Chub, Chomp, Chill (Version 1.2 Out Now!)

It’s very puzzling to me that the progress update posts on the CCC Patreon are behind a paywall. I get keeping stuff like early access to new builds to paying members only, but progress updates? We’re expected to drop 3 dollars a month minimum just to have any idea of what is happening with this project?

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I personally think it’s a fair ask, considering the game itself is free.
But aside from that, I do not like to share a lot of stuff publicly unless it is major news I can confirm with 100% certainty, and things change a lot during development.

But regardless, here’s a quick rundown of everything that has happened since last June (when 1.2 came out).

When I released 1.0, it was met with a lot of criticism. There’s was a lot of stuff people didn’t like. It was rough to deal with after working so long on it. After I put out 1.2, I wanted to try to work on some of the deeper rooted criticisms. Namely the flat faces, clothing clipping, immobile shapes, and the like. Going back to make major edits the main game model is always a pain because it always breaks so much in the game files and so much stuff needs to be retooled. So I figured, if I’m gonna have to edit the model again, I might as well go all out so I never have to deal with it again… again.

Another thing is the inventory system. Pre-1.0 the games inventory system was made from scratch. When I remade a large chunk of the game for 1.0, I didn’t want to have to deal with remaking the whole inventory system, so I used an asset from the Unity Asset store that seemed pretty capable. The problem is, people wanted to be able to do things with the inventory that the asset couldn’t do, like sorting items. So I’ve had to drop the whole asset and have to remake the whole inventory system from scratch anyways. BTW the inventory system isn’t just the inventory menu. It’s the game’s entire shop system and crafting system as well.

Yet another thing is trying to make the game more stable. I’ve gotten too many messages talking about corrupt files and players characters looking like faceless creepy pastas and I wanted to fix that too.

As you can probably guess, doing all these things at once has totally broken the game. So many scripts have needed to get completely rewritten. I’ve been working on all this stuff since past June and I only just accomplished getting a player’s character to properly transfer from the Character Creator to Apartment again this past Sunday.

Things ARE coming along though. Some highlights…

  • The main model’s gain system and shapes have been pretty much redone. Without going through all the jargon, this new system should bring more customizability to gains.
  • Immobiles look properly immobile.
  • Clothing like tops and bottoms are now 2D texture based to remedy clipping.
  • There are even more character customization categories now. Like jackets and dresses (though re-adding back all the old clothing assets will take time)
  • Inventory items can be organized in a multitude of ways.
  • You can “Buenos Dias”, I’d you know what I mean.
  • A LOT of smaller stuff i can neither confirm nor deny at the moment in case any of it doesn’t make it into the next build.

I’m not sure when the next build will be ready. I was originally aiming for last November and that obviously didn’t happen. This build, similar to 1.0, has consisted of a lot of “rebuilding the game”. I dont want to release a build that isn’t at least on par with the completion of 1.2. But, idk, maybe people really want to try the new stuff and won’t mind if it’s not fully on party with 1.2 yet. I’m still thinking about that.

But that’s a quick rundown of what the past months have been like. I’m sure I’m forgetting some major thing I’ve added or something, but I’ll write another entry if it’s important enough. Feel free to ask any questions. Thanks for your patience.

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is there a place for putting the personalities/models after we make them?

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Thank you for putting so much effort into this.
I’ll admit I wasn’t wild about the changes with 1.0 myself, but I do appreciate what you’ve done already. I haven’t seen many games trying to accomplish what you’re doing, so it IS appreciated that this even exists in the first place.
And finally, I am sorry you’ve felt so downtrodden about the criticisms; I’ve read that an artist never knows how their work is going to be received by the public, so I imagine you weren’t quite prepared for the reception.
That being said, that doesn’t mean it should be downplayed how amazing your work is. I’m pretty sure most games don’t attempt to add the weight gain and inflation elements that are the focus in this community because of how difficult it has to be to code all that, as well as make the models even capable of such drastic changes.
So, I’d just like to summarize: amazing work that you’re doing, thank you for continuing to work on this and trying to improve the game to players’ desires, and I hope you find some good fortune to brighten your day.

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Oh my gosh. Thank you so much. It honestly means a ton to read all of that. It’s stuff like that that helps keep me going.

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I’m glad to hear this is still under development as well. Honestly I’d thought it had been abandoned since I wasn’t even aware there was a patreon much less progress updates being posted there, but this project has always seemed really promising even if 1.0 was a little bumpy. I hope to see ya keep working on it and I hope you’re able to get it into the ideal state you want it to be in.

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Must have been quite the grueling, mostly unrewarding slog to basically re-code/design so much of the base game elements. So even if there aren’t any new big features, I’m still excited for this update and am amazed with how much work you’ve put into a free project.

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In the final-ish (crunch) stages of development for Chub Chomp Chill 1.3.
If there are any balance-related changes you want, tell me now.

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Only thing I can think of is having the ability to buy a wider variety of groceries somehow, to avoid timeskipping to chase certain ingredients. Having it locked behind upgrades or story progression (if interaction with the cashier ever gets more detailed) would be fine.

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Idk if you already took care of that but some crafting recipes were way too expensive for what they give, i end up going for fish and chips the majority of the time because of how easy it is to make and how effective it is
(I find no reason to make hotdogs for example)
I also wouldn’t complain if the reroll shop function was replaced with a rework like the guy above me mentioned

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Honestly didn’t mind the old balance, I’m just glad to see this getting an update. Scratches that tamagotchi but fat itch.

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To add to this, Perhaps a way to buy whatever you want would be nice including craftable food, albeit more expensive than if you crafted it manually/waited for it to restock. I´d rather pay x times more for a pizza whenever then wait 2+ hours to craft it/for a chance to get it for a normal prize. I am aware that restocking in a way does this, though that is still a bit luck dependant. It would be a nice QoL feature.

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Specifically for the most crafting-dependent ingredients (butter, etc), I think it would be Fun to have the option to have this as a late-game option framed as buying the entire bodega due to the sheer food requirements of a room-sized feedee

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There’s a point in the game’s progression right now that feels rather stagnant and I think it is because of a gap in the higher levels of the food effectiveness scaling. You see once you can reasonably craft and make a character eat ‘high level’ foods like gingerbread houses, megawursts, and cheese moons your character’s weight will naturally shoot up super fast for a while but it plateaus harshly in the city stage. All you can do then is abuse the badge & lollipop system, slowly feed them these high level foods for a long while without much going on, or jump straight to the highest-level food (cream tower) but if you do this you’re essentially skipping straight to the world stage or even the space stage if your character gains faster.
I think the high level foods should be spaced out more evenly so that this plateau is not as rough and so the jump to the cream tower is not as large as it is now, if that makes any sense. More high level food options (incrementally more effective from the base ones I’ve mentioned, leading up to the tower) would be the ideal solution but that sounds like a non-trivial implementation, so maybe rebalancing the current food items could be a more feasible solution in the short term.

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There are two things I can think of the might need changes balance wise, one is the level ups and Dr. Banana’s weight loss.

For the level ups; Stamina upgrades, Illness resistance, and Digestion speed end up being much worse than Happiness Gain, Max capacity and, Badge space.
Stamina stops being useful once you reach immobility and all points you put into it are effectively wasted. And early on the happiness gain is outclassed by just putting points into happiness gain.
Illness resistance doesn’t do anything if you just use serve max due to the illness not stacking when you feed citizens like that, and if you use a single, highly filling food item you never have to worry about them getting ill, that and they seem to get ill no matter how many levels you put into resistance based on random chance. Also to get more badge points you sometimes need to get a citizen sick on purpose so having illness resistance may actively harm you.
For Digestion speed, its not bad per say but it’s outclassed because of Make Room, That badge will let you digest food crazy fast by comparison particularly if you have enough points to get 5 active at the same time, and because its a badge you can still swap it out to something else if you need it.
And in general these upgrades are worse because you NEED more happy coins to be able to buy food and sate cravings and fatten them up, and you NEED to give them bigger stomach capacities so you can feed them more food and food that causes more fattening so you can hit the larger sizes.

I don’t know how you could change this without overhauling the system, maybe you could tie happiness generation to your citizens level instead of spending level ups on it and get more stomach capacity by overfeeding them over and over or use the level up to boost it more, same with digestion but you also gain a bonus whenever you clear bloating. illness would need a revamp to how that system works and maybe grant some kind of bonus for avoiding getting ill but still letting it build up, and stamina would need some kind of addition to allow working out while immobilized in order to not feel like points into it don’t become worthless.

As for Dr Banana, this is really simple, currently it takes one happy coin to remove one wub, this adds up incredibly fast and makes it basically impossible to lose any significant weight, to the point that you might as well just make a new citizen rather than use banana’s clinic. Like for very extreme example the citizen I have currently is at the space stage and to bring her back to square one would take over 28 million happy coins which would take a hell of a long time to get that much. And for smaller weights, its not super useful as you can use workouts to remove wubs and also gain happy coins back.

A bulk discount (heh) for removing a certain amount of wubs would help make the clinic feel more viable to remove larger amounts of weights when your hitting the late game and you want to go back.

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  1. The game could probably use more support for stuffing over actually gaining. Going immobile and scaling up to the size of the universe is interesting and all, but I prefer to keep characters smaller but stuff themselves silly, but the problem is that there really isn’t any reason to do it. Money gain is basically nothing and you don’t actually unlock anything like the immobile characters do, like the new maps. I would say the clothing is the “reward” for staying small, but all my characters are naked because the clipping drives me nuts.
  2. I really wish the game gave us a reason to have more than one character, like they’d gossip about each other, or characters can be put into events or something, though I understand the game’s crazy size limits might make that unviable. It’s just that, like, I already made one character I like, I don’t want to grind to get a second one up to that level too.
  3. Kinda wonder if it’d be worth doing that “Korean MMO thing” where the more characters you have higher level than the character you’re playing with, the faster you gain XP, just to cut down on the grind if we want to make more characters.
  4. I wish the weight loss clinic was more of an actual gameplay mechanic rather than a joke. The only time you need the weight loss clinic is if you have a fat character, but being fat makes it expensive, whereas skinny characters don’t need the clinic but it’s super cheap. NGL I’d personally make it free or cost a flat amount. I guess I also kinda wish losing X weight gives you special tokens for some shop (up to a cap?) that lets you buy things like more food options per reroll at the store, the ability to favorite a sold item so it doesn’t disappear, maybe fat versions of the NPCs, IDK.
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Sooo i didnt wanna be that guy but just a friendly reminder that what was asked was balance changes, not features and overhauls

Although i’m sure this feedback is still useful to gauge what works and what needs work

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That is correct, this was about balancing changes. If it´s pure balancing changes I want to see then…

*Instead of 1 point per pound at the weight loss clinic, the cost should deminish as the number goes up, to name an example at 100 pounds it could still be a 1 to 1, but at 100k it should be 5000 and at 1mil i think 10,000 is a fair price

*Happiness point gain should be tied to level with the level up boost acting as a multiplier of sorts. not too crazy but enough that it’s noticable.

  • to make multiple characters viable, have them give a passive happiness income when not being used, this should encourage using more characters and speeds up the game’s down time. of course the amount shouldn’t be crazy if using a full house, so i suggest having the passive income be an average of all the current characters in a save. with a slight boost the more characters in the appartment.

*i do think some of the required items for some craftables are quite difficult to make. not only because it’s luck dependent, not only because some require craftables from another craftable food, but for some they require quite the investment early on. having some early game craftables that are easier to make should balance that out. items that in theory shouldn’t take 50 pieces of milk to craft, to name an example, crafting bacon and egg could need just 1 egg and 2 bacon. it’s a bit boring yes, but easy enough that crafting doesn’t feel like an end game mechanic.

I’m not demanding any of these changes, these are suggestions by the end of the day. since i can understand some of these changes are a bit more complex that it wouldn’t really be easy to work with in this version’s final stretch.

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I keep having a bit of an issue with downloading the game everytime i download it starts fine and gets to around half finished and then cancels and says file wasnt available on site im not sure if the issue is my browser or something else the browser i use is brave if anyone knows what the issue might be help would be very much appreciated

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