Debu Complex : a tamagotchi-like game - 24/12/30 | I LIVED BITCH (version 0.9.4)

It’s a bit like in Animal Crossing. All your characters evolve in the same world. Some actions only affect your character (fishing or catching a bug only adds an object to your current character’s inventory) while other are reflected on all saves (cutting down a tree will remove it from the game for all save files). Here it’s the same idea.

The Emma you will interact with in one save file is the same Emma you will interact with in any other save file. If a character befriends Emma, it will only affect this character. If Emma gains weight in one save file, you will see a fatter Emma in all save files. If Emma becomes a gainer in one save file, she’ll behave like a gainer in all save files. And this will go for all NPCs.

There’ll be an option to reset various elements of the NPCs, if for example the player turned Emma into a depraved whale thinking only about eating and wants the “vanilla” Emma back, or wants to see what happens when making this or that choice, or just wants to fatten her up again. For now it’ll probably just be a debug option, but the option will remain in the final game.

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Oh, cool! That way, you can connect the different characters. And since you will be able to have a different relationship with other NPCs, you lose nothing by doing this. If this is modelled after Animal Crossing, will you see all your player characters sleeping in one room or have some other in-world explanation for the shared NPCs?

Each character will have their own room. What I want to do in the future is to generate NPCs based on the save files, so that your characters can interact with each other. So when you’re playing with one character, you might stumble into another one of your characters and interact with them almost like other NPCs.

That’s going to be another big chunk of work and I don’t think I’m going to work on it before I have introduced a couple more NPCs so that everything is a bit more polished, but I think it’ll be worth the efforts.

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New version is (finally) on itchio.

First, I’d like to note that today is the first anniversary of the game! I started developing exactly one year ago. Looking back, I feel like I’ve done quite a lot. But that’s nowhere near enough and there’s still a lot of stuff to do, so… Yay for another year of development?

The update is pretty much what you could expect from the few updates I made in the past months: the dialog and event systems are operational, and are coming with a small dialog tree for Emma.

This dialog tree will evolve along with the game, as I add new content ad features, or simply when I want to add more branches. Right now, its purpose is mostly to demonstrate what is possible with the current system, tease a couple future features here and there, and get to know Emma a little bit better. I will eventually post a PPT file of the full tree if you want to test it in depth, but for now I’ll let you discover it by yourself. The only guidance I’ll give is that you might want to interact with her a bit if you want her to open up; interact with her once per day for a couple days.

Once you’ve befriended Emma and are able to actually talk to her, you’ll also be able to give her gifts by drag-and-dropping it on her. There are some limitations and rules to how gifts work… For instance, if a NPC receives too many gifts, they will eventually refuse your gifts until the next day. NPCs also have their own tastes, and some gifts will please them more than others. Giving them gifts they like will result in a relationship boost, as well as a calories bonus (let’s say that’s the power of friendship). On the other hand, gifting them something they don’t like will not increase their relation level, and won’t contribute to fattening them up (they’ll just trash your present when you’re looking away).

That’s about it for this update. I also found and fixed a lot of nasty glitches, refactored a bit of code here and there and prepared a bit of content for a future update. Now, let’s talk about the future.

Up until now, except for this update, I have been releasing frequent updates, around once a month with more or less minor features. From now on, I’ll start spacing the updates out a bit more to give me some time to work on the bigger tasks I still have to do. So now, when an update is out, you’ll know it’s a major update. And of course I’ll keep releasing bugfixes here and there.

Now, my first priority will be to finish the sprites. It’s been one whole year and I still don’t even have one full set of finished character sprites, so I want to focus on that. I’ll also start working on clothes.

Another thing I want to do is rework a bit the interactions between you and your character. I’ll improve a bit the current dialogs, bring a bit more variety and somewhat “complete” the currently available personality. I’ll also work on re-implementing the other two personalities that I previously removed, although this might take a bit of time. Still dialog-wise, I’ll keep updating Emma’s dialog tree, adding new branches and events.

A little bit further into the future, I want to add a new NPC. This NPC will help Emma at the grocery store, and will have a very different personality. I also want to make a new area in which you’ll have a chance to see either Emma or the new NPC when they’re not working at the store, as well as new dialog trees and events. One thing I have in mind is the possibility to invite a NPC at your place as well as some kind of “questline” to introduce them to our favourite fetishes and unlock feeder-related events.

I also have to update the customization tools and make a dialogs and events module… I’m going to postpone that a bit. I know what I want this module to look like, and it’s not going to be easy to code. So for now, I’ll just put it on stand-by and focus on the game. The customization tools still work for the current version though, you just can’t make your own events and dialog trees with it.

So that will be the plan for the next few updates. I may also introduce a couple more surprise secondary features here and there. And as always, if you find a bug, report it here and I’ll look into it ASAP!

Finally, thanks to all of you for following my work. Seeing people interested in what I’m working on has really helped me staying motivated for so long. I hope you will keep enjoying it, and I’ll do my best to make this project a decent game.

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Hey! Big fan of the game my man, been following your progress for awhile now.
Love the new update, but I think I found a bug?? I can’t seem to make friends with Emma. I’ve tried interacting with her for several days in a row, but I’ve made no progress, as far as I know.

Ah, when I say days, I mean real days. It’s going to be a game of patience, the progression will be rather slow.

Emma is fairly easy to befriend, she’s the kind and sweet character of the game. Speak to her once more tomorrow, and Tuesday you’ll have unlocked the rest of her tree.

Ohhhhhh man right. I totally forgot thats how this game works. thanks lol

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So, can we befriend an NPC and have them be a feeder to our character without needing to gift them things that’ll make them fat? Just curious.

Nonetheless, the amount of customization you’re dedicated towards adding is great! Being able to make my own character and change their dialogue as I see fit is a blast.

There’s a couple new bugs. The corner near the register can lock you from moving right from the counter (probably due to Emma being near it. It’s not really a big issue. You can just slide back out by going down past the corner again.

Also, if you exit out of the cutscene with Emma and the character is in the middle of moving towards Emma, the game will retry to enter the cutscene and freeze.

Day 2


############################################################################################
ERROR in
action number 1
of Step Event1
for object oEvent:

ds_map_find_value argument 1 incorrect type (undefined) expecting a Number (YYGI32)
at gml_Script_RefreshDialogNpc
############################################################################################
gml_Script_RefreshDialogNpc (line -1)
gml_Script_ExecuteEvent
gml_Object_oEvent_Step_1

Probably one of the new dialogs that show up. I’m not sure how many are added on the 2nd day, but the spider appeared dialog worked fine.

It’s possible, yes. Relation levels can be modified through events, so I can increase or decrease it if the player chooses this or that dialog branch. I’ll do so as I add more content, the current tree is more of a small test/demo.

Glad to see someone likes the customization options!

Thanks for the report! Regarding the pathfinding glitch, it’s been there for a bit and I need to look into it.
Regarding the freeze, that’s a pretty big issue… I’ll try to fix it ASAP.

Regarding the crash… I’m a bit confused and I’m going to need a bit more information. What exactly were you doing when this happened? What dialog option did you chose, and do you remember (roughly) what was the last dialog line before the crash?
Also, the dialog line you’re mentioning should be locked until you reach a certain relationship level, which if you started playing this version yesterday should not have been reached before tomorrow. Did you change any of the game files to access this content a bit faster? If so, can you check the validity of the json files you modified? Even just a single missing comma can cause a crash. If you didn’t modify anything, can you send me your save file, as well as the npc.sav file that is in the “common” folder with your other save files?

EDIT: Whoops, found the culprit for the last one. I’ll correct it ASAP. Still curious about the relationship level.

EDIT2: Bugfix is available on itchio for the freeze and the crash.

There could be a bug with relationship levels. Is day 1 supposed to be:

Sorry I’m a bit busy.? If so, I kept trying to talk to her with multiple characters. Every other one was able to get her dialog I’ve seen you here a bunch, so I wouldn’t mind talking to you. on day 1. From what I did specifically from what I remember, I ate a watermelon to increase fullness after being denied and her dialogue changed.
Day 2 the characters who couldn’t interact with her still couldn’t talk to her. They’re still on day 1 I’m busy.. All of day 1 was done 1 hour before day reset. Day 2 was after day reset where I encountered that deadly error you fixed.
I’m not sure where this file you mentioned is.

Great, I’ll investigate this. Thank you for the details.

The save files can be found in your computer’s appdata folder. There should be a Debucon folder in there, in which you will find all the save files.

Drinking water til bloated and drinking til drunk did not change anything.

Do you mean having a status effect applied didn’t branch into another dialog, or is it regarding this relation level issue?

If it’s the former, status effects should alter the dialogs. And it would also mean I really botched this update and should probably go back to the drawing board…

I can’t really test it again, but eating on d1 sometimes allowed for me to interact with her further. It did not work for those 2 character files I mentioned to you, so it’s not completely consistent.

With one of the 2 that didn’t work, I was testing out drunk status effect and bloated status effect. Neither advanced the dialogue beyond wanting to go home to sleep it off or being kicked out for being drunk. Drunk status effect has no issue because it has a default response. Bloating should have the same property as fullness, so it’s a bit weird I couldn’t get the dialogue d2 to work there.

There could just be a bug where switching to another character allows you to interact with d2 dialog. She was saying the 2nd phrase as the first interaction for certain characters.

Just replicated the walk back into cutscene. Seems you fixed it completely. That’s great. :grin:

Yeah, this one should be fixed for good.

I also found what caused the duplicate increases in relation level, it should be an easy fix. I’ll wait a bit to see if there are any other bugs to fix before posting the update. All in all, it’s not a major issue that makes the game unplayable, so it’ll probably be fine.

I’ll let you know tonight if I find anything.

############################################################################################
ERROR in
action number 1
of Step Event1
for object oEvent:

array_push :: argument 0 is not an array
at gml_Script_SetEvent
############################################################################################
gml_Script_SetEvent (line -1)
gml_Object_oEvent_Step_1

This is what happens when I select “I want to chat” to get 2nd day dialogue for one of the two that couldn’t progress the tree. The other one I was able to hit “I want to chat!” However, I still got the 1st day dialogue. Got the above error on a 2nd character as well.

4 out of 7 of my characters are stuck on day 1 dialogues. 2 out of those 4 get the error message. 1 of those 4 were on day 2 yesterday and regressed back to day 1 dialogue.

3 out of 7 of my characters were able to get day 3 dialogues:

“When is your birthday?” 2nd edition of “When is your birthday and she says she forgot that you just told her.”
“What do you do in your spare time”

I’ll investigate the crash, thanks for the report.

Also, for clarity, there’s no “day 1” or “day 2” dialogs. Once you’ve befriended Emma, when you select the chat option, the game randomly select a dialog in several different dialog lists depending on the current day. So for instance some of the dialogs you’ll see on Monday will be different than the ones you’ll see on Tuesday or Wednesday, and some others will remain the same from one day to another. This is to help giving a feeling of variety. But all characters that have befriended Emma have access to the same dialogs.

Edit: I found the issue. It’s a glitch I though I fixed, but it looks like it wasn’t sufficient… If the elegant way doesn’t work, I’ll just take the big guns out and make sure it has strictly zero chances of happening again. I’ll post the fix in a few minutes.