The Weighting Game - WIP

Well, this thread is the main source of information on the game, so I like to add snippets now and then :slight_smile: Believe it or not, I actually enjoy chatting about it.

And yeah, I’m definitely still going at it! I didn’t get much done in the latter part of last year (for various reasons, including work), but I’ve been a lot more motivated this year. I’ve probably got as much done in the five weeks following Christmas as I managed in the last five months of 2023.

And, having taken a few minutes break to type this, I’m now going back to working on it again :slight_smile:

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when alice split up with me,the game introduction told me that game is over,you need to make alice more happy
i choose all the three options,but all unavailable.so how can i make alice more happy?

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Hello and welcome to weight gaming @xhzsdr. I have a walkthrough and FAQ linked in the first post.

The break up event isn’t about Alice being unhappy, as her happiness or mood doesn’t affect it. It’s based off a hidden stat or variable known as romance score. Certain actions increase or decrease this and if your score is too low by the time you hit the break up event in weight stage three it’s a permanent game over rather than being the temporary scripted break up.

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Don’t push her too hard with the food (for example in the cinema when she aaks for you to take the food away, do it and when at home watching movies talk about the movie rather than offer her snacks). You’ll be able to push her later on in the game.

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Did you forget to mention that you shouldn’t tease Alice.

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There are multiple things that increase and lower romance score as I’ve outlined in the walkthrough/faq but here are some copy pastad.

Some easy ways to increase romance score include, going on the fancy restaurant date on the weekend, sharing your pastry with Alice when shopping. Going along with her choice at the movies and complementing her. Cooking dinner for Alice when she is not too full at the player’s house (you can see this when she says the line about her mom). During the slushy movie telling her you prefer the way she looks compared to the heroine on screen.

As @Kristalek mentions teasing Alice negatively impacts her romance score when done too early. I generally recommend for inexperienced players to not tease Alice until after the break up event that way they can’t trigger the game over (it also doesn’t stay a negative thing to do as Alice gets more comfortable with her weight at higher stages, generally right around the time of the breakup event.) Going out with Alice when you have no money and having her pay for things is another easy way to lose romance score.

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I’m probably going to remove the game over scenario from that scene. It seems to annoy a lot of people and that’s not something I want to do. So, it’ll either vanish completely, or I’ll give an option at the start of the game to disable it.

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Or maybe communicate better that it can happen up until that point. In my head it makes perfect sense that its something that can happen, that’s why I’ve always been as nice as possible to her. So maybe if people know that its something that can happen, it could be less annoying.

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I’m not really a fan of telegraphing stuff too much, so I don’t want to make it ‘too’ obvious what may be going to happen. That said, giving no warning whatsoever is kind of unfair, so there’s now an option to ask her directly if she’s happy or not. If she’s not happy, she’ll say so!

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Is this in addition to removing the game over aspect/a toggle to turn it off? Or is this in place of that? I’m more so curious what “punishment” if any, would replace the game over.

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Hey!, the new version excites me more than GTA 6 :stuck_out_tongue: :cowboy_hat_face:. And I’m waiting with curiosity.

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@Krodmandoon It’ll almost certainly be in addition to the toggle. The ‘how are we doing’ code is already in place (although I am still tweaking it) and it’ll be pretty easy to add a toggle to avoid any sudden ‘game over’ occurences. I’m not sure I’ll add any additional punishments though. That way, anyone who simply wants to play through the game without worrying about consequences can do so :slight_smile:

@senseless Nothing is more exciting than GTA6. It looks bloody amazing! And it’ll probably be out before I finish my game anyway :stuck_out_tongue:

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Yeah I don’t think there needs to be additional punishments if a game over is in place. That is the most extreme case from the actions that cause it, although it makes sense from a realism and consequences of one’s actions sense. I know I’d rather see something be in the game that is a reason to not do things in the game that negatively impact any relationship. The game over or some kind of consequence is what I would expect vs no consequences. I don’t think it needs to be more complicated or impactful but helping the player to better understand something is wrong makes sense.

The only things I had ever thought of were things that would add into the fact that something was wrong for the player. Like Alice maybe turning down invitation to going out, or restricting the amount of what she is eating because she was not happy. These things to me would make sense for someone who finds themselves indulging more when they are happy and comfortable in a relationship. However, I know that would be a lot more work. Not sure if the pay off makes sense, but a change in Alice’s behaviors in game would probably draw attention to something not be right for the player.

The two intended fixes are for sure going to help some people from hitting that game over.

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I think the real reason you posted this was the blurred section. I’m onto you, TeaserToo.

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I might be mistaken but I believe the blurred section is most likely development variables being listed with their total or information. Something the player would never see listed there and only used for testing. So, the variables themselves would be spoilers and not relevant to a normal player as it won’t be displayed the same way. I believe that’s why it’s blurred rather to not give the wrong impression.

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@eatfortwo
If you enhance the image a few times you can see what it says in the blurred section.
It says:
Happiness: 64
Strength: 12
Location: Phone
Headache: Yes
Diarrhea: No
Yes?: No
Is this a joke?: Maybe

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@Krodmandoon

These are both really good suggestions! I think it’s a little late in the day to start changing the amount she eats depending on how happy she is - that would be a hell of a lot of extra coding, given that she eats in just about every scene - but I really do like the idea.

Turning down an inviation to do something would be much easier to implement. A simple check on a couple of variables whenever the player calls her would do the trick. But i think it might get quite frustrating - for consistency, she’d have to keep turning down invitations to go out for, say the rest of the day - and if this is coupled with her more frequent trips to the gym when she’s less happy, it’d make the early stages of the game even slower.

@eatfortwo Nothing so nefarious, I’m afraid. @Krodmandoon is absolutely correct. The blurred section is where I have a few extra variables visible when I’m testing the game and that screenshot was from a test version. Those with long memories may remember that I mistakenly put out a Patreon version once with the test variables still enabled!

@Bladerune9 A joke? In a thread about a game riddled with the worst jokes money couldn’t buy? Hang your head in shame!!! :stuck_out_tongue:

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The only thing I could think of to combat that would be more work for you then just her simply turning down going somewhere :laughing:. I think that’s a valid concern. My thought on how to do something in a similar vain to my original suggestion would be for her to turn you down and that cause the MC to decide to go somewhere since they have free time to kill with no plans and for the MC to run into Alice somewhere. Like showing up at the bar and Alice and Sarah are there and they are only aware of it because the MC accidentally over hears Alice talking to the Sarah about her relationship with the MC. But this is adding in more renders, dialogue, code and unique scenes around this mechanic would probably be more work than it was worth.

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Haha, yeah does sound like a lot of extra work! It is a cool idea though, so I’ll add it to the massive list of potential additions that I have and see if I can think of a way to make it work.

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Is their a passive rate of gain feature or is it entirely dependent on dates to get food in her? If there’s a passive rate then having happiness act as a multiplier to increase that passive rate could work as an indirect reward system.

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