Debu Complex : a tamagotchi-like game - 26/04/23 | HIATUS (version 0.8.1)

What I had in mind were eating challenges in a restaurant, where the customer has to eat large amounts of food in a limited amount of time to win a cash prize. But I’ll have to think of some kind of limitation to go with that, because a feature that allows you to eat a whole lot of food and win money will just annihilate whatever balance the game has. So probably make it very limited in time, give it a high “entrance fee”, and/or make a hard minigame to go with it.

For the funnel, it did cross my mind multiple times, but I’m still not sure what to do with it. I’ll eventually add keyboard shortcuts and hotkeys, so I’m not sure using it to specifically make drinks easier to use would really bring that much to the game. Maybe as an event with a feedee/feeder NPC?

New version is up. As I mentioned a few weeks ago, this is a very small update, as I’m really busy these weeks and don’t have much time to spend on the game.

Three more portrait sprites have been reworked, just a couple more and I’ll be able to start working on clothes. I’ll also start working on improving the sprites for the different stuffing stages, which should hopefully not take too long with the “base” sprites finished.

I also added a few new hairstyles, eyes colors, and introduced some new character creator options.

Finally, I made the requested improvement to pathfinding, the character will now go around obstacles in her path, if her destination can be reached. It’s still a bit glitchy and your character might start to breakdance if her destination is too close to the obstacle, but I don’t think there’s anything game breaking.

Once I have some time, one of the next things I want to start working on is NPCs interactions, and Emma the grocery girl will be my guinea pig. So you can expect being able to actually interact with her in a next update.

Also, I’d like to note that puffypoof has started helping me proofreading the lines that are already in the game, and will eventually help me write dialogs. Thanks for the help!

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Pathfinding works well now. Thanks for adding that.

Alright, I’m back from my short hiatus.

A lot of things happened, good things, bad things, stressful things… But at last this busy time is now behind me and I can start coding fat anime pixels again. Yay.

So, next step : interactions with NPCs. This is going to be quite a big bite, but it should also open the door to a lot of new stuff. I already started to work on the display when entering “dialog mode”, and I’m quite happy with the result so far. Everything behaves roughly as I wanted for now, so off to a good start.
ezgif-6-e905d405832d

That said, there’s still a lot to do… And there are some things I’d also like to introduce along with NPC interactions, to make things a bit more interesting : moods, liked/disliked food, relationship… So that’s what I’ll be working on this month. And of course I’ll keep working on the sprites ; slowly but surely, we’ll get there.

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Cool! Looking forward to it!

Can’t wait to see the new stuff in action!

So just started a new game, and trying the give more money debug option gives me this error:

############################################################################################
ERROR in
action number 1
of Mouse Event for Left Released
for object oRefill:

DoAdd :: Execution Error
at gml_Object_oRefill_Mouse_7
############################################################################################
gml_Object_oRefill_Mouse_7 (line -1)

Also, I gave the girl tanned skin, but when the game crashed due to above error and I loaded the save file, I get this:

Uh, that’s a weird one. I’ll look into it.

Is the skin color off for any character, or is this only for this specific character? If it’s the latter, could you send me your save file? Also, does changing the skin color through the debug menu fix the glitch?

Seems like it’s only that character. Just tried creating a new one and they don’t have that issue. Debugging and editing the skin color doesn’t do anything.Sierra20210815085155.zip (1011 Bytes)

Scratch that. I just tried creating a new character with the exact same settings and they have the exact same error happening to them. Maybe it has to do with height? Over 175cm and the underwear disappears during character creation. Maybe it’s related.

Thanks for the file.

I think I understand the issue. You shouldn’t be able to weight less than 42kg for 180cm, but the character creator lets you set this weight. This is what is causing the underwear to disappear (good catch), and for some reason the game loads an old sprite for the head that was not supposed to be used anymore, and especially isn’t compatible with the colorswap shader.

I’ll have it fixed in the next version. In the meantime, you can fix it by increasing your character’s weight a bit.

Regarding the crash, I’ll investigate it. It’s repeatable, so it shouldn’t be too hard to figure out.

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Yup, that was it. Created a new character and bumped up the weight a couple kilos and the underwear is still there, and the face bug isn’t happening.

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Development is taking a bit more time than I anticipated, so I though I’d make an update.

Basically, I wanted to release a new version before the end of the month, but that isn’t going to happen. I misestimated the amount of work this update would take, and I’ll need a bit more time before being able to release it.

Right now, I’m working on what I personally think is the most complicated part of the game, and something I have been delaying from the beginning : how the game will flow. This is basically the brain of the game, how I’ll tell the code when to perform certain actions.

A good example is the tutorial sequence, which is a series of “narrations” and “events” : the tutorial is made of several steps in which you have to perform specific actions, like clicking on the right item, in order to move to the next step. In any game, this is pretty straightforward to code. But there’s something I want to add to my game : customization.

I want the user to be able to build their own events, quests and tasks. And that is adding a pretty thick layer of difficulty, as I have to design a way to convey instructions designed by the user to the game’s code. Those are the json files in the gamedata folder : a backdoor that allows the user to modify parts of the game.

Right now, the narration part is driven by a json file. I also implemented dialogs, which are also driven by json files, so you will be able to mod them if you want to. But events are, for now, hard coded : when you are playing through the tutorial, everything is hard-coded, there is absolutely no way for you to influence how the game behaves once the game is compiled.

That’s what I am trying to code right now. A way for the user to be able to modify the flow of the game, by creating their own “quests” for example. That’s something I had in mind from the very beginning, but I never really knew how to do it…

Well, now I know. I’m making good progress, and even though I don’t think I can consider it finished yet, it is complete enough to allow varied dialogs depending on the player’s stats, evolution and accomplishments, and should also allow me or any user to write entire scenarios and “quests”. There’s still a lot of work to do, but right now I’m pretty confident everything story-related can be driven by json files.

It’ll take a bit more time for me to finish it. I’ll do my best to post a new version for the 26th of September, which is the birthdate of this version of the game, when I decided to “reboot” it. I’m pretty sure it won’t seem like a lot of things have changed, but once I’m done with all that, it’ll be very easy to add more NPCs and locations to the game.

21 Likes

Thanks for the update. That sounds exciting!

1 Like

how do i make the game go fullscreen?

There’s no fullscreen option. Honestly I should have though about it from the start, now it’s gonna be a pain in the ass to scale everything depending on the chosen resolution… I’ll have to bite the bullet at some point and just do it, but right now there’s a lot of other things I want to look into and procrastination can be a powerful force.

2 Likes

only making the task of scaling even more items a reality!

i see well i totally agree that procrastination is a powerful force lol

Alt+Enter forces some applications to run in fullscreen, even if there’s no option. try that.

Hi guys,

As the next version is supposed to come out in two-ish weeks, I though I’d make a small progress update.

So basically I didn’t have as much time as I though to work on the game, but overall I’m satisfied with my progress. Dialogs and events are pretty much functional, and even though I might need to improve them a bit in the future, it is completely possible to write entire dialog trees without even having to touch the code of the game itself. For the last two weeks, I have been working exclusively with Powerpoint to design Emma’s dialog tree and Notepad++ to write said dialog tree, only launching Game Maker to test that everything is working as expected.

Here’s how it works : in the gamedata folder, there’s a Dialog file for each character, and an Event file for each room. When the game boots, it will read each Dialog file and merge them into a single document. Same thing for the Event files.
Dialogs and Events are two bricks that can be assembled together. Dialogs are, of course, used to display what a given character has to say, and can be followed by more dialog, a choice or an event. Events are what is guiding a dialog through its branches, by checking whether or not this or that condition has been met, and taking the according dialog branch. Choices are a special kind of event, that allow the player to chose himself which dialog branch to take instead of relying solely on the game’s state.

As an example, here is what Emma’s main dialog branch looks like:

The blue cases are events, either to evaluate the state of the game before chosing a dialog branch, or to modify the state of the game according to the player’s choices. “Activators” are a special kind of event I use to define narrative checkpoints and easily check if a player has met a bunch of condition without having to check for a whole lot of variables: if I want to check if the player has gone through a specific dialog branch, I can activate a checkpoint to signify to the game that the player has indeed done so and use this checkpoint as a condition in other events by checking whether it is activated or not, completed or not.

Choices are the purple cases. They can only follow a dialog, and especially you can’t have two choices back to back. However, they can be followed by another dialog or an event.

Finally, the dialogs are the red cases. Not much to say here… Their only reason to exist is to display a given character’s words.

The grey boxes are other dialog branches. They’re not displayed here because I’m not completely done with them yet and they’re taking a lot of space, so I put them on separate documents for clarity. But I may post them along with the next version so that you guys can test the whole dialog tree.

This dialog tree I am working on is only for one character in one location. Emma will have a lot more things to say in the future as I add more content. I even have a couple ideas of events to give the player a chance to sway her to the abyss of fat and weight gain appreciation for example… And I’ve already started to prepare the scene in this dialog tree. Also, the consequences of your actions will have multiple scopes: some things will only affect your active character, but some other things will carry on between your different save files.

Right now, I have to finish the dialog tree and introduce food preferences and gifts. Unless the universe decides to screw me really hard, I think I can do that in two weeks.

Once I’m done with this update, I’ll focus on the sprites, because now that I’m starting to introduce NPC related mechanics I really want the sprites to be done quickly. So I’ll finish the character’s large sprites and start working on clothes. I also want to introduce a new NPC, keep working on the dialogs, and add a few more places and game mechanics.

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That sounds great. I’m really looking forward to reading what Emma has to say. Although the scope bit has me a bit worried. Do you intend to make completion particularly difficult, troll players for making certain choices or have NPCs reference characters from other saves?