Awww, so adorable! Nothing makes me happier than seeing a very happy fatty, hehe! ![]()
the belly armour slot stuff was removed in favour of the effect-based AV/DV penalty system, i thought it would be too annoying for people to lose an equip slot for being too fat…
regarding unique armour, i mostly thought the sizing system would be it for armour, i dunno what the high-size armour would be, and why u wouldn’t be able to size it down… i had an idea for Hammerspace as an armour modifier that had it remove all weight effects while powered but have some kind of strong whiplash effect when depowered, though thats not exactly the same…
regarding weak floors, i think thatd be fun, but i wonder how i’d implement it… I’d probably give that property to some existing floor type so i don’t have to go in and fiddle with all the level generation xmls and have to rethink how everything’s set up together
I do have a rough CYF(ChooseYourFighter) mod that I threw together with some custom sprites for this, I haven’t released it publicly yet, but I probably might as well soon. I didn’t do different weight tiers or anything, and you’d have to apply them manually with the mirror if I did, they’re just upsized versions of some sprites I liked from other CYF packs people made or some of the eater statues.
oh neat! Tbh I have no clue how weight stages work with CYF, and dunno if I can figure it out… if how it is now is ok with you I guess it’s ok? Im actually thinking of doing eater statue sprites soon, so look forward to that!
no new updates for the mod yet, but I tried out new digital painting software to make some fanart, to depict the tragedy of low level combat
This looks absolutely majestic. Gives me the feel of something you’d see on a game box cover.
It looks awesome! I like this one and your fox art ![]()
What a wonderful piece of art! Also situations like that is why Regeneration is a must for me when playing a mutant lol
i played a proper run about 15 levels long with the mod for the first time in ages, and there’s stuff I want to change… I definitely want to alter how weight gain works, i don’t like how it feels here. I want it to be more based around the most prominent form of eating in the game, the cooking! but, the logic for that in the code is really difficult to figure out… i had an idea for a system wherein calories would be totally based on ‘you gain calories while satiated, and maybe a spike of calories depending on what ingredients you use in cooking”. and then rather than lose calories by walking around, have it be you use calories only while in active combat. It’s hard to tell what would be a good erotic pace for weight gain. It might even be good if weight gain was actually a bit slower, but weight loss was entirely impossible. that might be the best way to keep the player a bit wary of gaining too much, but also remove the hassle it is to have to maintain your weight. the permanence kind of enhances the eroticism and Presence of the weight to me too, it’s not something that can just go away easily
I would recommend including some way of losing weight outside of fighting. An idea would some exercise machines, but it only works if you’re not too heavy. it could reduce the player’s thirst when in use. Otherwise there could be a syringe that can reduce weight in a pinch, perfect for those situations where you get stuck in a doorway with dangerous enemies coming to get that booty ![]()
i guess one thing i’m thinking is that it’s a rogulike, i think it might be ok if a situation like that just means you die? you can do another run, while being more conscious of your weight. i’m ok with syringes to reduce weight existing, they already do actually iirc, but i think freely infinitely usable weight loss methods might be kind of troublesome
Honestly it would be easy to restrict how accessible exercise machines would be. Have them be old world tech that only shows up in the ruins you can find. Have them need a source of power (which could be disconnected or missing). Finally they could only be used while fat, because any heavier and you would just break the machine (like with chairs).
But at the end of the day Qud has many things the player needs to watch out for. Needing to watch their weight (hah) would be just another thing to be weary of playing this mod.
Considering we already have run ending diseases that have very niche cures I say it’s free game to have it be run ending if proper preparation and precaution aren’t taken and has one or two really rare solution/cures that only work once. Kinda imaging contracting a disease in Golgotha that steadily increases your weight separate from natural reasons (the weight is still permanent to encourage you to take illness protection and precautions and not get it in the first place) with its own cure (it just stops the increasing weight) in Corpus Choliys where it’s final stage is near immobility like Ironshank.
a bit like that yeah. I was thinking it’s like, every time you have your meals or eat a snack or encounter a fattening attack, that will increase your weight a bit, and weight management is done on the scale of the run, so you’ll slowly (or quickly) see yourself become fatter and go “oh!” when it pops to the next stage, and realize you’ve really gotta keep an eye on that… I like the idea of it taking like, 20 meals to fatten up to the next stage, enough that you just don’t pay it any mind for a while until you realize you kind of overdid it. It would be more a game of mitigating or managing an inevitable degree of weight gain, and the player would have to plan ahead a bit when they know they’re going to become really fat. stuff like finding something with teleport, or a grappling gun, just increasing your strength stat, etc to move around better, finding a hoversled (to hold up your gut), finding Hammerspace equipment (don’t get too fat to break it though), etc. I like the idea of some form of mobility aid being required as the endgame player character will probably be end up nearly immobile or immobile.
there are other adjustments i want to make to make this a bit more viable, like changing the rate of gain, making campfire food add calories, adding more threats that sharply increase gain (I had ideas for stuff like this, but didn’t end up adding a lot of em because it didn’t feel like it actually mattered… i think an inability to lose weight makes this more exciting!), adding more ways to mitigate the troubles caued by weight gain, and more ways for them to fail spectacularly~ and I also want to maybe add a gameover state for too much weight? like past immobility (which would now scale based on character strength and other stuff), a state where the game just treats it as a loss, since I think it might be kinda inelegant if you just have to restart the game yourself if you become immobile too early
I think you should be careful not to make it SO debilitating that people would want to go out of there way to always avoid it, since at the end of the day we are all using this mod to see fat people, and if being fat feels too much like a punishment it could feel unrewarding or even just annoying to play.
hmm i guess it’s like, for that you can just turn off all the weight detriments in the options anyway, the dynamic gain system is for the eroticism of the push and pull play of having a paced feeling of getting fatter throughout your journey and encountering troubles with that, in this version of the mod the really difficult levels of fatness would be far later, you’d have to really screw up, be intentionally trying to reach it quickly, or be so far into the run that you can find a way to mitigate it. there will always be the fat sprites and dialogue, but the idea for the dynamic gain specifically is to give a particular weird experience i’m still kind of trying to feel out with the design. regardless, all of it will still be optional so you can just play with the parts you want, like just all the fat sprites, or just the fat sprites and the “stuck/exertion” dialogue and effects, etc
I like this mod, but it has issues.
Mainly, there’s no ‘game’ to getting fat. The penalties are pretty harsh, and the advantages - well, I can’t seem to find any. Inversely, staying lean without experiencing the content of the mod seems both optimal and wasteful. There are other mods that have solved this by gamefying gaining, like Starpounds, where there’s an experience cycle of getting as fat as possible, then turn all your fat into a resource, then start again,which you want to do because getting fat gives you experience that you can use to unlock more skillpoints into varying skill trees, it’s excellent design. I’d love to see something like that applied here.
There’s a lot of potential here, so carry on!
hmm, there’s a lot that i like and directly inspired me about it, but I do have a lot of problems with starpounds’ design. that experience system to me does not mesh well with the existing game loop of Starbound. the main “vanilla” way you gain weight is very slowly, through eating the food items, which is not something you usually ever do in starbound. Food is very costly in time or resources to come by in starbound, when there’s usually more important stuff to spend your pixels on, and the buffs food provides aren’t very useful. Starbound combat isn’t particularly difficult if you’ve got the level of gear you’re supposed to have for the encounter, and if you don’t, having a minor food buff won’t turn the tide that much. So then there’s the more mechanically present and efficient food source, vore. I thought it was cool at first, but it’s actually kind of just annoying to wait and wait for your prey to digest so you can vore something else, and I basically had to do nothing but vore wait vore wait vore wait, etc, so i could continue gaining since you lose weight so quickly by walking around and exploring, which is the main thing that’s actually fun to do in starbound. Weight gain just isn’t something that will happen naturally in Starpounds unless you make that your primary goal, which is something I wanted to avoid. That’s part of why I really didn’t like the implementation of the experience system, it felt like i had to grind for ages just so i could get enough skills that i could start breaking even on my weight gain. Basically, I felt that the gameplay elements added by Starpounds were kind of at odds with the main game loop, and forced me to play in a way that wasn’t very fun if i wanted to actually experience the player char weight gain. it’s very player-gain focused, there are very few or zero fat NPCs/Enemies moment to moment, so that content is kind of just absent unless you totally focus on getting it. I spent a good few hours trying gaining in starpounds and reached i think the second largest size, and it took ages and i couldnt’ find any way it helped me besides slowing my movement speed to a quarter of the usual. the experience leveling system already kind of just, it only really helps you get more fat? and once I already became fat the first time, i don’t really know why I want to do it again, since it’ll only help me stay more fat, and it’s so tedious and boring to get more XP for it, i just lost interest entirely. I guess I just don’t really like resource grinding games like that. it’s not the kind of design I’m interested in.


