Eat The Dungeon General Discussion

This week was bugfixes and planning work for future updates!

https://www.patreon.com/posts/27732114

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When can we get the next sizes for the characters? I can’t wait for them to actually become big enough to fulfill the game’s name!

The development schedule is posted on my patreon. Since we haven’t hit the first goal yet I can’t commit to a schedule:

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Not much of an update this week! Almost done planning the new levels.

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For the tripling the number of weight images, will that be all in v0.4 or once the game is done? If its the latter, how many new weight levels will be added in v0.4?

My current plan is that v0.4 will add 5 more levels to each adventurer.

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Sounds Great!!!

Watch out for v0.2.3 next week! It’ll have 6 new levels, with some new enemies types for the Witch to tear through. It’ll also have a big buff to capacity leveling, and level scaling on the enemies!

https://www.patreon.com/posts/28090045

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A list of the weight levels would be nice, especially after you add more, so that we can keep track of how many there are/how fat they can get/at what point with their art change.
So far, I think I’ve worked out the weight levels we have so far:
Lvl1: 50weight
Lvl2: 100weight
Lvl3: 150weight
Lvl4: 200weight

with 5 more levels, does that mean it’ll go up to 9(if it continues with every 50, it’ll go to 450)?
Hoh, can’t wait to see how they look at THAT point! Hopefully the Witch actually has a fat belly at those higher levels, rather than just big boobs and butt(and only getting a belly when stuffed).

Also, how do we level up the amount of damage characters like the Bard does? Is it just Power like the Warrior, Thief, and Witch?

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Yes, this is the plan. I might be redoing all the Witch and Warrior art entirely as part of the process.

The Bard can’t ever do damage, but you can increase the strength of her support abilities by leveling up her Power attribute.

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Well, she can do a LITTLE damage. XD
But I noticed she absorbs food from allies she heals just like the Priestess.

I’ve basically treated the Bard as a walking fat storage bank; using their abilities to suck food from everyone before they can absorb it and preventing anyone else getting fat. Makes levelling up a lot more efficient.

I’ve also found this to be a very effective strategy. It’s surprising how big she can get so quickly if you consistently use her after the others attack.

Honestly I liked the older number values better… Maybe perhaps each character increases a weight level at unique intervals? Right now it just doesn’t seem… balenced.

Also Witch plus Bard = MASSIVE gains bruh.

I’m sorry, I’m not sure which numbers you are referring to specifically.

I’m adverse to making the characters gain at different intervals because then we’d have to find somewhere to display each character’s individual statistic and there’s already quite of bit of information on screen already.

re; weight levels, it would be Nice imho if their impact on the ingame art was non-discrete with fullness and fat changes seemingly seamless (vectors ftw). Then you could claim that the game has an infinite number of fatness levels. :stuck_out_tongue: That said, it’s not that important to my enjoyment of the game.

If there was any change I’d like most artwise, it would be character expressions/animation to give their changes a bit more weight (pun totally intended). It would also allow them more personality. Perhaps some of them are more readily adaptive to changes in bulk than others. They could flinch when hit by enemy attacks or make some gesture when attacking. When a character’s KO’d, perhaps they could have a dazed expression (or an otherwise food coma suggestive appearance).

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I agree on the expression front(and the pun front. XD )! Vectors are flexible, but personally, I’d like it to stay 2d and cute(not that 3d can’t be cute, there are a few cuties in FireyLion’s Food Frontline, but, well… y’know, 2D>3D XD).

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2D vector art is a thing, Mr Hifumi Yamada. xD

Vector just means that the art is converted from pixels to lines that can be manipulated around. It’s more complex programming-wise to implement but stops you needing to animate every frame individually.

Interesting…
Also, heh… if anyone, I’m Nagito Komaeda.

I don’t think the implementation time of vector tweening would be worth it. Personally I don’t think I’ve ever seen an example of it done well anyway.

The new weight levels will include some changing expressions. There will be more expressions added later.

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