This version does not include large updates. It is a special version, available for Patrons to celebrate Halloween and does not count as a pre-release version for Patreon (means there will still be a November version). v0.3 is just a in-between with some content fitting to Halloween.
What’s new?
meet Benjamin Greenford in his house. He can be met after Trevor’s party. Will be changed in November version. This is just so you can reach this point of game easily
magical things happen in Benjamin Greenford’s house.
added a bank, so you can go and make debts (to get money). The bank charges 9.41% of interest per year, which is the average according to experian.com)
some small improvements/changes
includes more Weight Gain stages than the free version
How to get this version?
Download it for Mac/Windows from Patreon (You have to be a Silver or Gold Patron). By subscribing to Patreon you help me finance the game. The graphics I use are from daz3d.com and they are pretty pricy (but awesome).
Which version do you play? If you play the free 0.1 version there might not be a way to get her back (it’s a bug, which got resolved in v0.2).
I think it’d be a waste of time spending time on resolving errors I already solved in a later version. But since so many people seem to have the disappear-issue I will upload a quick fix of v0.1 later today (I’ll post it in here). She should not disappear in the Patreon-Version of the game.
I think v0.4 will be amazing. A lot of new things todo, a completely new job and much more to do in college, means I might be able to add in v0.5 already first things to happen after finishing college, not yet sure.
no, there are not (this was just a an in-between-version, specially for Halloween). A new weight gain stage will be added in v0.5 (I try to release at the beginning of every month a new version. These versions will include a new stage. Next one is v0.5 at the beginning of November)
Good news, her model isn’t disappearing and seems to be properly updating. Bad news? Game becomes an unplayable mess after a few days. Every single choice gives an error rollback/ignore choice, despite me easily breezing past this day in 1.0.
Idk if this code means anything to you but it said to copy this:
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/home.rpy", line 6, in script call
call ShowCharacter() from _call_ShowCharacter_16
File "game/script.rpy", line 738, in script
$ ripped = player.isRipped()
File "game/script.rpy", line 738, in <module>
$ ripped = player.isRipped()
File "game/script.rpy", line 399, in isRipped
money -= 350
UnboundLocalError: local variable 'money' referenced before assignment
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/home.rpy", line 6, in script call
call ShowCharacter() from _call_ShowCharacter_16
File "game/script.rpy", line 738, in script
$ ripped = player.isRipped()
File "C:\Users\User\Downloads\WeightOfLife v0.1.2-pc\WeightOfLife-1.0-pc\renpy\ast.py", line 914, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Users\User\Downloads\WeightOfLife v0.1.2-pc\WeightOfLife-1.0-pc\renpy\python.py", line 2028, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 738, in <module>
$ ripped = player.isRipped()
File "game/script.rpy", line 399, in isRipped
money -= 350
UnboundLocalError: local variable 'money' referenced before assignment
Windows-8-6.2.9200
Ren'Py 7.3.5.606
Weight of Life 1.0
Thu Oct 22 03:54:38 2020
Noted, I’ll fix it later tomorrow and then upload a new version. I found many bugs when testing v0.2, this bug was fixed in 0.2 as well. I will make a fix for v0.1.
Yes, this code means a lot to me, because it tells me where the error occurs. This makes it easier to locate and fix it.
(I have only played the v1.2 but I read the thread and your notes on v.2) I like the more realistic pacing of the game, but I found a lot of the gameplay loop to be a bit tedious. The eating is unrewarding and the menus are bit disorganized, plus the MC also gets hungry too quickly as well.
The menu’s choices, except for “go out”, should all be actions themselves, not just more options.
-The bathroom should just not be an option and the scale should be accessible at all times in the house like the kitchen.
-The “go to bedroom” should just be replaced with the “go to bed” option and it immediately takes you to the bedroom and to the “how long should you sleep for” selection.
Eating happens too often and isn’t gratifying at all; it’s a chore. While graphics of food and some sort of eating scene could do wonders, a much simpler addition would be to just add a bit of text describing how the MC eats her specific meal and comments after eating about her fullness. The way she eats her food and her fullness comments should probably change with her weight too: she slowly nibbles her pizza slice when shes skinny, but at 150kg she devours whole slices in seconds.
The other half of the eating problem for me was just that hunger decayed too quickly. From what I understand food takes time to digest and during that time it fills your hunger or something like that. You should make food last twice as long or make hunger decay twice as slowly so that the MC doesn’t need to eat 3 whole pizzas in a normal day just to ward off starvation. I
This also kinda leads into my final suggestion, that there should be an “overfull” or “stuffed” mechanic where you can have the MC eat a bit, say 15-20% more than her hunger bar could theoretically allow. The trade off for overstuffing her would be that she is almost immobile and has to sleep it off with a long nap of 4-8 hours, depending on how much over her limit she ate. I think this would help fix a lot of annoying instances where the MC is a little shy of being able to eat another muffin/doughnut/pizza. Obviously this goes with the other suggestion I had about writing out descriptions for fullness at the end of each meal.
Sorry its a lot at once and its mostly based on the demo, but I really like the concept and I just wanted to give suggestions on what I’d like to see
I totally agree, the loops are a bit boring currently and there is not much to do (yet). It takes time to add new things to the game and you will see, that the game is getting less boring version by version. In v0.1 I only showed off some basic operations of the game.
Which menus are you talking about exactly? The box in v0.1 containing her stats was removed in v0.2 and bars showing her stats were added with some text explaining her current status.
This changes in every version until I find something balanced. v0.2 includes a different hungriness system and v0.4 will include another one as well. When playing the game to find bugs I always improve stats if I find something decreasing/increasing too fast.
I love the idea, I will change the menu when being home alone to make it a little bit simpler. The idea of “rooms” was that you can choose to go into those rooms and then perform actions there. In the bathroom, you could e.g. do body hygiene like showering to improve your health.
I would like to change the local store a bit and I have already thought about adding an eating scene, but I love the idea of adding images of the food. Adding text to those scenes would be a tuff one since the game will include a lot of scenes about food, which means I will need a lot of different eating scenes for being able to display different scenes. After eating a few times you will know most of the text scenes while eating, so I have to think about that. I would like to change her appearance when it comes to eating and she is hungry or full.
I changed the habits of all stats in literally every version until now except the hunger bar.
Think about it: you usually eat three meals a day: breakfast, lunch, and dinner. This might feel weird in the game because you eat three times in like 3 minutes (or what it takes to play a day in the game). I do not think it is a good idea to slow down the fullness currently, because you can’t do a lot of things yet. I might do that in a later version, but not in v0.4.
Hunger and fullness are two things in the game. You can eat when you are not hungry, but you can’t eat when you are full. The hunger bar is affected by how full you are and how much you have eaten recently.
Love it, this might be a great idea when adding the hungry / fullness poses for the eating scene. This will make it interesting because you then have to coordinate it a little.
I love it when I can read opinions, feedback, or suggestions about the game. The things I could do or want to do, is almost endless right now. Such comments like yours help me to organize myself better and make choices about what to add later or implement right away.
Wow my comment got way too large :, D Sorry about that
Wow thanks for all of that info man!
when you said you changed how hunger worked I thought you just meant the hunger bar lol
I should have guessed that in v.1 that stats would be subject to change.
I know it would probably be a lot of work to add eating scenes and text to go with them, especially text that changes as she grows, but it is probably one of the better investments of your time as seeing the eating itself and the effects of weight gain has got to be the most important aspect of a weight gain game right?
Anyways, when I was talking about menus what I meant in particular was the house menu, And really looking back on it disorganized wasn’t the right word. My main gripe was having to click three times to go to sleep and twice to weigh the mc, I just wanted everything to be accessible from the houses menu. Having unique backgrounds for the activities you do in rooms other than the kitchen is a good idea I just didn’t like the extra clicks, like I said.
I should have guessed that you might be adding things to do in the bedrooms and bathrooms, and by all means you should, the more things to do in the game the better!
The issue with adding more stuff all in one place is that the screen would get cluttered eventually, but what I am thinking is you could put all of the bedroom related things on one side of the screen and all the bathroom related things on the other and in the middle you could have kitchen related things. You could also use pictures of the objects youd be interacting with instead of writing out “weigh yourself” or “go to bed” or “use computer” or “make a phone call”. You could very easily replace all of those with icons.
As I think more about it you could also do “work” “school” “store” icons as well, if you put them on the bottom of the screen theyd still fit. you could put the main character in the center and I think it would all fit nicely.
Also a nice part about icons is you dont have all of those go to work go to sleep go to the bathroom go to work go to the fitness center
As for the fullness, now that I know its different from hunger, I just wish the girl said something like “oooo I cant eat another bite, Im stuffed” or something like that instead of “you are too full”. It would pair great with an image of the girl with a distended belly.
If these have been fixed in future versions I’ll shut up but, when playing 1.3:
The game is basically impossible to play past a certain point now, but earlier than it seems able to be, due to whenever you outgrow clothes, you infinitely pay 350 bucks every time you click an action, ruining your game, BUT buying clothes a second time leads to this error message
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/home.rpy", line 6, in script call
call ShowCharacter() from _call_ShowCharacter_16
File "game/script.rpy", line 749, in script
show character1 at left
Exception: DynamicImage u'[character1_path]': could not find image. ('images/Sprites/Character/3/1/default/default.png')
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/home.rpy", line 6, in script call
call ShowCharacter() from _call_ShowCharacter_16
File "game/script.rpy", line 749, in script
show character1 at left
File "C:\Users\User\Downloads\WeightOfLife-0.1.3-pc\WeightOfLife-1.0-pc\renpy\ast.py", line 1183, in execute
show_imspec(self.imspec, atl=getattr(self, "atl", None))
File "C:\Users\User\Downloads\WeightOfLife-0.1.3-pc\WeightOfLife-1.0-pc\renpy\ast.py", line 1153, in show_imspec
atl=atl)
File "C:\Users\User\Downloads\WeightOfLife-0.1.3-pc\WeightOfLife-1.0-pc\renpy\exports.py", line 717, in show
sls.add(layer, img, key, zorder, behind, at_list=at_list, name=name, atl=atl, default_transform=default_transform, transient=transient)
File "C:\Users\User\Downloads\WeightOfLife-0.1.3-pc\WeightOfLife-1.0-pc\renpy\display\core.py", line 1069, in add
thing.set_transform_event("replace")
File "C:\Users\User\Downloads\WeightOfLife-0.1.3-pc\WeightOfLife-1.0-pc\renpy\display\transform.py", line 677, in set_transform_event
self.child.set_transform_event(event)
File "C:\Users\User\Downloads\WeightOfLife-0.1.3-pc\WeightOfLife-1.0-pc\renpy\display\image.py", line 488, in set_transform_event
return self.target.set_transform_event(event)
File "C:\Users\User\Downloads\WeightOfLife-0.1.3-pc\WeightOfLife-1.0-pc\renpy\display\image.py", line 717, in set_transform_event
self.find_target()
File "C:\Users\User\Downloads\WeightOfLife-0.1.3-pc\WeightOfLife-1.0-pc\renpy\display\image.py", line 651, in find_target
raise Exception(error)
Exception: DynamicImage u'[character1_path]': could not find image. ('images/Sprites/Character/3/1/default/default.png')
Windows-8-6.2.9200
Ren'Py 7.3.5.606
Weight of Life 1.0
Sat Oct 24 06:46:38 2020
Also, clicking science as a subject leads to an error screen too but that matters a lot less than infinite payment of money for not buying the object that I CANNOT buy.
today I rendered all the sprites for the waitress job. It will be added in v0.4, which will be available at the beginning of Nivember for Patrons. Right now Patrons have already access to v0.3.
It seems that after a certain point v.01 ends due to an error guaranteed, relating to the clothes, so I will just hope all is fine in 02 and hope for the best