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darnetal

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A member registered Jan 19, 2021 · View creator page →

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Making the outfits are definitely a hard part, but it's really more because it gets very repetitive very quickly. It's more time-consuming than difficult really.

Someday I'd like to give enough tools to just let users mod the game and import their own assets, that's what the customization tool is aiming to become. But I must first figure out how all of this will work, and I need to make at least one set of each type of clothing. I also do have a discord server that I'm keeping private with a few people who have helped me a bit in the past (notably with sprites), but I'm really not good at keeping it alive so it's... Dead.

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Sorry for the late answer, life if a bit busy at the moment.

But yeah, personalities technically work ; I don't consider it functional because there isn't a way to select them in-game and there are currently no easy way to assign custom dialogues to the different personalities.  But if you're willing to fiddle with the game files to create your own personality, here's a short rundown of how things currently work:

  1. As you noticed, changing the name of your character's personality in the game file will change her personality in-game. Personalities are basically a keyword to let the game know which dialogues and emotes to use. If the personality is not found, it will default to "cheerful".
  2. Dialogues are split by room. You can find the dialogue files by navigating to the gamedata\Dialogs  folder. In each of the folders there, you will find a "cheerful" folder. You can copy-paste it and rename it to any other personality you want ; it should allow the game to fetch dialogue lines specific to this personality instead of the default "cheerful" folder. I would not advise messing with the events as, from experience, it is very, very easy to mess up everything if you don't have some UI to organize everything for you, but editing the "lines" item in the dialogue files is completely fine and should not break anything.
  3. Reactions and emotes are located in the gamedata\Personalities\Personalities.json file. You can edit the file by hand, but I would recommend using the Customization Tools as this part should be fully functional. Just in case you want to modify it by hand, the file is basically a list of objects. Emotes are defined by the "emotions" item, which is a list of all the emotes that can be used and their parameters.

The mod tools is still a work in progress so not everything is functional. For now, you can't use custom personalities in game, it's mostly for me to make the required expressions for NPC dialogue. But once it's fully implemented, the idea is one personality corresponds to one set of custom interaction and/or dialogue. I think I should be able to make it a bit more functional in the next version if that's a feature people would like to play with a bit more.

For now, the only things you can really do with actual effects in-game are editing the default personality (cheerful) and available dialogues.


Regarding the real-time aspect, one of the inspirations is Animal Crossing. The only real gripe I have with it is that it becomes a bit of a chore, the real-time component may be too present and if you miss an event, you have to wait a full year for to experience it again (or savescum). What I'd like to achieve with this game is a slow, chill pace that won't force you to play every day while still giving you some incentive to come back. I'd like to find the right balance so you can play for a couple days, forget about it for a few weeks, then come back and don't feel like you missed out on a bunch of stuff while still offering something slightly different from the last time you started the game. I'm planning to introduce things like seasonal changes (mostly cosmetic stuff, won't fundamentally alter gameplay) or reoccurring event (X times a week/month...), so the game world feels alive but won't take too much space on your schedule. For now there's really not that much content, so that balance has definitely not been achieved, far from it. But hey, I'll try to get there once I'm done with making those god damn sprites.

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Not a malware.

The first screen is a community vote from one person (likely a bot / automation) linking to non-existent reports. The rest of the virustotal analysis clearly shows it has not been flagged as malicious by any security vendor. The only flags came from the installer version back in 2023 because it used an old Microsoft bundler that tended to trigger antivirus programs and has since been dropped completely.

I don't know about the Hybrid Analysis ones, but some of the features required for pretty much any game (such as reading/writing/deleting files from the AppData folder, for example) are similar to how a malware would behave. I'm pretty sure that's what's causing the sandbox reports. 

Thanks for the suggestions! Good news is that a good number of these are already in my backlog. 

It'll take a lot of time to implement everything though, as I'm mostly working on this game on my free time... So some features like male characters have very little chances to ever make it to the game anytime soon (that'd translate into many, many more sprites = too much work tbh). But I'll definitely work on other less heavy features and have even already been thinking about the best way to handle a couple of them, like the afk mechanic or achievements. Achievements were actually part of my initial "specifications", and my first intention was to use the currently unused third tab of the inventory for it.

I fixed a bug that broke the dialogues of some NPCs if your relation with them got too high.

0.9.4 gamedata will work no problem. Generally when I update the gamedata folder, I also upload the new gamedata as a standalone download. So if the download for the latest gamedata is older than the downloads for the game files, it means there haven't been any changes to the gamedata files.

So far you should be able to fatten Emma and Jenny. I'll add more in future versions.

I'll be honest, it's not going to happen anytime soon. Sorry.

Sorry for answering late! That's odd, normally if Emma or Jenny are home with you and you've fed your character enough, the dialogues with them should change. Are you on Windows or Linux? Do you mind sharing your save file?

Thanks for the feedback!

I'll take a look at the bugs. Bacon was  probably me toying with shops and forgetting to add an item or two back, I'll check it out. Regarding the crashes, I'll take a look too but more information would definitely help, the conditions for me to reproduce the issue for example.

The game being in real time can work if it's well designed. I'll take my chances.

Regarding tetris, there'll be more minigames eventually.

I'll add a button to move the window around. Regarding minimization, I wanted to try minimizing it into a small widget in the bottom left corner of the screen, showing only your character portrait and some very minimal interactions. But I haven't had much success with that so far. Worst case scenario I'll just do a regular minimize button.

You need to befriend her. Talk to her, give her gifts... She'll open up eventually. I may need to add some visual cue to show what actions have an influence on friendship levels, I'll add that to my to do list.

There's a sequence with Jenny now!

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I may bring it back later on, but I also need people to test the whole process of befriending and inviting the character.

Your saves should carry over without anything to do on your end.

Thanks! I haven't been working on this as much as I should have lately, but I'll try my best to speed things up and make sure the next version gets released by the end of the year.

I don't have any social media worth following, I mostly use them to lurk. I may open one once I start advertising a bit more for the game.

Having an activity that passively progresses while not playing is a pretty good idea! One of the minigames I'm working on will kinda be like that, it will be a management game a bit like the one in Yakuza Like A Dragon. But I didn't really think of expanding more than that on the idea... I'll think of a few things!

I'm sorry, I forgot to answer you! If your character gets sad, either feed her food she likes or wait a day or two. I'll add more stuff to play with the character's moods later on, but for now food and time are the only things that have any kind of influence on it.

Sure! I think I'll be focusing on other stuff for a short while but I'll shoot you a message once I have a bit of time, probably this week-end.

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Sure thing! Can you contact me on the Weight Gaming forum? My username is the same as here.

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Last devlog was in late April. If there has been no clear announcement stating otherwise, assume the project is still being worked on.

Not for the foreseeable future, only Windows and Linux.

I'm still working on it. Just not rushing it.

I guess making it an option is possible yeah. It wouldn't be too hard either.

This is how stomach capacity used to work in one of the the earlier versions. Your character could also lose weight if not eating for a while. I removed both mechanics because I felt it didn't really fit with how I wanted the game to be played.

When designing the game, I'm trying to have a rewards-first approach, I privilege encouraging behaviors I want the player to have rather than punishing the ones I don't. And since this is an inflation/fat fetish game, the most basic rewards I can give the player for playing the game are weight gain and expanded stomach capacity. Which would make reducing the character's weight and stomach capacity a punishment.

Debucon is a "long-term" kind of game. You don't just binge play the game in one afternoon, it's a game you come back to every now and then.  I'm not expecting the players to launch the game every single day, but rather play it for a bit, forget about it for a few days (or weeks), then boot it again to get a quick fix, and so on. I don't want the player to feel like the game is a daily chore, and I don't want them to feel penalized for taking a break. If I reduced the character's stats because the player didn't feed it for a few days, I would be penalizing a behavior I don't even actually want to discourage in the first place. Which is why I decided against decreasing weight and stomach capacity over time, if the character's stats were to be decreased, it would have to be a choice deliberately made by the player. Sometimes you need to sacrifice realism to improve other parts of the experience you want to convey.

Sorry for the long rambling, I like discussing game design (and I'm also open to hearing arguments against my stance!)

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Sure thing! I'm currently working on a new version of the customization tools, which will allow anyone to do just that. I'm almost done with the dialogue editor, and I still need to flesh out the personality editor.
If you can wait until the next version is released, you'll have all the tools to inject your dialogues straight into the game. Otherwise you can contact me on the Weight Gaming forums.

There's no option for that for the time being.

Thank you!

You can add yourself more money through the debug menu, there's a button just for that. You can also find your save files in your Appdata/Local folder if you want to mess around with it, but I may not be able to help much if you break it so if you have no idea what you're doing I'd advise against it.

There will be more ways to earn money in the future.

I'm still on it, currently working on the dialogue edition tool.

It may take a lot longer though, there's still a lot more I would like to do before releasing the next version, and I don't spend as much time working on it as I used to.

I do not know how you managed that, but it looks like you're launching an entirely different game. Could you try re-downloading the game?

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I don't know yet.

I know it has been a while, but there's a lot of things going on in my life right now and this game is not my priority at the moment. I'll make a post when I have more information to share, but for now I do not have anything new to report.

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I can expand on the interaction system, for sure. Instead of just clicking, I could define a few actions (stroking, poking, groping, patting, idk...) which could lead to different reactions.

Development is halted for the time being. I'll get back to it once I have recovered.

There will be one eventually, but I don't know when it'll be ready. My situation is still not really ideal and I can't work on this project at full speed right now.

Not planned for the foreseeable future.

I only have a license to build for Windows, Linux and Mac so at the moment making a version for any other support is impossible. I might consider buying a license once the game is finished and stable, but that'll be in a few years.

She can, only the dialogs will change.

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Hey, thanks for the feedback!

First, thanks for offering your help. You can contact me on Discord, I'll then send you an invite to join the dev server. It's not very active (not to say dead since I announced the hiatus), but it's still a convenient way to share resources and communicate.

Regarding the suggestions:

  • rear-view sprites will probably never happen. The amount of work it represents would be completely nuts and there is still a lot of work before I can consider the game finished, so no rear-view.
  • Because I'm a dumbass and didn't plan properly at the beginning, resolutions are a bit tricky to handle. But I can try to add a few more yeah.
  • That's an item you get when you try to cook something without following a recipe. For now all the recipes are unlocked so chances are you won't get this item unless you deliberately fuck up, but the cooking mechanics are still a work in progress and will be expanded later on.
  • Regarding the screenshots and icon, it's in the work. I've been working on a new and fancier interface for the itch.io page and even though it has also been put on hold for now, you can bet I'm going to release it sometime soon (after I've introduced a few outfits, so probably around version 0.10 or 0.11).
  • That's a small glitch because of shaders shenanigans, I'll get it fixed in the next version.
  • More minigames are planned, but it'll take a bit of time. The economy of the game is still very much unfinished, but there will definitely be more sources of money (more minigames, passive incomes, competitions & bets...) , as well as more money sinks (outfits and home decoration mainly).

I couldn't find anything relevant on this and since I can't reproduce it I don't really know how to fix it, sorry... All I can advise is taking a look at the compatibility options in the .exe properties and maybe run the compatibility troubleshooter.

Which version of Windows are you using? Are you using the zip or installer? If you're using the installer, I'd advise to uninstall and try using the zip instead ; the installer really doesn't bring anything and I'm going to stop uploading it going forward.

Can you show me the exact error you're getting?