dithering effect. (Still trying to find a good feel for them so no image yet)8
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Improved Bloat Beer model (Smoothed and adjusted proportions and uv)
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Added more detail to win screen
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Adjusted lighting on win screen
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Revamped & finished final Settings menu
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Added gender option for both characters (connected but doesn’t work yet)
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NSFW option added to settings (connected but doesn’t work yet)
Settings + Cursor:
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Separated Growth sfx into their own track from Passive SFX (Gurgling or Creaking, both can be disabled via Settings > Preferences > Passive SFX
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Added 4 more screen resolutions (SHIFT + Up & SHIFT + Down will change resolution automatically to prevent issues with window not fitting certain screens)
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Added Experimental screen filter still working it out.
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Nearly finished intro animation and AI discussion intro. (Can be skipped using ‘SPACEBAR’ or enabling ‘SKIP INTRO’ in settings to jump right into the first round.
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Added options to enable/disable filter and pixel size for the filter.
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Added an option to display how many of each dart type is present when displaying darts in animation incase people get colors mixed up.
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Fixed bug where using blueberry item would just put the player in an endless growth loop til they lost the game
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Fixed a bug where the weight deposit wouldn’t leave players hand.
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Fixed an issue where the wrong model would show up during item use (You would just eat the bloat beer can instead of a berry)
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Begun overhauling item usage system to make it feel a bit smoother and optimal.
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Added AI difficulty selection in the settings.
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Added custom cursor.
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Added main menu music.
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Added 3 new Achievements.
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Gave achievements a placeholder icon instead of a Noise Texture.
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Removed 2 stats on stats menu.
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Implemented the ability to pause the game during gameplay
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Added a quick close game button, ‘TAB’ instantly closes the game. Does not save data. (I’ll add rebinding during or after playtesting)
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‘M’ key mutes the entire game audio.
I may have forgotten to put a few things on this update so I’ll include them all in the next one. This update is a tad rushed since I forgot I work today and haven’t slept yet.
Now that im finished with almost all the UI, all thats left is the item system overhaul/revamp, getting the dart generation tweaked, finding a style of filter that fits (or i may just skip this if it takes too long and apply it after playtests), finish intro and win/loss animations and handling save data.