Ah that will be a big in the image code after I made some changes to the weight gain system and missed updating the code for Calista’s images since I’ve not done her actual content yet. Sorry. I’ll have that fixed for the next version. You’re not missing much at the moment there - it’s just a place holder scene there at the moment.
Can i ask what ai art program do you use and how do you keep the consistency between wg stages
If you check the credits page I list all the tools I use (except things like notepad and visual studio code).
As for consistency - if you retain the seed from the original image it bases future generations on that original image. It’s not perfect and sometimes takes a bit of tweaking the prompt to get that consistency. And sometimes I just need to settle for close enough.
thank you very much this game is amazing you’re an inspiration
Thanks, I really appreciate your feedback
Hi there.
Been a while since I’ve posted anything here (or anywhere for that matter). Life has been…chaotic. I won’t go into it all (though if anyone wants to know happy to vent my spleen haha) but development has kind of taken a back seat to life. Its led me to think some things over so I thought I’d pop up a quick poll here - though I realise the results from posting here might be a bit biased.
While it is a given that WG will be rife within the game I’d really appreciate it if you could take some time to answer these questions:
How important are other fetish aspects (transforms/expansion without WG etc) to you?
- Very important - They’re my main reason for playing
- Somewhat important - They’re a big part about what I enjoy as they add variety
- Somewhat unimportant - They’re cool, but wouldn’t miss them
- Not at all important - Why are they even in a WG game?
Let’s say I were to remove most of the additional elements - if you could pick one to keep, what would it be?
- Furry transforms
- Breast expansion
- Ass Expansion
- Feeding/Stuffing
- Sex Scenes
- Other (Please comment)
Is there anything fetish related you would like to see in the game that is not present?
With New Dawn I have structured it in such a way that you can engage the romancable characters in a number of different ways. Chatting with them to get to know them better, asking them how they feel about their weightgain, giving gifts, feeding and sex sessions along with engaging in personal character quests. I am thinking of streamlining this. If I do it will take a format such as:
- Romance arc progression activity - depends on character/relationship level. Used to progress relationship level. Some characters will have integrated WG. Will have a defined “end point” after which some of the optional other events will remain available.
- Optional WG activity
- Optional Transform activity
- Optional Sex activities - repeatable
- I like this new approach - go for it!
- I’m on the fence - I’d have to see it to decide
- Nah, keep things as they are
I think I made a mistake with this one. Feeding/stuffing is going to be in the game regardless. I should have been more explicit in my wording that that refers to dedicated feeding/stuffing events instead of having it happen “naturally” as part of a story beat. Since I posted this I have had a bit more of a think - so I’m going to redo that particular question with that removed as an option as its skewing the results I think.
- Furry Transforms
- Breast Expansion
- Ass Expansion
- Repeatable/Dedicated Sex Scenes (not tied to story)
So I’ve had a bit of time off from development due to life stuff happening. Got back at it today. Made some good progress on updates and rewrites and got the prologue functionally complete I think aside from a few little tweaks.
All going well I’m hoping to have a release ready for the end of April.
VB0.2 is currently being uploaded to Patreon. Should hopefully be there by 10am BST.
Weightcraft training scenes have been written and implemented for VB0.3 and I’m currently testing them but wanted to get a gauge of progression timing.
I want it to not take AGES to train, but also don’t want it be too rapid.
Currently - you can train in Weightcraft every 3 days and there is a 1 in 4 chance of a training session causing your level to increase. One game day = 30 mins real time. In theory the minimum time it takes to go from level 0 to level 5 would therefore be 15 game days (7.5 hours real time). But because of the possibility of advancing it could be much longer.
- Seems OK - Leave it at that
- Reduce the training interval - less days between sessions
- Reduce the day length - less real time passes each day
- Increase the training interval - more days between sessions
- Increase day length - more real time passes each day
- Reduce day length & increase training interval
- Adjust the chance of advancing skill level -/+ (please comment which)
Bear in mind day length will effect other things - like how long a character is pregnant or stuffed.
Is the training in public, yet? It’s honestly really hard to give an opinion without first-hand experience. I’m appreciative of the numbers but also like. It’s hard to tell what exactly it would feel like without doing it, and if it’d be good or not.
I’m not sure if this is already how you’ve implemented it, but rather than having a binary “you level up or you don’t” at a 25% chance, I’d suggest you earn some amount of random XP each time you train. Then you can do “bad session” (1/8th the XP you need for a level-up), “normal session” (1/4 the XP), and “good session” (1/2 the XP). Obviously those numbers can be adjusted however you want. You can even get upgrades or something to improve them, or have later levels cost more XP.
Yes, this removes the chance of getting it on the first try, but it also makes sure that even in the worst case scenario you can at most take 8 attempts. Anyone who’s ever played XCOM knows that sometimes even a 90% feels like you miss all the time.
@Parnash - Not yet. Strictly speaking its not even on the Patreon advance release yet. This is for the current development build. In my testing so far every training session I’ve done I’ve ranked up on the first go - and had to kill some time to advance the days by going off and exploring the Wilderness and Cliffs regions. The theory is that when you’re on a cool down for training - when more content is written - you’ll be off exploring, romancing/feeding love interests and what not. That said VB0.2 has enough in it between the Wilderness, Cliffs, Dawn’s Edge and Academy exploration that you can probably fill those three days between sessions quite easily unless you get unlucky with the rolls and need several attempts at one level.
@GalvarinosNubs - That’s pretty close to how I originally planned to implement it with player levels and XP and whatnot (which was in the original design of New Dawn for melee combat encounters) and I might need to go back to that for the magic training. The current implementation outlined above was theoretically to streamline the process both in terms of coding and investment of time for players so you can’t just spam your way through the training levels. I recognise its something that will need a bit of tinkering and balancing.
I would argue to change it like Galvarinos mentioned, personally. I don’t know how, but my luck is ABSYMALLY bad when it comes to stuff like that, and I’d rather have a rate of percentage incrementally than a random chance of getting stronger, or failing completely (if I’m reading it correctly).
Thinking about it, maybe the most straight forward way given there are already multiples scenes for each level I should just make it a linear progression through them and after doing all the training for that level it advances - along with a balance to the training interval and day length possibly.
In a renpy VN real-time doesn’t make sense to me… you just skip previously read message and hit ctrl right?
It seemed the most straight forward way to implement having pregnancy and stuffed status effects etc elapse after a given number of days have passed. I did think about setting up a way to have days progress without that but exploration is non-linear across multiple time periods so would have ended up horrendously complicated. As I typed that it occurred to me I could set up scenes as each taking an in game day unless otherwise specified. But real time handles it all seamlessly in the background. It’s all set up that way and just needs a single variable change to effect day length. I’d have to do a fair bit of revision to change it now.
New versions now up
Finally got some weight gain in the game
Could the MC not have a specified gender so we can RP as whatever we want? It isn’t specified in the tags, and it kind of took me out of it when it came up. For the first hour or so, it just felt like it would never be brought up.
I’m sorry if you felt the lack of tag specifying gender was misleading - I think in earlier versions of the main post I did explicitly state that I’d gone with a generic male protagonist this time around to streamline the process but that appears to have been cut in one of the edits. I genuinely didn’t even think about what tags are on this at all.
To address your main point - I thought about having a completely gender neutral protagonist but decided against it in the end. In Genesis (which was my first attempt at making a game in Twine and eventually became this if you’re not aware) I had the option to have male, female, herm and he/she/they pronouns but it just made things so much more complicated - and tripled my workload! - so decided to stick with generic male.
Though I’m not ruling it out entirely having a gender select - I did like that aspect of the original game myself. If I do add back in gender select it will probably be a quite a way down the line. In theory I could do it now and cap off sex content for anything but default male until I can invest some time in diversifying that when there’s a lot more content complete. That said, I feel at this point there is not enough content to justify doing that when implementing it would delay getting the core content written, coded and tested.
While I absolutely do not want to alienate anyone for any reason - in as much as it is possible to practicably do so (there will always be insurmountable differences of opinion in which case I say live and let live) - I am ultimately only one man and recognise that, as much as I might want to include something for everybody, I can’t please everybody nor should I try to.
In writing this response (and before) I have been mulling “pulling back the curtain” and inviting people that want it the opportunity to get involved in the game’s development after recently a kind soul has volunteered his services in assisting with testing. Though at this present moment I’m not sure what form that development involvement might take - its a back burner idea I would put some more thought into if/when there was any interest in making my development “team” of one an actual team.
In any event - I hope you have enjoyed your time with the game thus far, the moment of disconnect not withstanding.