E-Roguelike: A weight gain and inflation roguelike in progress.

Agreed. Reasonable concern. It’s more visible from the top.

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Pregnant and fat are two different morph targets.

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More progress.

New Inventory Management!

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Inventory management and taking items is now much more friendly.

You’ll also notice that movement isn’t on a grid any more. I think the decision to move away from the command-line style was actually a good one. I’m still having problems with the stupid tile map, like you can see above, but I’m able to reuse a lot of the other code for bodies and such from before.

As an aside, the reason so many mods have the ‘torpedo belly’ thin happen is that a lot of characters have their abdomens made with this kind of topology…

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It deforms forward well, but when it comes to really rounding out there aren’t enough loops to make things really spherical. If you add divisions you need to redo all your rigging and other deformations, so if you spent a lot of time making morphs for big boobs or weight gain or facial expressions and stuff, you have to start over, add the geometry, try making the belly spherical again, and if that fails, undo and start over. It’s a pain.

I also made progress on loading and saving, but it’s still buggy.

The checklist from above:

Plans and old TODOs:

  • Character creation.
  • Clothing, so you’re not wandering around naked.
  • Much more detail in the language generation, especially the body description.
  • Lots of body-specific tuning. Right now, after eating too much it’s easy to be full for days.
  • (WIP) More detail in the level generation. Right now it’s pretty limited.
  • (DONE) Commands to ‘use’ or ‘interact’ so you can interact with more interesting world objects and doors to move to new places.
  • (WIP) Save/Load.
  • ‘say’ command to talk with NPCs. (Replacing with ‘interact’)
  • (DONE) Hearing, as part of the language generation.
8 Likes

belly thingy2
belly thingy
I’ve found most belly mods in games fail because they’re just scaling a bone, or the modeler got lazy and just tugged the verts forward without any thought.

(EDIT: shoot, meant to reply to Pornucopia up there.)

3 Likes

What’s the pixel density on the expanding parts compared to elsewhere?

UVs are unwrapped for approximately uniform density across the mesh. The characters are small enough on screen that the difference isn’t immense and we still get close to 1 texture pixel per screen pixel.

Sorry, mixed up the terms. What I meant to say was vertex density. You’d think there’d be quite a lot more vertices around the expanding parts if the person is going to get that big.

Answered that in a reply. :wink: " If you add divisions you need to redo all your rigging and other deformations, so if you spent a lot of time making morphs for big boobs or weight gain or facial expressions and stuff, you have to start over, add the geometry, try making the belly spherical again, and if that fails, undo and start over. It’s a pain."

You can sometimes pre-deform it and hope that you’ve got enough geometry at the end, but there are performance considerations and even if you add all the extra geometry you can still not have it turn out when you deform the model.

Nice loupuny I’m not that into that pokémon but kudos to you

1 Like

It has been forever! I have some updated because, while I was busy for a span, I’ve also been working diligently. I’m getting close to another release. I took a lot of the code from above and took out the things I didn’t think worked. It’s much simpler now.

Levels are still procedurally generated, same basic character rig (with a few changes). Less variety, sadly, but all in all I’m happier with how it works. Maybe I’ll go back to the idea of a more in-depth roguelike with all these mechanics later, but for now I’ve settled on a direction that feels fun.

The things I need to do are, in order of most-important to least,

  • Get some sounds in the game.
  • Get a main menu going with settings so people can adjust volume and save/load.
  • Fix an annoying animation bug.
  • Get some more late-game content in.

I also have a rig change that I’m fighting with – Blender seems to require that a rig be in the rest pose before it can be bound.

12 Likes

This had me thinking, a fatty game with fall guys physics could be neat. Instead of death pits, have somewhat wide walls in a labyrinth and as enemies have some “ghosts” wander around with plates of food. (or the mysterious feeding hands so many furry drawings seem to have)

Excited for whatever comes next btw. Just wanted to share.

2 Likes

This looks like it’s coming together nicely. I always found the unpredictable elements of roguelikes to be fun, like drinking a potion without knowing what it’s going to do. It’s definitely a solid formula for a fetish game. Good luck!

YES! I tried really hard to get the fall guy physics working but couldn’t seem to make it happen. I might spend some more time trying later.

Like the ghosts idea. Will make it feel more dynamic.

A new playable build! 0.9.0!

Mega Link: https://mega.nz/file/rVhjHKKA#cVSt-ZCQCrjRo7JpJTMZCjuE2vp7xFh0Kt2S7h4T2Nw

Itch.io Link: Accident in the Alchemy Lab by captainstupids

Controls: WASD to move and mouse to look. Or click the mouse to move in the direction the camera is pointing if you need to do things one handed for some reason.

This one is complete, but not done. It has a start and an end and a menu. There are still things it needs.

Known Bugs:

  • Bug fixes for the camera are forthcoming. It works now, but it’s weird if you go too far outside of the range.

TODO Features:

  • Volume control for speech, potion pickup, and stretching noises is forthcoming.
  • Graphics controls like resolution and full screen are forthcoming.

TODO Content:

  • Dungeon needs more variety.
  • Voice acting needs a lot of work.
  • Dynamic ragdolls (like Fall Guys or Totally Accurate Battle Simulator or Human Fall Flat)
8 Likes

So, I’m enjoying this so far and have a few suggestions, i also posted these on the itch io page:

slightly faster movement, possibly getting slower as she gets bigger
higher spawn rate for potions, i seem to lose before even finding more than two or three
possibly a map or timer to say how much time is left

It’s fun, but every time I lose is because i go down a hallway and find nothing, then can’t get back to where i was before i lose

2 Likes

Leagues beyond the initial concept, looking forward to seeing future installments. Wonder if the belly and backside will become more pronounced?

As CurrentlyBothered said, the potions can be fairly sparse at times. Can completely screw you over if you go down the wrong hall.

Curious, is there any chance an update might provide the option for her to burst on-screen?

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Agreed about the potions, I only saw the two on the first table, then never saw a single one after that. With how empty the rooms were, I assumed the game was either broken, or that nothing was implemented yet.

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I have another idea I haven’t posted elsewhere, but I was thinking faster movement as you get bigger, but also less traction and more bounciness, like floating around as a balloon. Means things get a little more frantic as you move along.

Speaking of the butt and belly: The character actually gets much, much bigger when you’re maxed out. The rig has animation shapes that can easily fill the room, but they’re disabled. Currently, the player maxes out after 60 potions. I’m deliberately keeping them a little scarce for now so there’s more content at the far end of the game. Would be unfortunate to show everything now.

As for bursting on screen, I’d plan on it. Just haven’t gotten to it.

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Since you were known for your interactive bursting flash games on DA, have you ever implimented bursting into this game or plan on doing so in future updates?

Planning on it. Just haven’t gotten to it. Optionally, of course.