Indulgences, Version 0.5 Out Now!

Thanks but I don’t want to take credit for that, all I did was scale up a visual novel UI I found online and try and mesh it with the existing renpy one. I will try and make it thoroughly unique eventually but that may take a while as it is not a necessity for the function of the game. Though I will say I do think it looks pretty decent given the circumstances. What a little color coordination can do for a project…

I will get around to her but when i made her I didn’t set up her files to be easily edited to higher weight stages so I’ll have to work on that first

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I love the stuffed sprites. I’ve always been way more into stuffing than weight gain itself

Could we possibly see one of the girls in an outfit like this at some point?

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Hmm, would have to find a way to implement it into the modern setting, maybe cosplay or something. That said if there’s enough people who want it then it would make sense to make as a cg.

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Personally, I’d LOVE a costume like that so I’m in favor

AGREED! I feel like it would make the most sense on the idol girl but I 100% would not complain if the outfit extended to the other girls!

I’m for just keeping it simple and not getting too outlandish with things. Staying in theme prevents breaking of immersion

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Thank you for an extensive reply! Your workflow sounds interesting. I wish you luck on your game, too.

— key

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Somehow just finding this thread. Looks great!
200

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talking about weight gain in game, are you planning to add weight gain in different parts of the body? not just belly focused? like fat arms, faces, thighs?

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Well with the stuffing stages these will basically only affect belly size; however, depending on the character they will gain weight in different parts in different proportions. I personally don’t care much for arm and face weight gain but they are inevitable at higher weight stages so I will try and implement them as appropriate. As for other things, thighs, ass, breasts, belly etc. I already have these implemented on the character sprites. Another thing to keep in mind is that with the sprite sizes/pixel density super minute changes are not that easy, but I have experimented with making the faces/arms/neck one or two pixels chubbier and that seems to look good with higher weights so those may be implemented after the first version.

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Also as a general question will there be potential for wardobe malfunction?

could do a Halloween party

I don’t think I’d be making this if there wasn’t…

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Development Update:

So I decided to scale back the first version release to ensure I can get it out by the end of the week. Player effects are the biggest cut as I originally intended to make there be a lot more effects of gaining weight but this turned out to be too much work for the current scope of the release. I plan on releasing this Sunday with the following content:

Tetris minigame to make money

5 Locations
-Home
-Office
-Gym
-Mall
-Fast Food Restaurant

3 Girls
hazel11
-Hazel
Fun loving small town girl that works at the local WcDonalds

reb11
-Rebecca
Competitive gym rat that’s looking to increase her gains

sophia11
-Sophia
Bratty rich girl with a chip on her shoulder

3 Weights
-Slim
-Average
-Chubby

3 Stuffing Levels
-Empty
-Full
-Overstuffed

1-2 Events Per Girl:
-Meeting
-Weight Stage 1 Event

If I can fit more content into the release I will but this is the minimum I want to achieve at this time. Unfortunately I will have to get a job soon to cover my expenses (I just graduated so I happened to have a lot of free time) so development might have to be scaled back to a part time endeavor after this version as currently I’m throwing basically all my time at this. Hopefully not though, but we’ll see.

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Is weight gain optional or is it required for progression?

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Not really sure I understand what you mean by “player effects” but I’m still really hyped for the release!

Oh boy! Coming into this a couple weeks late, but absolutely loving what I’m seeing!

The characters look great, and in terms of base locations I think 5 is a fantastic number. After all, don’t want to info dump players right off the bat. Also, yeah, variables are a toughie. Nothing like sinking 8 hours of time into things a lot of players may never see… Plus, don’t even get me started on how decisions like that could affect the story later on and that’s MORE variables.

All in all, the planned amount of content for a first release seems also perfect. A good starting base, and hopefully the stirred up attention will make people more interested! Compared to your original post, I can see some thing’s just weren’t possible with the amount of work they take which is 100% understandable. Better to streamline and get the core concepts done. Then if you somehow have the energy left, add some extra events here and there or even add some events to previous parts of the game when working on future versions.

If you don’t mind, I had some questions and the like I’d love to be able to ask.

  1. Is there a main story to the game, or is each girl their own separate story?
  2. Regardless of choice above, is story progression driven by the size of the character or another parameter? (I’m assuming size, but only because it would be real hard to have story moments line up if the character is still stick thin)
  3. It seems the original idea was a fruit catching mini game, but that got replaced with a Tetris game for making money. Is there still a food catching game or has that been replaced with another avenue?
  4. Regardless of the third question, will characters have favorite foods?
  5. Do characters have certain levels of “Likeness” for the MC based on certain decisions?
  6. Not a question, but I suppose a suggestion. I know you mentioned above you’re likely to change the face of the characters very little (at least until high levels of weight gain). Might I suggest an accessory reward? Take Hazel for example, if there is a “Perfect” you could get on a game or maxing out the “Likeness Meter” means that you got her a black hairband that she really likes and wears (and something that could be disabled from a menu). It’s more sprites in terms of file size, but the overall amount of work you’d have to do is quite a bit smaller since that area would be messed with very little.

Sorry for the boatload of questions and that long suggestion! Absolutely looking forward to this and I hope you don’t feel too burnt out yet!

  1. So the main story is something I want to work on but with so many variables it will definitely have to wait for a later patch to add that in
  2. The size of the characters will dictate their personal stories and relation to the player, unfortunately since this is a weight gain game staying at the same weight doesn’t really give the characters room to grow…
  3. Yeah the fruit catching game was an idea as a core gameplay loop but i personally prefer tetris more. I really am a bit lost on the core gameplay loop for the game as I feel like in most visual novels I get bored of just clicking through menus, and especially since I don’t have that much content in yet it could get repetitive sooner rather than later. This is what I am trying to solve right now and if anyone has any suggestions that would be greatly appreciated.
  4. Yeah I do intend to make characters have favorite foods as well as strategizing to make it interesting to feed them, that said given the current way I have implemented the feeding for the characters I might not have an inventory in this version as currently it is just a menu list with costs, calories, affection, and capacity variables.
  5. Yeah affection for the mc will change how much the character is willing to eat, so the better they know you the more they will be willing to stuff themselves.
  6. I really haven’t made a system to utilize the expressions functions in renpy so I will need more time for that. For now the sprites are basically static as I’m new to visual novel spriting and realized too late that I really should have made the layer and export process more adaptable. I would be happy to add in something like that to reward players and could be a cool easter egg; however, given the fact that the game is still not in a state where I’m happy with the core gameplay I will focus on that for this release.

I know how easy it is to keep adding and keep trying to perfect a game so I really want to just set this deadline with manageable goals and work from there. Once this groundwork is set it will be much easier to work on the fun stuff like events, characters and interactions.

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