Rebounding

Oh, I remember the original of this! I like that the remake is true to its spirit so far. Don’t be afraid to add your own spin, too.

I echo people’s comments on content length and pacing. A bunch of random and plot events would really help. Also (especially in games like this) when a description changes it should be a new passage so that CTRL doesn’t skip it. Of course we want to see a new stage’s text, silly!

Anyway, going forward it’s better if the game doesn’t crash when it runs out of content.

It’s nice to “corrupt” someone who’s not a romantic interest. Be nice to give her a more distinct personality.

Team members and fellow students are great sources of weight and gluttony related commentary, of course.

Yep. As I’ve noted, there’s a lot more “flesh” to put on these bones, but I wanted to get “first looks” feedback as a… “ground truth” kind of before embarking hard on that meaty goodness.

May I ask where you encountered the descriptive crash? (How far in/in-game calendar date?) @BadIdea4

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I have zero clue! It isn’t displayed anywhere. Or, it’s probably mentioned in a passage I’m CTRLing right through. And, now that I load the save and carefully [spacebar] through the day, I still don’t see a date. Am I blind, or…?

I… am become Error.

There’s a “Stats” button at the right end of the Quick Menu at the bottom of the game window. You should toggle it on. I’ve changed the code to show it by default because they’re now pretty much essential… since I’m putting simple body silhouettes there for front and side views of both girls to show their changing figures dynamically as they eat and gain, rather than rely entirely on description. It’s nothing fancy, but it should be a visual treat once I tune the numbers right for both and then implement update systems for them. Also I definitely have future plans for this in my next project.

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Do you have plans in adding force fedding? also another question plans in adding the posibility of having two feeders? (good demo and sorry for my inglish)

Technically there already is, by virtue of simplicity in design, whereby characters eat what they’re given (up to their limit) without nuance. (This is admittedly very common in games like these, and I’ve no interest in modeling resistance.) And arguments could certainly be made for the emergent feeding behavior of Alex in particular constituting “forced” feeding, and even technically non-con in that regard.

However, in the spirit you’re actually asking: Yes, sort of. One of my planned Dorm activities is “Feeding”, which will expose flagged options to: “Be fed by Alex”, “Feed Alex”, and “Feed Each Other”, based on each characters’ Feedee and Feeder tendency strengths (each character will also have to specifically flag as a Feedee/Feeder through dialog choices that haven’t been implemented yet; as an example, the “SO Feeder” event will not actually be forced and automatic as it is currently). Each choice being a consensual case of feeding to the character’s limit. Plus a hidden special option I’ve no doubt is expected already by anyone who’s seen the trend in Alex’s emergent behavior = P

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Here is a look at where I am with the silhouettes. First image is base weight for both, second is 280 pounds. Heads are cut off on purpose - not worth the modeling effort and extra height pixels.


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Those skinny silhouettes look a little too skinny to me. Like, the bones guarantee some minimums.

That’s a fair point. I’d been eyeballing things, but when I actually pixel-measured, the “skinny” version of the MC was showing only 7" total depth (back of ass to front of tits).
How about this? I tuned the curve maths some more; now we’re starting at 9" total depth for the MC, going to 14" at 280. I think the butt, legs, and tits in particular all look more “real” now as well.
ETA: I’m still tweaking it and I now have belly growth with food, and I redid the tits. Again. Because the belly growth model looked better for up there as well. And it was!
ETA2: I have one last thing I really want to address with the silhouette system, and that’s animated belly expansion/shrinking. It’s frankly more than I was planning to do at this stage, but each new bit of development work has made me want to go further. This is actually more fun than I ever expected it to be. And such animation will be absolutely necessary for the next project, anyhow.


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The side views are now on the thinner edge of believable, but the front views still look off. I’d recommend comparing to photo references.

Seconding what BadIdea said, there are several websites you can look at to compare “5’7” woman at 280 lbs” on different body types.

Also, the side views look fine for skinny, but the heavier ones look more like 30/40 pounds heavier unless the protagonist is like 8 feet tall.

The other question is whether the front-on views are really adding much in the first place, since they’re pure black. It might be easier to cut them and have a wider box that’s side only without losing much overall, and that will give you more space to play with for making the side views larger.

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I went ahead and looked at some online references and made alterations accordingly, so now both character body silhouettes are based on real people of 5’ 9" and 6’ 3", respectively, both at around 140 pounds. Also looked for some references at the heavy end to validate those looks (taking into account the new starting forms) and those validated as well.

I’ve also gotten animation figured out; not super relevant for this project, but it’s a nice little extra for comparatively little effort compared to the ~3 days I poured into the silhouettes themselves. And it will absolutely be relevant for the next thing, so worth having figured out now either way.

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After a bit of a break from Dev, I’m moving on from the Silhouette system (there’s more to do there, but I need a change) to work on the Cafeteria scene.

At present, the Cafeteria is three separate labels, one for each meal. I am going to reduce this back down to one label for the location, and select the outputs and menus based on the time of day. This will be messier in terms of code, but more elegant in terms of solution, because it will adhere to DRY principles at least - though certainly not KISS ones…

The menu system will increase player agency by allowing you to choose what the player/Alex eat day to day and meal to meal above and beyond simple “meal size”. This will create a feeling of having a more direct hand in feeding the girls and making them fat pigs, if you so choose. Menu items will appear and disappear based on the girls’ stomach capacities (reminiscent of Tramp or A Piece of Cake) and with a random factor (the same thing isn’t served every day, with a few exceptions). The steady introduction of larger menu items will help to sell the player’s, or both girls’, descent into gluttony.

I will also be slowing the rate of progression of Feeder/Feedee and Glutton tendencies to make them feel “weightier” and more consequential. In the future, this will also include more emergent gameplay hinging on the strength of those values. Also opportunities for introspection and player input as thresholds are reached, instead of just reactive messaging.

ETA:
When it came to actually coding stuff, working out a good randomizer for daily meal options was just too much effort for the reward, so instead I’m doing daily menus - changing entree, set side and drink options. Currently on a set schedule, may randomize them - but a schedule would make sense for a cafeteria that isn’t set up like a full-fledged “restaurant”, so I’ll probably stick with that. Still, portion size options will change based on how much the girls can each eat (and want to, based on how Gluttonous they are), as will sides options/portions, using realistic volume values. Alex’s Feeder gameplay is also being preserved if she doesn’t think you’re trying hard enough to bulk up. Still debating whether or not to model calories as well. So much refactoring… Also, weekends will be lazy days for the cafeteria staff, so there will be simple fare those days. Think “Cheap American Hotel Continental Breakfast”. Hot and cold cereal and donuts, pretty much. You’ll also find that the cafeteria has service limits once you get to higher appetites; students wishing to stuff themselves to the gills will need to seek outside feasting sources beyond a certain point = P

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So, a little update on where I am and what I’m working on, plus new plans.

A full day of meal choices has been put in the new cafeteria scene. The rest will slot in to that template, with the minor exception of the weekend, which will do an end-run around that entire block of code, but still utilize the helper functions at the end, and the narrative summary as well (as yet unwritten). It’s going a bit slow simply because content is harder to write than mechanics, which are kind of fun to code = P

At the moment, I’m bringing the existing Dorm-area scenes up to the new standard. I’ve chosen to do both volume and calories, using real-world values for both, and modeling digestion and WG realistically as well - with some concessions to less realistic speed and amount, respectfully. I’m also adding some new Feeder/Feedee interplay between Alex and the PC - three flavors of it which will have a chance to trigger based on how much of a Feeder Alex is, and how much of a Feedee you are. You’ll also have the option to feed Alex once the criteria have been met - no random choice where actions initiated by you are concerned. The eating scenes coming off the dorm will mostly be scripted rather than using menus, but 1 or 2 with menus should be reasonable.

Alex begins the game with a capacity of about a liter, allowing her to eat enough to keep up with her metabolism without focusing calories. The PC, on the other hand, only has half a liter. Both of these can be grown slowly but steadily. The path to 2L is not too hard, then to 4 is slower, and beyond that you’ll need to engage with a Competitive new side mechanic. :wink: I don’t think there will be much objection to this.

The real question I have is, who makes the optimal choices and who does not, to achieve maximum gluttony? Time will tell.

Oh, and I cleaned up the “first practice” scene to not be so cringe. Coach is now understanding and just instructs you to bulk up so you’re not a liability to the team.

ETA: Seems that if I have anything new to say on this before I can make my own thread, I will be doing it via edit after all = P Note that I don’t particularly take issue with this, as my hijacking of this thread was always a bit illegitimate and done for convenience because I couldn’t just make my own at the time due to poor and unfortunate timing on my part.

So, as I planned all along, I will obviously be making a new thread once the Projects category reopens, and either linking back to these posts or seeing if they can be cut from here and attached to the new thread. Time will tell in that regard.

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Looking forward to the new changes, and here you go.

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