Project Bob (Ravenous' Uncle)

Well crap. Buying yourself a car is not a good idea in 1.4.2 = P

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/travel.rpy", line 46, in <module>
  File "game/travel.rpy", line 118, in travelcar
KeyError: 1

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "start_day.rpyc", line 12, in script call
  File "travel.rpyc", line 3, in script
  File "C:\Users\Mike\Desktop\Bob-Alpha1.4.2-pc\renpy\ast.py", line 914, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Users\Mike\Desktop\Bob-Alpha1.4.2-pc\renpy\python.py", line 2028, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/travel.rpy", line 46, in <module>
  File "game/travel.rpy", line 118, in travelcar
KeyError: 1

Windows-7-6.1.7601-SP1
Ren'Py 7.3.5.606
Bob Alpha1.4.2
Thu Jan 21 03:00:54 2021

(Thank the gods for autosaves!)

1 Like

Thanks for the bug report i really do appreciate it, but the new version i’m working on will be alpha 2.0, it is so drastically different considering i have now touched almost every line of code bringing in the new npcs, that any 1.4.2 bug reports at this stage are useless to me.

So just a little psa, while i do really want bug reports and feedback, please hold off on ones from version 1.4.2 and before.

While i can’t make any promises or an expected date as to when i will be able to release alpha version 2.0, know i am nearing the finish line of development for it. The pieces of the puzzle are all falling into place, the game now not only runs but completes a day cycle although some things are still not in place. Right now a lot of work is going into code optimization to make sure turns don’t take too long. For example eating with the old code from 1.4.2 took ~330seconds for the player and all 3000 npcs(mind you that’s ~.33 seconds per human, in 1.4.2 this only ran for the payer meaning it was not noticeable), now with the re jiggered code it only takes ~1-4seconds for all(lets just say my first attempt after learning python used some really bad and wasteful design choices). There’s a lot of cleanup to do.

9 Likes

Looking forward to it, sir. Wish I could help, but I haven’t done any real coding since college and I never learned Python = P

1 Like

Few random thoughts im looking for feedback on:

  1. Should you be able to try on clothes in the online store, if you vote other please explain.
  • Yes
  • No
  • Other

0 voters

  1. Should jobs require specific clothing?
  • Yes
  • No

0 voters

  1. Only because its already been done in other games, i have so far left it out of the game. Should there be a modeling job?
  • Yes
  • No

0 voters

3 Likes

Honestly surprised at the poll results for the first question about trying on clothes, i had figured id get some others which would be no with suggestions on how to balance the fact that you can’t try on clothes with some sort of system. Just to be clear trying on clothes in store through a day action would still be there, just shopping online from home would have it removed.

My idea was to give the exact clothing size based on their known body measurements, which would be a double edged sward one would be that you could shop online if you knew your body measurements, but you would have to measure your character to know.

1 Like

I mean, i’d say yes with the downside of a return time/policy like most online retailers do for clothes anyways lol

3 Likes

Just my two cents, but to be honest I just voted no seeing as its a little self-evident that you can’t try on clothes before you order them online. Gives the player more incentive to go out and buy them in person, the discount you get in earlier builds doesn’t really entice me like extra functionality can.

Regardless, your thoughts regarding measurements certainly have potential. The idea that your character can buy clothes that are too small because they’re working with outdated measurements is really interesting to me.

4 Likes

I would say just having the mesurements somewhere on the interface to make it so you buy the clothes you need would be nice. Having them be based off your last recorded weigh in would be a nice touch.

1 Like

Ok so seeing the responses to the polls i have come to 3 decisions on these topics:

  1. You won’t get to try on clothes in the online store, there will be tools to help you try and pick the right size.
  2. specific clothing for jobs in version 2.0 will probably not have this implemented yet but its now for sure on my list of things i wanna implement.
  3. I will be adding modeling even though i’m against it, see more about jobs below.

So i know i said earlier i was not going to make it so the npc count be able to be chosen before start of game however after much testing this really wouldn’t work for everyone, memory usage was all over the place. So i have implemented a system to create a specif number npcs, housing, and jobs at start of game based upon the setting in your preferences. This will not allow you to change mid game. However it will allow you to change it before start of the game(loading a save will still not change the count). There are 3 settings for now, i may expand this later(system is in place more about learning what is needed).

Jobs have been completely overhauled to accommodate the npcs and allow for competition. There are now industries, and building. Each building can host multiple different jobs. Each district has different building types it can house. Meaning to get a certain job you must go to that district which has the correct building. The number of jobs in game is finite so npcs can take your beloved job and your forced to wait until they move to a new job. The new system will allow for expansion in the future into how jobs will affect your character. Like giving the managers the ability to set policies in buildings around what type of snacks are available. Or dress code policy. There will be a sex industry that houses the requested modeling job along with other jobs. My plan is that different buildings will prefer different size of models and in order to hold the modeling job your size will have to conform to company policy. This plays into future plans, where you can become the manager and then dictate policy and watch as models(npcs), conform to your policies.

With work experience, while it will remain the same for 2.0, i have plans that experience will be industry specific and will mean that you cant just jump from one industry to the top of another late game.

7 Likes

Amazing stuff as always, really appreciate the focus on autonomy of both the player character and npcs in the world, I think it really adds to the feeling of a living world unlike other games of this ilk.
Not to pester, but is there any particular reason you’re against the modeling job? Beyond being done before, I mean.

1 Like

Well for starters i can’t relate to it so it will be hard to write for. Then we get to its cliche to have it in the game. Also as a job it assumes a great amount of body awareness, and for the purposes of this game would pose a great many hurdles to properly integrating into the game. The biggest of which is modeling is a subjective job when it comes to pay. Remembering that I’m going for realism here, how do i implement valuing the model to be able to pay them. Most games in this fetish work on the assumption that everyone in the world of the game likes fat people and wants to see the model fat or fatter, or as a piece of cake did have a fans system, which after so long gets out of wack due to fan numbers only increasing which would probably not happen in real life, for most models. In order to have a modeling job i fist have to create a proper model thats realistic for paying the model. All the other jobs in this game so far don’t require near the complexity or forethought as to how to do something so simple as determine their pay. What about the context under how most people get hired as a model its not just looks but personality or how they carry themselves, do they have the right appearance on camera. How do i measure that in game or make it such that you can nudge whatever is tracking this in the right direction? Am i painting the picture of how the modeling job is the least clear cut job to implement, from a realistic standpoint.

2 Likes

Thorough as ever, I can understand the lack of desire to add so much work for such an unrewarding system. It’s ultimately your decision to take things in a given direction, but it might be prudent to consider that in any sort of poll regarding content in a game like this, people are always going to vote for more content without consideration for implementation or workload. Just hoping you don’t overwork yourself on things you’re not really interested in for the sake of the mob.

2 Likes

i feel like i know the answer to this but just in case.

How important is saving?
  • very important
  • somewhat important
  • could do without
  • i don’t use it

0 voters

1 Like

Definitely some legit concerns, you don’t want another A Piece of Cake situation where modeling can just turn into an infinite money generator because it only calculates fans exponentially. It’s understandable if this isn’t something we see until much later down the line but i’d imagine the job’s wages would look something like a pretty slow start followed by brief exponential growth before it plateaus and slowly declines based on people losing interest or people being turned off by how large you’ve become, kinda like the system you use to determine when someone encourages you to gain weight then encourages you to lose weight once you hit a certain weight.
It doesn’t have to be a rewarding, long-term job (it isn’t in real life, either). I feel like players should only be focusing on it as a side job or for the appeal of exhibitionism (or as a way to make money once you’re too large to leave the house…)

2 Likes

I’m personally fine without modeling so long as there is some path to a career where I can shut out the damn “you’re too fat, lose weight” NPCs. Since you said you were going to implement Management positions where you can dictate policy to some degree, that satisfies the need to be able to have a “safe haven” at work where corporate culture supports being large 'n luscious.

Otherwise yes, I absolutely would want something where I could camwhore at home to support spending every other time slot stuffing my PC’s face = P

7 Likes

A few other thoughts: I don’t think it’s appropriate for us to know the exact weights of any NPCs unless they tell us (and then we’d just know what they said until it gets updated, just like our own weight). All descriptions should be relative to our own, eg that they’re taller/shorter and smaller/larger than ‘us’.

It would also be a really nice touch to have some sign in the potential party guest list as to what we believe their opinion is regarding our character and her weight (so that if we happen to lose weight and be back below their previous known threshold point they’ll show as encouragers again). Just a simple +/- indicator would do, to help manage who we should be inviting over to our house if we want gaining encouragement. (And maybe (an) additional icon(s) of some sort to denote feeder/feedee status, based on observations - that is, if they’ve aggressively given us food or accepted food from others.)

Also, could you replace the word ‘ugly’ in the body critique prompt with ‘too thin’? Ugly as a word is just too harsh and ignores the possibility that the subject may indeed be attractive but just isn’t what you’re looking for.

6 Likes

I’m very intrigued about this 2.0 update, one thing I hope to see is more improvement on the “friend” system. There should be ways on how to regulate your friends, with whom you want to be or not. Simple things such as “You see your friend [name], do you go talk to them?” or adding options to ask them to stop constantly telling me to lose/gain weight (primarily lose). The friend system overall adds to the flavor of the game, but definitely could use some improvement to make them less of a hassle.

Another thing I would love to see is some intimate relationships, being able to make such with people who like/dislike chubby people and would overall have more effect on how the MC sees her ideal body and maybe some other “stuff” if it wouldn’t be too much of a bother :wink: .

5 Likes
How do you acquire first job?
  • The player starts with a job(not chosen by player) like in 1.4
  • The player starts with a job(chosen by player at setup)
  • The player has to explore and find a job after game start

0 voters

How do you acquire fist home?
  • The player starts with a home(not chosen by player)
  • The player starts with a home(chosen by player at setup)
  • The player has to explore and find a home after game start

0 voters

1 Like

I think being able to choose from a set of difficulty from easy, medium, hard where there are presets for what house you have and how much money you have and maybe some other variables.

3 Likes

Interesting the polls earlier were in favor of exploring and picking after setup, now have shifted to acquiring at game setup.

I’m not sure one would be harder than the other. Mainly because you will ultimately have the same choices regardless. I guess the key differences is you have to use actions to explore and find a job and housing on day one. Where, at startup the main down side would be, that you have your options limited by randomness and my programming to not let you see everything at once(theoretically in the other option you could explore all the different places and find everything, sacrificing time in days and all those actions to find things).

What will make the biggest change in difficulty is honestly starting money, which will dictate how nice of a home you can afford, in either case.