Hi, glad you enjoyed the update and yeah I think you might be right with a couple of your points. It can be a bit of a tight rope walk balancing it for people that love to get to know the characters and others who just want the WG content. Equally, its hard to know how things will feel in the game when more characters are added and fleshed out, right now people are focusing on new content which increases how much if feels repeated. But I do agree some things could do with more variation and will write a couple of changes for the next update. It suffered a little because I was writing both simultaneously which made it feel like there was more variation, but when playing through each character now, they could probably do with a little extra love.
Mainly I think some more variation to the dates with Katrine might be good, I want to make them kind of uniform so people know what to expect and wont miss out on content if they skip a date to do something else when there are 10+ characters with storylines. But still, having played through a couple of times I definitely noticed some dialogue doesnt change fast enough or provide enough variation to the point where it feels like its the exact same date each week, no matter how much you get to know her. So will come up with some slight changes and they will hopefully improve them in the next date.
Trista is a kickboxer yes, again its hard to know how much exposition in. I doubt most people want pages of dialogue to get through about her competition, although I could be wrong. A few more lines here and there might not go a miss though. As for the vagueness, especially in the early events some of that is intentional. You are still getting to know her and don’t know any other gym owners so it seemed odd to include much about it, given that’s not what would be important to Trista or you. But again, an extra line or two here might improve overall understanding. Equally some of the vagueness is based on assets needed for the rendering if I get super specific, which could cost money or not exist.
Its really interesting to read feedback though and super useful so thank you for taking the time to write this!
I play new releases for most fetish games from beginning to end regardless of what content is new. However, I know that’s not how everyone(or most people) play things. Or that people don’t probably try to keep all the girls around the same stage (If I can help it) and might hard focus their best waifu. But I think all the girls feel unique and different from one another, just some things in scenes go on too long without changing for it not to feel repetitive in some aspects.
Couple of easy examples. The story girls have unique ordering dialogue for the most part the is relevant to whatever stage or event has recently taken place. This is amazing I love this. Likely if playing through all the content and not hard focusing one girl. You are bound to see the same girl within a single stage a couple of times at BB and with the dialogue for ordering changing frequently it’s never repetitive and feels interesting. An aspect of the same scene where things probably stay the same for too long, is the dialogue surrounding the orders being given. Some story girls have unique dialogue and the MC has somewhat unique response but they all kind of feel more or less the same. Daisy and Luna would be standouts of feeling different enough (and all girls have some kind of difference from one another for the most part) but I think every girl basically says the same thing from start of the game to the finish in this regard. Outside of story events where scenes take place at BB’s and this handing off of the food happens, being some other exceptions (which I don’t think is relevant to the specific even I am referring to.)
Now lets take Bonnie for instance. From the time you get access to the “accidental” orders until about, what I think it’s stage ten her dialogue (and the players) for receiving her food is completely unchanged (of course she’s just one example and it’s not a unique problem to just her). She spends along time know the players preferences and then wanting it herself at a point and I would expect her dialogue to start to change in this scenario around the messed up orders much earlier then stage ten.
Now I would never expect this to be unique per stage as with the ordering but for me having the dialogue (renders, adding in length or whatever the change that makes sense relevant to the story) change every so often makes sense story wise and keeps things feel less repetitive. I would likely think stage four, seven, and ten changes could be made to any girls with story content in a similar way to break up the repetitiveness of the dialogue for that specific scene.
Another example would during one of Katrine’s workout events. First time we see her she orders three cheeseburgers. When going out to BB’s to eat after working out that three cheeseburgers never changes even when she’s up to 150lbs heavier then when we meet her. I would expect every so often as stages go by that this changes. Makes sense that when Marie gives you permission to add to orders and puts her preferences out there. That she would start “messing up” Katine’s orders. Making how much is ordered and what happens in the scene a bit different. Then as Katrine likely can’t be filled up with the same amount of food as she gets greedier (and we have seen it in many scenes) her stomach likely gives itself away of her still being hungry. I would expect the MC to encourage her that it’s okay she’s worked out extra hard lately give herself a break and have something else if she’s still hungry. Her diet happens it changes how that scene works (obviously already in the game), then her diet stops and she’s more liberated from working out and encouraged to try things with the idea of doing something food related with her work. That is what I might “expect” in a case like this. Again something that probably every three stages or so might happen and I think it would make it feel different/less repetitive.
This happens in good amounts in some areas, events, or scenes in game but certain aspects of the game might have things that are almost unchanged across all stages from what it’s introduced. And that is where I think some aspects could use “variation” of course I would mean that in a scene of changing dialogue, adding to it, or certain aspects of a scene over time as it makes sense to break up retentiveness. Without basically completely changing what is there or making it so a player wouldn’t know what to expect if they were to skip something.
I know what I am suggesting is not easy or quick fixes. And there is a lot of work that would go into things like my suggestions potentially but I think it makes sense from an aspect of breaking up some of the more repetitive aspects of the game. Or areas that the player would want to just skip through because they know nothings different, etc.
Now I totally get that. I would best explain it as if I had to try to tell another person what Trista’s route was about. I would (and have) had trouble with details about the route. But some important information is just not present to the player to understand some basic things. What type of competition that Trista is involved in? Weightlifting, fighting, running? Is she a weight lifter, kickboxer, MMA, martial artist? I would have trouble with specifics. And as a player I am generally not understanding who she is or what she does for most of the game. I totally get she’s a stranger and we wouldn’t know all the details but my original questions {Whose gym was lost? Why does that matter? What competition can’t she compete it? What is she competing for? What type of event is it? Details like how long is it? How much competition does she have? (like how many people are competition?)} I think could be answered across her route easily with a few sentences within certain scenes. I had no idea for certain she was a Kickboxer and I only assumed such at stage seven. I originally thought she was a weight lifter. A lot of people, at least here in the US, will use a speed bag, sand bag, or do boxing as a form of workout. Even among lifting and cardio. So it didn’t seem out of place that she would be doing something like that in her normal workout route to me.
Bonnie I think is a good example where you’re writing things as intentional vague and they really don’t matter or are not needed for us to understand her or her story. Who is Bonnie’s partner? What happen? Were they in a relationship? These things don’t impact our understanding of Bonnie, her story or what’s going on in her events. And we get contextual clues and eventually meet said partner. Which some of these questions kind of just answer themselves in a way where the player gets an idea of why Bonnie and her might of spilt up, etc. I wouldn’t advocate for a huge exposition dump in the beginning of Trista’s route, but sprinkling in some info where it makes sense. There are things stated in events, or scenes that are so vague it harmed (at least my) understanding aspects of Trista’s route’s story. And it took me two playthroughs for it to finally click on the seventh stage event and fill in the blanks to these questions I had, and get a full understanding of what was going on. Which I would say both Katrine and Bonnie don’t have in any aspect to me.
Well I’m very happy with what @Bladerune9, you, and all the writers put out each time. And the game has a massive amount of content and every update it looks better, and better. So, If I can provide a helpful (albeit biased) perspective from a player I am happy to do so. Thanks for the response and keep up the good work.
Thank you. Those are all good and valid points. Definitely agree with what you are saying and again its always good to get feedback. I think a bit more information might help “round out” Trista especially. When you are immersed in writing a character it can be easy to forget that you “know” more about them than other people so might be missing certain basic aspects.
Some of what you have mentioned is a WIP, that’s not trying to be a criticism or a get out of jail free card, just to let you know some of it is being worked on.
But I’m really glad to know people are enjoying the content and also finding both the new women as different people, its always a danger when creating similar stories that you end up with two interchangeable stories / characters.
Hi! Love the game, is there a log of where the game should end/get stuck in a loop? My game seems to have paused at one point but i have no idea if there is further content
Glad you like the game, the game should never get stuck in a loop or end. There is a sort of end to the game, that would be when you reach the max stage for every character(you can check those on the stats page.)
@Krodmandoon
Thanks again for all the hard work you have done on creating a detailed document with all the typos, bugs and potential improvements. I’ll try to fix as many things as I can for the next hotfix.
A couple things that you noted were due to me calling the wrong images at the wrong time, I have them labeled as 1,2,3,4,5,etc but for a few events I accidentally put in 1 instead of 11 for example. Took me a while to figure that out tbh. This is what happened with the beer glasses in the Katrine event. And the other Katrine bar event zooming out while you are talking to her.
I think you running out of money, or money being tight is a good thing. Obviously there is some tweaking to be done, but now I have some usable feedback here. I think a guide to haggling in bulk would be cool idea for a book you can get from the library. The book would then open up a option to buy 20 fattening meals for a sizable discount.
The balancing for Bunny Bites is a interesting topic, this is pure rng so the chances should not increase at different stages for characters, they should only decrease due to more characters being able to show up.
These are the current values:
It rolls a random number between 1 and 180.
if the number is 20 or lower a Bunny Bites girl shows up(based on which isn’t working and isn’t showing up later to take over your shift)
if the number is 30 or lower but higher than 20 Bonnie shows up
if the number is 35 or lower but higher than 30 Trista shows up
if the number is 40 or lower but higher than 35 Caroline shows up
if the number is 50 or lower but higher than 40 Cayenne shows up
if the number is 60 or lower but higher than 50 Katrine shows up
if the number is 70 or lower but higher than 60 Luna shows up
if the number is 80 or lower but higher than 70 Daisy shows up
if the number is 90 or lower but higher than 80 Maya shows up(only if you have met Maya, otherwise it rerolls)
if the number is 100 or lower but higher than 90 Leanne shows up(only if she is stage 7, 8, 9 or 10, ortherwise it rerolls)
if the number is 110 or lower but higher than 100 Hari shows up
if the number is 120 or lower but higher than 110 the librarian shows up
if the number is 130 or lower but higher than 120 Roxie shows up(after you have met her, otherwise it rerolls)
if the number is 140 or lower but higher than 130 Natalie shows up(after you have met her, otherwise it rerolls)
if the number is 150 or lower but higher than 140 Charlene shows up(after you have met her, otherwise it rerolls)
if the number is 160 or lower but higher than 150 Sally shows up(after you have met her, otherwise it rerolls)
if the number is 170 or lower but higher than 160 Britta shows up(after you have met her, otherwise it rerolls)
if the number is 180 or lower but higher than 170 Rebecca shows up(after you have met her, otherwise it rerolls)
I decided to tweak these numbers for the next hotfix.
Now it only rolls between 1 and 140
and all the “non-main” characters only get 5 roll chance instead of 10, and I increaded Trista to 10.
There is a lot more to unpack in your notes but these are some interresting things.
Just a programming suggestion why not select from two random numbers both from 1-10. That gives you a 1% chance for any selection instead of 1 in 180 which is a lot less.
I don’t mind having money feels like it matters and not having too much of it to where it becomes worthless. My opinion on it comes from a very biased place though. Where I like to keep the girls generally equal in stages if I can help it. Or not push weight stages before I am ready to based on if I’ve seen all the content I want to see, or done things I want to with any particular girl. With BB being the only source of money and it is tied to non-optional set of events that (random) girls come in and stages can be progressed before I am ready for it, while I’m trying to gain some cash. To be fair a niche problem granted. But with no way to earn some cash without potentially making progress on a girls route, and not having an option to turn down, prevent, or stop the content (like you can with dates, or by choosing what event to go do) I was thinking it would be nice to have some way to help this issue out.
Hence my suggestions, and largely I would say it’s the cost of the sweets mixed with two extra stuffing scenes that did not exist (that are in the game for most of the stages) plus having a lot less time spent at BB to work due to the gym and how many variations of scenes exist between two girls there.
Obviously money will have to undergo some tweaking as the game goes on anyway due to all the girls in game that can come in that have no content really at the moment. If they were all functioning the way the main story girls do (not sure if that’s the plan) money definitely be an issue without like a raise system or some extra way to make cash in my opinion.
Either way glad to hear you figured out some issues from my posts. A lot of the “wrong” image stuff felt like they might not be in the right order vs oversights so that makes sense.
Starting point: I love your game. It’s great and I look forward to many more updates. I’ve unfortunately just unsubbed on Patreon for personal finance reasons, but I’ll be back at some point, you can count on that!
I’m generally pretty quiet on forums or patreon posts, etc. as I just don’t have much to say. However, the discussion of randomisation made me starting thinking about how I might program it and I came up with the following:
First split characters into a list of “main” and “side” characters and pick first between these two lists - for example 75% of the time you get a main character and 25% a side character.
Then store the characters in each list in an order and make is 25% you get the 1st person in the list, 20% 2nd in the list, 15% 3rd, etc. Then whenever a character visits you move them to the back of the list and move the rest forwards. (note: I’ve not thought too hard about those %ages it’s just for an indication). This way it “feels” random, but will actually trend towards making sure you see people more regularly than true random is.
I’m pretty familiar with Python and could probably knock together something that did this if you wanted an example, but have never done anything in Ren’Py so I’m not sure how easy it’d be to adapt.
I agree that as more girls got added to BB it was harder to fatten up the BB girls themselves. as I play 0.5 I kept finding Lisa the hardest to make gain weight as she rarely shows up as a customer or as a coworker on the weekends to trigger the extra food scenes. I think for at least the BB girls that each day or every weekend should rotate which of the BB girls show up to work that day. this way that each of the BB girls can have more chances to eat extra food on their shifts so that players don’t need to rely on RNG to help them get fat. I like all of the characters in the game as of 0.5, but i do get tired of always seeing Amber as your coworker on the weekend shifts
Part of the problem there is the BB girls have unfinished content like Lisa doesn’t even have a hangout event so you’re just missing times to hangout with her compared to the other two. And they obviously aren’t balanced to how they will be because of the WIP nature of content I’m sure.
@Illuminated_Otter
That is a pretty good idea to make sure all characters will be visiting regularly instead of being potentially really unlucky and not having a character visit for weeks. I can probably figure out myself how to make this, but if you feel like it, I would love to receive an example.
@GrimRyu
Like Krodmandoon said, some characters are unfinished right now(Especially Lisa).
In future update I will add repeatable content for those characters so that they won’t be reliant on rng anymore. In the end when all characters have story/repeatable content I will probably turn down the Bunny Bites weight gain values a bit.
Something that I was thinking about lately is having a work schedule for Bunny Bites, so that your coworker is no longer randomized. For example, Amber always working on Tuesdays and Thursdays, Lisa working on Mondays and Saturdays, Marie working on Wednesdays and Fridays and all girls coming together on Sunday or something like that. This is just a thought I had, so I haven’t worked it out yet.
But I think it makes sense for them to have a work schedule, so then you can just work on the days when Lisa is working to target her.
I like the idea. And it might be me over thinking things but If the purpose would be to have a more natural schedule that could be used to help target the BB girls at work. I think having a way to view that schedule makes sense. My thought is maybe add what days the girls work to their stats menu. You could honestly do the same with dates, or whatever makes sense. (Since date content always happens it might make less sense to list it.)
From a player perspective the schedule sounds nice but unless I memorize when the girls work. Which I doubt I would without actually making an effort to. I feel like without a viewable schedule or the info listed somewhere, I wouldn’t know who works when.
from random import randint
class PseudoRandomList():
"""Class to manage a list of options and return a PseudoRandom item from it each time it is asked for.
"""
def __init__(self, boundaries: list[int], starting_members: list[str]):
"""Initialisation method to prepare the class for use when first instantiated. Sets the class properties:
- _boundaries: A list of numbers to use as the randomness boundaries when picking a member from the list.
It can have as many entries as desired, but should contain positive integers only.
- _starting_members: An initial list of members to pick from when picking a member from the list.
If this list is not unique it will be deduplicated.
"""
self._boundaries = boundaries.copy()
self._members = []
for member in starting_members:
self.add_member(member)
def set_boundaries(self, boundaries: list[int]) -> None:
"""Set the class property:
- boundaries: A list of numbers to use as the randomness boundaries when picking a member from the list.
It can have as many entries as desired, but should contain positive integers only.
Used to change the boundaries list from that set up initially if they need to be changed without affecting the
list members or order.
"""
self._boundaries = boundaries.copy()
def add_member(self, new_member: str) -> None:
"""Add a new member to the list of members. If the member is already present in the list it will not be
duplicated.
"""
if new_member not in self._members:
self._members.append(new_member)
def remove_member(self, ex_member: str) -> None:
"""Remove an existing member from the list of members. If the given member does not exist, no action will be
taken.
"""
if ex_member in self._members:
self._members.remove(ex_member)
def choose_member(self) -> str:
"""Choose a PseudoRandom member of the list and return it.
"""
# Get a random number between 0 and the biggest boundary
random_value = randint(0, max(self._boundaries) - 1)
# Generate a choice number by counting the number of boundary values that are lower than it
choice_number = 0
for boundary in self._boundaries:
if boundary < random_value:
choice_number = choice_number + 1
# If the choice number is greater than the number of options, set it to the number of options (minue 1 to
# account for zero-indexed lists)
if choice_number >= len(self._members):
choice_number = len(self._members) - 1
# Get the chosen member
chosen_member = self._members[choice_number]
# Remove the chosen member from the member list and add it again to move it to the back of the list
self.remove_member(chosen_member)
self.add_member(chosen_member)
# Hand back the chosen member
return chosen_member
Test/demo script with some familiar names:
from PseudoRandomList import PseudoRandomList
# Set up the boundary list. This list has a maximum boundary of 100 for demo purposes, but this isn't necessary.
# This will mean that 30% of the time you'll get the first item in the list, then 20% the 2nd, 15% the 3rd, etc.
# However you could easily just have a smaller simpler list, like [1,2,3] to give the first 3 even odds of being chosen.
# If the possible options is a larger list than the boundary list it will simply have no chance of picking the later
# options. If there are fewer options than boundaries, then every boundary beyond the number of options adds to the
# change that the last option is chosen
boundary_list = [30,50,65,75,80,85,90,95,100]
# Set up the member list
character_list = [
"Daisy",
"Luna",
"Leanne",
"Marie",
"Lisa",
"Amber",
"Bonnie",
"Katrine",
"Maya",
"Trista",
"Cayenne"
]
# Instantiate the class
mainCharacters = PseudoRandomList(boundary_list, character_list)
# Loop and print the chosen character to demo
for i in range(100):
print(mainCharacters.choose_member())
Everybody who reads this is free to steal/rework the above code as they like without attribution.
(Edit to fix an off-by-one error)
I think Charlene should have her own story route honestly than just being relegated to being a part of Luna’s story.
Her mistrust of the MC, the reason behind why shes talking the breast expansion drug, and so on just makes it feel disappointed if shes just a part of Luna’s story.
Thats what I was getting at. I understand them being partially done and all, but I was suggesting that in newer updates to maybe put them on a schedule so that its not rng based
I swore lisa had a event at the end of shifts, maybe I was skipping and didn’t notice it
Lisa doesn’t have a hangout after work like Amber (bar) and Marine (her house). After hitting a large enough size (I think it’s stage eight) the girls will each transition into a after work meal or binge. All three scenes are very similar and Lisa has one of those. And they all have an after shift talk on the weekends prior to stage eight(?).
I really like 0.06 so far, like thecontent with Trista, however, I feel like the only noises in the entire game are phone pings, it feels a little jarring
Is it just me or does 0.06 use a lot more {w} than previous updates? I think I like {w} a lot for short sentences. I thought I’d hate it because of wasted clicking, but it somehow feels dynamic?