Please, sure with us your brilliant insight Liam, we’re all dying to know.
Absolutely loving the progress so far, even the “Im burnt out but want to keep modeling” game looks pretty stellar! Take your time and work as needed, “A rushed game is bad forever, but a delayed game is Good Eventually”. -That one Nintendo Guy
As of right now I have two ideas (well now three)
1: If you’re hit with the slime dart you must find and get shot with the anti slime dart or else your body would fill with slime at the start of each round until you lose (or burst depending on the setting).
2: If you’re shot with the slime dart it would jam the item slot thing preventing the person affected by the dart to not get items for 2-4 turns.
(Edit):
3: If you’re hit with the slime dart then it would not only would it make you bigger by 2 sizes, and also makes it look like a acid trip when shot but the items (on whoever got hit with the dart) would swap to a random spot on their side of the board. (maybe it even cause to change what they do Ex: the Bloatbeer could act like a different item)
wanna play test bd now reeeeeeeeeeee
I might try out an item that changes behaviors of others later on, either in a separate gamemode or as a special item that could be enabled
But you would be interested about the items changing spots though?
(Edit: say is there a story to Bulkshot Roulette right now?)
that looks really cool
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!
That looks really good I was expecting it to be a bit more gloomy like buckshot roulette
This looks niiice! I really like Experiment Failed. Screen, very foreboding!
Don’t know if you mentioned anything on this about the filter, but you could maybe add a setting that turns on/off the filter if people prefer that. Just a small thing. Other than that, looks great!
Thats what i was aiming for really, I did like the gloomy vibes it had previously, but for now decided a brighter visuals made more sense because i had to crank up the brightness to work on things anyways.
The two endings will be visually darker with the losing screen being gloomy feeling.
Yep! The filter will have that option. Along with the option to change dithering strength.
why you gotta tease us like this now I’m even more excited to play stupid patience lol
no rush though its to good to be rushed
so gotta ask did you see the new gambling game like buck shot roulette clover pit you gonna try making something like that one? only joking unless you wanna lol
I did check out Clover Pit, it looked really fun! I might add something like it to a list of projects I’m working on at some point, that would be more of a out of nowhere project though
Coming along nicely, super excited to try the playtest in the future!
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.
Nice, things are lookin good. Very excited for more.
I’ve been lurking here for a few years, but only just now created an account exclusively for this project. Can’t wait to get my hands on it, mate.
Same, Looking forward to it :3
Happy to hear you look forward to it!