Yokai Slam - 3D Physics-Enhanced Sumo Wrestling!

i intend to continue development on this game for a while as well. i intend to add at least double the characters and get online play working. I’m actually pretty close to having matchmaking up and running

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That’s great news! Glad you’re still working on it, I can’t wait to see what the new characters are like.

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i haven’t even come up with ideas yet, but it shouldn’t be too tough, kirame and tsuyoi were each designed in a couple minutes

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As a side note, I like how tsuyoi’s name means “Strong” in Japanese. Is Kirame a similar pun?

Maybe characters with different body shapes would be fun to toy around with in regards to the physics engine? For instance a bottom heavy character would throw her weight around and have a different center of gravity compared to a belly-centric girl such as Kiram. Or maybe a character who’s entirely focus around the growth mechanic, like you have to survive as a twig so you can build meter and get ridiculously huge with the special attack and win. I feel like the systems you have in place are juuuust robust enough that you can get some pretty different character just by tweaking things a little.

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Yes, Kirame was a shortening of “Kirameku” which means sparkle. “Kirame” does translate to “glitter”.
It’s mostly in reference to the amount of gold hanging off of her body.
And i could look into that sort of thing. i would like to try adding another defensive option, like blocking slaps

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Huh, I never knew that’s what her name went. I’ll add “kirame” to my anki deck. Is there any sort of backstory for the characters? I followed you on twitter and saw that Kirame is CANONICALLY a MILF(mom I’d like too feed) which I enjoyed, so I’m curious if anyone else has some lore. Maybe you could add Kirame’s kids to the crowd cheering her on or something, that’d be cute.

A block would be a good idea! I guess it could add sort of a light rock-paper-scisscors element to the fighting? Like if someone is grabbing a lot, you slap. If they slap a ton, you block. If they block too much, you can easily grab them. You could even make the block a sort of “horse stance” thing you can use to shove players near the edge off depending on your characters weight/strength?

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I don’t have much for tsuyoi, but Glasgow is a previously established character i made. I just added her as the third character cause i couldn’t come up with a third yokai i was really passionate about making into a fat girl quickly enough.

She lives in an old castle that’s been cleaned up and modernized on the inside, where she makes music and streams games. She does not like being photographed and will bribe or threaten people into deleting photos / destroying film / etc. Usually will invite them over afterwards as a show of good faith. In the context of the game, she kinda just showed up and is participating, without much planning beforehand. I went out of my way to make her clothing and attitude sort of atypical from what is expected from a sumo wrestler


(Her design is a little outdated in this)

I tried to heavily imply that the matches taking place were amazumo or non-professional, mostly by excluding the more significant religious aspects of the sport from the game. I felt like this was a good direction to take to not disrespect the sport or japanese culture. Given the timeframe, i would likely be unable to do the research and work involved in making it super accurate anyway. It’s also why i didn’t try to modify the rules of the sport too much. The rules are all standard, just with a change in scoring system for gameplay purposes.
When adding more characters, i will probably be emphasizing the non-professional nature of it by having a lot more variety in how the fighters dress.

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Glad to hear development will continue in some capacity, whatever direction it needs to take that being translating the preggo art on your Twitter into the actual game. This is a really impressive project no matter what and I hope it opens the floodgates for more 3d-based games in the future.

Now you have me curious what the back end of the game looks like. Is this just a UE4 problem, or are shape keys just incompatible with ragdoll physics in other engines?

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ragdoll setups and their collision geometry exist at a static offset from each bone. i would have to make unique setups at different sizes and set up a system for switching them , which might be really snappy.and awful looking. Also, the bigger they are, the harder it is to hide that their collision is between rigid objects. Also the bigger a person is, the less their limbs can move overall, which sort of defeats the purpose of having them use physics in the first place. If i decided to defy this, i would have to make the limbs all really lightweight which would pretty much defeat the purpose of having them gain weight. It would look terrible. In general, unreal engine is part of it, but it’s also a pretty bad decision for a video game in every other way too

To put it frankly, there’s just not going to be a satisfying result by making the characters get much bigger than they already are. I don’t think anyone in the world could make it look right in an action game. It’s just not possible, and not really part of the vision for my project in the first place.

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Well, Fs all around for that. I guess we’ll have to settle for a unique game that accomplishes something on an artistic and technical level that few, if any, projects have before it like fucking savages.

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Unfortunately, that’s how it has to be. I don’t plan on reversing this decision and am entirely satisfied with that. I appreciate your enthusiasm, i just don’t think there’s any way that i, nor anyone else out there could do it justice. Game design is all about finding ways around limits, but it would probably take 40 wheelbarrows full of money and a small army of talented physics programmers to tackle this issue.

Also thank you for the compliment hidden in that reply :>

Maybe i’ll put in a pregnant cheat code or something :^)

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Hey, there’s little to no chance for the devs to see this (hell, maybe it’s already considered or somebody already suggested this…) but hear me out.

Weight progression/Career mode.

Character starts out skinny, then they can fight to move to the next rank or gain weight, maximum weight is what they are right now. (maybe only exemption is that purple thing for now).

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Its been suggested already. I’m pretty happy keeping the characters’ size more consistent, I feel like their designs work best at the sizes they’re at. I appreciate the suggestion though

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also i’m gonna be continuing development after the conclusion of the game jam. does anyone have any feature suggestions that haven’t already been suggested?

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I’d love to see a bit more lore/background in game. Even just something small like a bio screen with a bit of information about each of the fighters would be great. You could also put a bit of info about each fighter’s strengths and weaknesses.

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Oh yeah good idea! I totally had planned to make a little stat display for them, but i just up and forgot

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give ube a gun

actual suggestions pending…

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Ooh, challenges with unlockables. The unlockable items could be visible on the fighters, if you’re feeling particularly brave, heh.

Challenge ideas, all with preset fights and characters:

  1. Fight X character, they spam slaps that hit harder than normal, you have 10 seconds to win. Reward: unlock a belt that makes your slaps slightly stronger, but makes you easier to push around.
  2. Survive in the ring for two minutes; neither of you are allowed to lose. Reward: an earring that locks you at max weight, but makes you a little slower than you’d normally be.
  3. Boss rush. Reward: alt color(s) for whoever you beat it with.
  4. Both fighters have health bars instead of the usual mechanics. Push and slap until zero. Reward: a headband that makes your balance bar harder to lower, but makes theirs harder to lower, too. (Or maybe easier to lower on both fighters, IDK.)
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oh i really love this idea. i think i’ll do that!

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  1. Campaigns for the characters, sorta like how the MK series has a story mode for each character. (I think that’s how it works?) You’ve ruled out any sorta weight gain, but that doesn’t mean there can’t be ANY sort of story mode. You can use this to make the character bios actually relevant to the gameplay, and also tie some unlockables to it. This also gives you a chance to put the art you’ve made of the fighters in the game itself.

  2. Minigames or areas outside of the fights. It’d be neat to see the jiggly ragdolls in action in a few different contexts, since we only ever get to see them from a couple angles. You’ve got this tech, so I say use it as much as possible.

  3. A more global roster. Glasgow’s presence implies to me that there’s a sumo scene with a lot of notoriety beyond Japan, and I remember you saying there weren’t any other yokai that gave you any good ideas, so why not branch out? A bunyip from Australia, a dragon from Sweden, a leshy from east Europe–the world is your oyster. (Oysters are also an option.)

  4. Listen, you can’t just bait me with that art you put on Twitter. I am starved for pregfat content and there are no pregfat games on here, and if you don’t post more milfs in the next 48 hours I will come for you. And not in a gay way, either.

  5. More costume types. It might be interesting to play around with different revealing dresses or swimwear, as long as it doesn’t break the character’s rig or look weird. (I anticipate swimsuits seeing a lot of use. Just saying.)

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