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

1 Like

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.

3 Likes

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

2 Likes

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.


4 Likes

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.


1 Like

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.

3 Likes

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.

1 Like

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 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.

2 Likes