The Veil Commission: An SCP, Control, Resident Evil, and Silent Hill inspired Weight Gain Game

“Congratulations and welcome to Veil. We’re a family here. Your first assignment as a hazardous materials containment and reclamation specialist is a special one. Your team is being dispatched to our state-of-the-art research compound. Please confirm with your supervisor that all nondisclosure and privacy agreements have been signed.”

Veil is everyone’s favorite megacorp. They do everything you could possible need: medicine, manufacturing, scientific research. Rumors of their involvement with the occult are unsubstantiated.

The game is narrative focused and set in a world similar to Blueberry Bushwhacking. It features weight gain, inexplicable energies that cause you to get fat, inflation, and possibly monster pregnancy.

I’ve been taking passes at this game on and off for a few months and wanted to finally start talking about the design process in the open, now that my other game is all shipped.

I have a lot of the foundations ready. Player movement feels okay. Stamina works. The player will burst if they get too filled. You can pick up and read logs, take items to unlocks paths, and so on. The story is sketched out, but I’m going to make changes depending on how a lot of things feel.

I really want weight gain to tie into the game mechanically. The plan at the start was to have the player use the Purgation Ritual sites to save and to convert their fat into energy that they can use to power assorted occult things like the lantern. This seemed like a nice way to force people to walk the razor’s edge: too bit and you’ll burst, but you still need to garner the attention of things that will fatten you so that you can get paracausal or paranormal energy from them.

I thought it would be nice to let the player hit stuff with a crowbar, too, but I’m not so sure now.

Level design is proving to be difficult, but that might just be me not having enough mechanics in the game to make them interesting.

I won’t spoiler the player’s max size, but your max weight and fat fill will increase as you advance in the game. The biggest size I have set up is several tons. There are also a few planned encounters with people who are quite big, but I haven’t made their animations yet.

Spoilers for another person you’ll encounter:

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Oh, very interesting

We’ll watch your career with great interest

Also, a bit of a suggestion

Maybe if the player gets too fat, their movement will be affected and if they get bigger than they be immobilized
Maybe enemies/objects can fatten the player since its scp

Good luck on your project and i hope a playable version comes soon

That’s precisely the way it is now. As the player gets bigger they get slower. After a certain fill level they can’t run any more. There are also certain passages that the player can’t pass through if they’re too big.

There are only three enemies I have planned, two of which will fatten the player and one of which will lay eggs/inseminate the player. The slime will lob itself at you. If it turns out not to “feel good” for gameplay I might change that.

Here’s a very compressed video of the player in the debug map getting slower:

ezgif-42dd94bd0a2d11

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I just ran across your Blueberry game a few days ago purely by luck on Itch. And from the little bit you’ve posted, it looks like your modelling and animation skills are improving from your Alchemy game. And the theme of the game definitely tickles my fancy. I’m a huge SCP/Control/Fringe fan.

Definitely will be keeping an eye on this one.

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Appreciate the kind words. :slight_smile: I’m still disappointed in how much time I spent on Accident in the Alchemy Lab versus the quality of the finished product.

Video of slimes in the debug map. They’re every so slightly slower than an unfilled player, but will be harder to avoid in bigger numbers.

They’re a little hard to see in the darker basement level. I need to make sure I’m using sounds and playing player barks.

They’re more fun to avoid than I had anticipated, so I might pivot the first level again. Here’s the former plan:

The first level needs to establish that this is a game about searching for things and solving puzzles. The player sees a boarded off area and an exit stairwell. They need to look around for a crowbar to pry off the boards. When they go through they’re introduced to a fill zone which makes them fatter as they move through it. Then they get stuck, which introduces the stuck and fill mechanics. If they touch the purgation ritual then they’re back to normal, which introduces save spots and purgation zones. Afterwards they can talk with the girl in the room. She had bad luck with slimes.

tbh I just don’t like the way the static fill zones feel. Maybe they could use more effects or sounds to drive it home, but the slimes are more fun. I’m going to change my drawings for the level and design around that instead.

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How do I download the game?

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I haven’t uploaded it anywhere. It will be on captainstupids.itch.io and I’ll put a link in the title card when it’s in early access.

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the concept is very exciting ! 3D movement is very promising with weight augmentation mechanisms.The idea of ​​crossing NPCs is cool too :slight_smile:

I think having that as a mechanic to teach the player makes sense. Maybe do that, but, after the bad luck girl, she mentions there’s not a purge zone for a while, thus getting to the real deal - avoiding the slimes?

Even if it’s not the intent of the game as a whole, it’s good to show off ‘oh, this is what being big does to me’ in a safe environment.

That’s my 2 cents, anyway. c:

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I’ve been greyboxing the first floor and setting up puzzles to iterate on them. I really like Godot for most things, but don’t enjoy it for making levels. Qodot and Cyclops are okay, but a little buggy. I’ve been using Blender and it’s better than I’d expect for making maps, though I normally only use it for modeling objects and people.

The first floor of the complex has nine areas and I’ll probably release to some testers when I’m done with four of them. These might be mild spoilers:

The plot beats and puzzles are worked out for five of them but unimplemented. I’m doing a lot of sketching and wish I had a faster workflow for levels, but such is life.

Also, I need to either make shoes for the player or find some justification for her losing them.

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Perhaps they got stuck in a slime and she had to take 'em off or be stuck there?

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Yeah, or grabbed by a tentacle monster. But then I need to figure out how to make a cutscene or do a comic like Max Payne. I’m leaning towards a comic style thing for the intro and key sequences, but those files can be pretty big.

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I guess it’s been a few days so I should offer updates.

Here are the systems on the checklist:

  • Title Menu + New Game
  • Game Over
  • Pause Menu with Quit / Load / Quest / Options
  • Inventory / Forbidden Geometry
  • Save / Purgation Ritual
  • PDA Battery
  • Dialog or static comic cutscene?

And the Completed Items:

  • Player physical changes
  • Dialog overlay (pause for input)
  • Page read overlay
  • Choice Dialog
  • Slime Enemy
  • Scene and Level Transitions
  • Whiteboxing Levels for Docks, Cold Storage, and the rest of floor 1.
  • Story beats for floor one.

I have the story beats for the first level blocked out, but there are lots of odds and ends still to be done.

Things are in the grind state now, which is to say I need to do all the boring parts like make quests work and do things like set up a dialog system or cutscene system.

I’m a little undecided over where I should be posting these devlogs. There are people watching on itch, DeviantArt, Patreon, SubscribeStar, Tumblr, and here. Copy/pasting updates feels redundant, but maybe it’s the right thing to do.

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Will be watching this project with extreme interest, very promising stuff so far! Weight gain and horror are one of my favorite combos and there isn’t enough games of the like on this forum.

I’m trying not to get too bogged down in making things perfect before they’re playable. Still grinding on the dull but important bits like objectives, volume controls, and other UI stuff.

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