Weight Gaming

Active Projects => Fetish Master => Mods Discussion => Topic started by: Dohavocom on February 24, 2016, 04:46:28 AM

Title: old bellymod disscussion for combat/office patch
Post by: Dohavocom on February 24, 2016, 04:46:28 AM
Here is where i will post my plans for the next update cycle. I'll also update this from time to time with progress as i check things off of the list. Feel free to post suggestions or requests here (or in PM for that matter) though i offer no guarantee that i will make them come true


NOTE:This list does not mean that i wont release another update until this is all finished. this is just my todo list. My next release will be a bug fix release and the next after that will probably be a patch with just the bellysize rework and the stomach volume rework. after that...well we will see

Thoughts? Questions? Concerns? Suggestions? Griping?
Title: Re: Next bellymod disscussion
Post by: Kenshirosan666 on February 24, 2016, 10:31:08 AM
About mobility things, i think that you should first make it, and then let it tovtest. Only after that people can say: they need it or not.

What about helth? Is it connected to dexterity? Because everytime proxys belly became too big, she going to hospital loop, with no hope to return.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 24, 2016, 12:30:25 PM
About mobility things, i think that you should first make it, and then let it tovtest. Only after that people can say: they need it or not.

What about helth? Is it connected to dexterity? Because everytime proxys belly became too big, she going to hospital loop, with no hope to return.

I am planning on ways to fix that more easily, yes. Every proxy has a a stat (abdomen.max_volume). When your proxy's belly gets bigger than that they start to take damage. Now in the game and my mode there are some ways to help with that. The item bloated berries found on the beach increase the stat a tiny bit. And in my mod using the belly rub interaction in the house also very slightly increases the stat as well based on how many buttons you click in it
Title: Re: Next bellymod disscussion
Post by: Kenshirosan666 on February 24, 2016, 03:19:24 PM
Thanks for the answer =) waiting for new release
Title: Re: Next bellymod disscussion
Post by: cloaked-ghost on February 24, 2016, 06:30:30 PM
  • A remake of how stomach volume works. right now it scales with the proxy's max belly size at a 1 to 2 ratio. This is ridiculous. you end up with a very large bellied proxy being able to eat like...literally all the food. While it should be able to be increased, it shouldn't increase nearly that much. maybe like tripling or quadrupling from normal size when a proxy is huge

Yeah, I think this is really vital. Right now it behaves really wonky and has ugly knock-on effects in the feeding system.

  • I will be adding Julia back in as an expansion quest giver. the rough story idea i have is that she's genetically superior and has always excelled at things but now wants to excel at belly things (wip lol) but before she'll let you help her she'll want you to prove that you can do it to others. So one of the quests she will send you on is to fatten up myre to a point.

This sounds like a really great idea for some new content. I'm a sucker for narrative questlines as well as procedural ones.

  • I need feedback on this idea: work on mobility things. I have an idea to make it so that the bigger the proxy is the harder it is for them to move around. Functionally there would be a new button on any outside area that would open a menu of mobility things. the bigger your proxy is the more tiring moving from place to place will be. the button will have options to rest to recover some tiredness and that sort of thing.  As part of this i would include some mobility enhancing things(think gene modification, nanobots, or an exoskeleton like those in the S.T.A.L.K.E.R games. acquisition would be tied to the high tech old city dungeon). What are people's thoughts on this.

I like the basic idea, but I'm not sure how easy it'll be to work into FM's movement system. The cost of movement doesn't seem to be easily hookable without modifying nearly every event in the game.

More specialized mobility stuff would definitely be cool and not too hard to add: Since you're planning to add a dungeon, you could consider adding bits in there where bigger proxies have a more difficult time taking the "easy route" or shortcuts through the dungeon -- maybe fatter characters can't fit through tight tunnels or something.

An exoskeleton would be pretty neat. Quick concept for that -- maybe it has an internal battery pack, and each hour that passes consumes some energy based on weight. Use items (or return to base) to charge it back up. If it runs out of power, you have to disconnect from the proxy, the same way the current "tiredness" mechanic disconnects you.

  • a combat overhaul with the ability to train combat skills(unarmed, maybe weapons, belly skills, maybe magic. Right now the combat system is in boring shape and as a gamer this is a sin haha. I want to make this dungeon actually somewhat challenging(without making meat sponges) so a combat overhaul would be required. At least upgrade it to something like original final fantasy quality

I'm on board with this. Shameful secret: I always mod my game right now so that proxies can't lose fights. I find training up a combat-specific character really tedious. If stats didn't degrade as fast, or there was some more-persistent way to improve a character's combat viability, I'm totally down.

Doesn't need to be full-on Final Fantasy quality, but a bit more depth than "attack or run" would be cool.

  • Finish fleshing out myre's stuff. more things to do with her to convince her to gain and more things to do with her when she's a big fat pig

Mucho awesome. Very want. (Would also be great if there were some talk options, or other stuff to do when visiting her at night. Your messages already mention her watching TV a lot -- maybe proxies could just hang out and watch TV to improve your relationship, and if you're convincing enough you could get her to eat a few extra snacks ;) ).

  • Further fleshing out of the pregnancy striptease (plus balance work as i make that happen)

I'll confess I didn't play too much with this. A number of the templates seemed broken. I'll try it out some more and post a bug report.

  • Add more stuff to do. You know just more jobs. I have an office based job and a grocery store based job in my head for proxies to work. Choices are rather limited for work and i don't think that should be the case. if the combat stuff happens well enough killing monsters may become profitable. Any suggestions would be welcome. Actually any suggestions for a profession where a belly could be utilized (besides things that already exist) would be awesome

Seems less important to me than the rest of the stuff you mentioned. It'd be nice once the rest of the content is more fleshed out, though.

  • MOAR FOOD

:D

It'd be nice if the body mod lab's potions had lower-level versions that were less efficient with cash/ingredients than the higher-level ones, but were available earlier. Right now it's either nothing, or super-expensive potion that instantly lets you get a massive belly.

The lab could also perhaps offer some potions that work temporarily (like DigestUp) -- stuff that would lower/raise metabolism, stomach capacity, stretchmark fade rate, etc.

Being able to offer more ingredients to Myre would be cool, too. "Kitty Mint Chocolate Chips" or something. ;)
Title: Re: Next bellymod disscussion
Post by: pirateGuy on February 24, 2016, 10:52:52 PM
Any chance of throwing Myre's race into the random proxy generation, or adding some way to get pigs like you can get kau proxies?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 25, 2016, 01:03:29 AM
Any chance of throwing Myre's race into the random proxy generation, or adding some way to get pigs like you can get kau proxies?
\
Hah, yeah. here race is really cobbled together at this point. when i revisit her content I'll revisit the race stuff
Title: Re: Next bellymod disscussion
Post by: Grizz on February 25, 2016, 03:20:51 AM
Some ideas for jobs:
Taste testing/Quality control - Maybe a factory that produces snacks or something.
Maybe add a floor to the fetish cafe where you have to be a certain size to work in.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 25, 2016, 03:30:06 AM
Some ideas for jobs:
Taste testing/Quality control - Maybe a factory that produces snacks or something.
Maybe add a floor to the fetish cafe where you have to be a certain size to work in.

I'd be more likely to just add more events based on a proxy's size than to add another floor(it would be too hard for them to get to ;P)

Title: Re: Next bellymod disscussion
Post by: Kenshirosan666 on February 25, 2016, 05:58:38 AM
Maybe adding job at the Vicki's place? I think it would be good.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 25, 2016, 02:30:49 PM
I just realized the state of the sex interaction... I'm going to have to revisit it. Added to the list
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 25, 2016, 06:32:42 PM
Ive started working on an office building for another job option that isn't overtly sexual. I've got the skeleton done. You'll be able to interview for the one position i have planned for the moment. You'll get asked questions and be able to respond (or not as the case may be). The interviewer/boss for the low level position is supposed to be kind of a lecherous middle manager with a thing for bellies (because why not?) so you may be able to leverage that in your interview or while you're working.

I chose this mostly because i want non-sexualised proxy's still be able to contribute monetarily. I'll also probably plat hooks for other quests down the line in there. it's a data entry job so i can easily slip in something like "You read about X quest in the files. Go find it"

Over all it shouldn't take too much of my time. it's pretty straight forward.
Title: Re: Next bellymod disscussion
Post by: jimbobvii on February 27, 2016, 05:15:17 AM
  • I need feedback on this idea: work on mobility things. I have an idea to make it so that the bigger the proxy is the harder it is for them to move around. Functionally there would be a new button on any outside area that would open a menu of mobility things. the bigger your proxy is the more tiring moving from place to place will be. the button will have options to rest to recover some tiredness and that sort of thing.  As part of this i would include some mobility enhancing things(think gene modification, nanobots, or an exoskeleton like those in the S.T.A.L.K.E.R games. acquisition would be tied to the high tech old city dungeon). What are people's thoughts on this.
Honestly I'd like to see something like this, or anything better than the game's default immobility system. I toyed around with the idea of events where, if the proxy were of a high enough exhaustion level and large enough belly/tits/general weight:strength ratio, they could become immobile and could only rest until they were less tired, but with the chance of random events occurring during the waiting hours based on where you were and what time it was - passerby teasing you, creatures ganging up on you, people taking advantage of you, good Samaritans trying and utterly/hilariously failing to move you back home or just out of the way, etc. If I can find the stuff I had written about it I might try doing a couple little events like that next week, but if it'd interfere too much with anything you or some other bigger modder is planning (a stylistic clash or incompatibilities with other systems) I'd just as soon tweak it or put it back on the shelf.
Title: Re: Next bellymod disscussion
Post by: Oppaithon on February 27, 2016, 08:15:48 AM
How about some sort of mobility enabling device? you'd need parts from ruined city and a fair bit of money, but you could then increase the mobility of an otherwise house bound proxy.

Something like: http://judgedredd.wikia.com/wiki/Fattie or a mobility scooter.

For top heavy proxies a robotic wheelbarrow.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 27, 2016, 02:52:43 PM
If i implement the old city dungeon the mobility exo-skeleton will be part of/ a reward from it. I will definitely be including mobility type issues in the dungeon itself but I'll have to wait and see if I want to do the labor to make sure it works well in the rest of the world.

anyway the exoskeleton I had in mind would be something like this: http://saburox.deviantart.com/art/CM-Reverse-Assisted-Huge-Mecha-Carriage-Device-475075863 (http://saburox.deviantart.com/art/CM-Reverse-Assisted-Huge-Mecha-Carriage-Device-475075863). though keep in mind that they're kind of a stretch goal for this point.



Oh, and as an aside I've put the office part of the update into the "maybe i'll touch you more latter but wont put you into a patch" pile. The MITYMLBWPYIAP pile. pronounced mitty-milb-whipy-yap pile. The reason is that what i have implemented is way to cringey even for me so I'd have to redo a bunch of stuff.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 28, 2016, 12:55:58 AM
Quick update:

I've been working on the stomach size rework. I ended up getting help to figure out the math from a good friend.

So here is how it's going to work:

Each character is going to have a base stomach volume and a  stomach stretch multiplier. Theire current stomach volume is just their base stomach volume times that multiplier. a character can eat over their stomach volume but the more food they consume over that amount the more likely they are to throw up. Keep that in mind and I'll come back to it.

In reality google tells me that a person can have their stomach stretched up to 4 times its normal size so I've set the normal max multiplier to be 4(and the base multiplier to be like 1 or 1.1.

Anyway, consuming more food than your stomach volume will cause your stretch multiplier to increase. The rate at which that multiplier increases will greatly slow down as it approaches 4.

There are still going to be some edge cases i need to figure out. Like what happens when you eat more than your base volume X 4? Do you just puke immediately? Or maybe you just can't use the item? That sounds reasonable. We will see. I'm also probably going to give different races different base volumes(kau's should have much more base volume than plain humans).

After I implement this i will be making a pass through all the food to change it's size an caloric input.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 28, 2016, 05:14:40 AM
The math has been a success after like 2 hours of looking for a missing ")" that was masquerading as a null reference error. It seems to be working as intended. Next I have to update things that rely on stomach volume like the description of fullness I put in the last patch. Also food needs to be re balanced for volume and caloric content. The feeding system has to be re factored a bit to account for the new changes. Lots of work to do but the hardest of the math is out of the way! REJOICE!


bad news is that these changes thoroughly break nostorodamus's mod...sorry >.>
Title: Re: Next bellymod disscussion
Post by: cloaked-ghost on February 28, 2016, 11:56:49 AM
bad news is that these changes thoroughly break nostorodamus's mod...sorry >.>

To be fair, I always found Nostordamus' mod to have... curious ideas about balance. I think I had a proxy that gained over 200kg thanks to a single story event.

Which revealed other hilarious deficiencies in how FM calculates body part sizes. A 700kg proxy with 40% fat in belly and 10% fat in hips only had a "person-sized" belly according to your mod's descriptions, had gained only 10 cm around her hips, was described as "slightly plump", and kept complaining that she was "getting a little chubby".  ;D

Did you change something about how belly fullness works in the last patch, by the way? I've noticed that stuffing Myre now lets you get all the way up to "painfully stretched" without mood loss.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 28, 2016, 01:35:13 PM
Probably. but I'm going to be changing it again very soon to account for the way I've changed things. I've also changed the description file for bellies to make it less nebulous

The whole thing about a proxy who is huge "being a little chubby" is because of the way the game calculates that file. it uses body fat percentage not any particular body type.

It's not hard to poke holes in fetishmaster haha
Title: Re: Next bellymod disscussion
Post by: cloaked-ghost on February 28, 2016, 03:21:45 PM
Probably. but I'm going to be changing it again very soon to account for the way I've changed things. I've also changed the description file for bellies to make it less nebulous

The whole thing about a proxy who is huge "being a little chubby" is because of the way the game calculates that file. it uses body fat percentage not any particular body type.

It's not hard to poke holes in fetishmaster haha

Yeah, that's the challenging bit about trying to figure out proper descriptions based on numbers. The way that FM has "fat in organs" not counting towards total body fat kinda makes some sense when it's breasts, or hips to a much lesser extent, but I'm pretty sure most folks would call a person with a 100kg ball of belly flab at least "a little chubby". ;)

With the new stomach size rework, will you be adding options to help train up Myre's digestion rate as well? I got to the point where I was stuffing ten cheesecakes into her, and then having to wait upwards of 7 days for it all to digest.
Title: Re: Next bellymod disscussion
Post by: firesoul10 on February 29, 2016, 11:31:13 PM
any plans on editing the wakeup text? right now it caps out at 'could fit an average sized person inside it' ...even when the belly is 8-12m  ;D
Title: Re: Next bellymod disscussion
Post by: Dohavocom on March 01, 2016, 12:42:56 AM
I hadn't had any plans for it really. I honestly forget it exists most of the time. Let me take a look and see if i can at least alter the values to be more consistent with my mod.
Title: Re: Next bellymod disscussion
Post by: hydraman18 on March 01, 2016, 02:27:37 AM
The whole wakeup system could use a size update - even the big girls 'leap easily to their feet' at the end.
Title: Re: Next bellymod disscussion
Post by: Oppaithon on March 04, 2016, 07:24:30 AM
Okay a few ideas:

- reactions on the street to your weight and stand out assets. So like breast size descriptions there would be a random chance reaction to your proxy based on weight, bust size, belly size and other appearance features. I'd suggest a very basic range to start with and then the community here can contribute their own reactions. That way you really feel how your proxy has changed, not just the odd unlock and some numbers.

- a fat only nightclub in the city, each layer of the club is unlocked the larger your proxy. More eating opportunities as you go and other encounters.

- Some idea of softness/hardness and emptiness. So fake breasts should get a different reaction to say natural, but say milk enlarged breasts. Also full bellies and breasts should be larger to match their weight. Some acknowledgement of the difference between a fat belly and a hard pregnant belly would be nice.

- Also I guess some sort of Patreon or pool to save for artwork for the game, I was never that with appropriating artwork. That's why Vicky is made with a character generator.
Title: Re: Next bellymod disscussion
Post by: firesoul10 on March 04, 2016, 04:29:53 PM
Okay a few ideas:

- reactions on the street to your weight and stand out assets. So like breast size descriptions there would be a random chance reaction to your proxy based on weight, bust size, belly size and other appearance features. I'd suggest a very basic range to start with and then the community here can contribute their own reactions. That way you really feel how your proxy has changed, not just the odd unlock and some numbers.

- a fat only nightclub in the city, each layer of the club is unlocked the larger your proxy. More eating opportunities as you go and other encounters.

- Some idea of softness/hardness and emptiness. So fake breasts should get a different reaction to say natural, but say milk enlarged breasts. Also full bellies and breasts should be larger to match their weight. Some acknowledgement of the difference between a fat belly and a hard pregnant belly would be nice.

- Also I guess some sort of Patreon or pool to save for artwork for the game, I was never that with appropriating artwork. That's why Vicky is made with a character generator.

There are already reactions in Dova's mod for certain belly sizes, but all the other ideas sound great!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on March 05, 2016, 03:27:18 AM
Okay a few ideas:

- reactions on the street to your weight and stand out assets. So like breast size descriptions there would be a random chance reaction to your proxy based on weight, bust size, belly size and other appearance features. I'd suggest a very basic range to start with and then the community here can contribute their own reactions. That way you really feel how your proxy has changed, not just the odd unlock and some numbers.

- a fat only nightclub in the city, each layer of the club is unlocked the larger your proxy. More eating opportunities as you go and other encounters.

- Some idea of softness/hardness and emptiness. So fake breasts should get a different reaction to say natural, but say milk enlarged breasts. Also full bellies and breasts should be larger to match their weight. Some acknowledgement of the difference between a fat belly and a hard pregnant belly would be nice.

- Also I guess some sort of Patreon or pool to save for artwork for the game, I was never that with appropriating artwork. That's why Vicky is made with a character generator.

-I do want to have more reactions to your proxy's weight on the street. i have a couple in there, but that's not enough. part of the attraction to gaining is how other things respond so there needs to be more of those.

-The description of softness/firmness of belly/breasts is something that I've been thinking of how to implement. Still haven't thought of a solution yet. it would be nice but it's not something that's a priority at this point. BUT maybe I'll think of something

-I've vaguely considered doing a patreon but decided that I'm not big enough yet. i don't think my content is quality enough to warrant someone giving me money for it. Like for example, i only had around 1,200 downloads of my previous patch and the myre patch is sitting at around 400 downloads. Maybe once i get the dungeon and some more quests out I will re consider.
Title: Re: Next bellymod disscussion
Post by: Oppaithon on March 06, 2016, 08:21:00 AM
I was maybe thinking a contributions thread? where people could post artwork or descriptions.

Really just boost variety.

To be honest using artwork without permission can be poisonous in the long term. I used to use an MP3 player called Xion. The original creator ported a load of popular Winamp skins over to it. They then get found out. This basically turned off a chunk of the community to creating anything for it.

That said it can be a bit chicken and egg. I don't know if we can't use some completely free sources like Pixabay with a filter or a character creator, under the understanding that the images can be replaced by bespoke later.
Title: Re: Next bellymod disscussion
Post by: kilif on March 06, 2016, 08:16:12 PM
To be honest using artwork without permission can be poisonous in the long term. I used to use an MP3 player called Xion. The original creator ported a load of popular Winamp skins over to it. They then get found out. This basically turned off a chunk of the community to creating anything for it.

And I'd have to remove it if it were being used without the source's permission. I'd rather not deal with cease and desist stuff.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on March 06, 2016, 08:41:15 PM
To be honest using artwork without permission can be poisonous in the long term. I used to use an MP3 player called Xion. The original creator ported a load of popular Winamp skins over to it. They then get found out. This basically turned off a chunk of the community to creating anything for it.

And I'd have to remove it if it were being used without the source's permission. I'd rather not deal with cease and desist stuff.

Another reason why i wouldn't do it
Title: Re: Next bellymod disscussion
Post by: NepNep on March 07, 2016, 03:17:36 AM
The math has been a success after like 2 hours of looking for a missing ")" that was masquerading as a null reference error. It seems to be working as intended. Next I have to update things that rely on stomach volume like the description of fullness I put in the last patch. Also food needs to be re balanced for volume and caloric content. The feeding system has to be re factored a bit to account for the new changes. Lots of work to do but the hardest of the math is out of the way! REJOICE!


bad news is that these changes thoroughly break nostorodamus's mod...sorry >.>
Definitely looking forward to trying this out!  I've had thoughts about how to tackle this before since the original implementation is hilariously broken, but struggled at striking a balance between pseudo-realism, game balance, and whether it's actually any fun.

That, and as you found out, modifying organs in general tends to break compatibility. :V


Yeah, that's the challenging bit about trying to figure out proper descriptions based on numbers. The way that FM has "fat in organs" not counting towards total body fat kinda makes some sense when it's breasts, or hips to a much lesser extent, but I'm pretty sure most folks would call a person with a 100kg ball of belly flab at least "a little chubby". ;)
You could just eliminate the fat in organs part of that calculation, although then you eventually run into proxies with convenient fat distributions being called obese or "heavy and bulging."  That last one may not be so far off the mark though...


With the new stomach size rework, will you be adding options to help train up Myre's digestion rate as well? I got to the point where I was stuffing ten cheesecakes into her, and then having to wait upwards of 7 days for it all to digest.
This is the other awkward part about how the "stomach" interaction works -- digestion is handled as a flat reduction against the current calorie pool every hour, and this same calorie pool is used for fat loss calculations (in other words, exercise).  This is why even a few cream eclairs take so horrifically long to digest without grinding exercise events (or timelapsing via the debug menu).  The calorie rate can be boosted, but it's not hard to break either game balance or even the game's behavior this way (I've had a runaway situation more than once with a proxy just rapidly gaining weight which I think may have had to do with a floating math problem, but I couldn't consistently replicate it).

The food items themselves are another matter entirely.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on March 07, 2016, 03:32:05 AM
Yeah, the way digestion is handled should probably be reworked. I'd need to do some research first before i even thought about touching it though haha.

The only organ which should be broken is the abdomen one. that's the only one i made changes in.

Oh. I also missed your question cloack-ghost. i didn't have any plans for upping her digestion rate, no. I still have to do some research to how the game does that.
Title: Re: Next bellymod disscussion
Post by: Oppaithon on March 09, 2016, 04:35:59 PM
To be honest using artwork without permission can be poisonous in the long term. I used to use an MP3 player called Xion. The original creator ported a load of popular Winamp skins over to it. They then get found out. This basically turned off a chunk of the community to creating anything for it.

And I'd have to remove it if it were being used without the source's permission. I'd rather not deal with cease and desist stuff.

Another reason why i wouldn't do it

Is it possible to have some plain placeholder images? That way we can at least see how much artwork is needed.

I have been trying to figure out a simple way of doing them. Backgrounds can be pulled together by filtering public domain images like those from Pixabay, they are licensed for commercial use with no attribution.

Then the issue is the characters. One option would be to do a simple outline based on something like a poser render or a photo. Kind of like Tainted's character outline. I can't really draw myself, but a simple outline wouldn't be that hard to make.

Even then, just a plain fill with the image details in metadata or filename for replacement later.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on March 09, 2016, 08:20:35 PM
You overestimate my artistic ability. also I just have to many things on my plate to start worrying about art assets.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on March 10, 2016, 02:24:24 AM
I figured i should let everyone know what I'm working on.

Progress:

-Stubbed out a big part of the dungeon i have planned so you can move around but that's it.

-Working on the combat system a bit. Imagine when you hit attack you go into a menu where you can select body parts to attack (and have hit chances displayed). Some body parts should have benefits and costs to attack them (like headshots being harder to execute but giving bonus damage).

I think: Regular attacks (melee, ranged, whatever) will target specific body parts where special abilities (like magic or belly crushing attacks" will just be target based).

I plan on having the enemy actions be determined by a very rudimentary AI system (basically weighted percents ). Some of their actions may be multi turn affairs (giving a good reason to actually use defensive abilities instead of just attack attack attack). I'm working on these 2 things in tandem because the dungeon should have more combat. I hope to make the combat somewhat challenging but we'll see once it gets to a testable stage.

-Work continues on finishing the changes to the belly play interaction. I'll be adding some masturbation scenes and i might add some flavor speech text(like a very aroused proxy begging to be allowed to cum et cetera). Work has been slow in general this past couple weeks, pretty much just a lul in motivation (to counteract the very productive week where I put out the most recent release hahaha).


-As I've mentioned around, i also reworked how stomach volume is calculated and works. Overall your proxy's will be able to eat much less but those who wish to work around that will find a few stats to manipulate to get it to a more "agreeable" state). I've based most of my numbers off of real world averages so i'm happy where it is now but it will probably be tweaked over time. There are 2 things I still need to do here: re-implement the changes into the feeding system, and I need to figure out how to better deal with overeating (something more statistically interesting and actionable than just a percent chance).


I'll probably put out a release one i get the stomach rework finished. I don't have a timeline, but expect it sometime before the next 6 months hahaha

Thanks for reading!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on March 25, 2016, 01:37:31 AM
Small progress update:

The combat update has gone well. Slow, but well. I've got the basic systems working. The enemies can be attacked (their various body parts) and they can attack back with a few options. Still need to add more of all of this but it's working! Proof of concept is done.

I went ahead and added an extra description for belly firmness. pregnancy, food, pregnancy implants, and semen increase firmness and fat decreases firmness. it's not a perfect thing but i hop it will make people happy!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on April 07, 2016, 02:39:25 AM
I have an announcement that will probably make a few people happy. Because of feature creep I'll be adding some images in a specific location in my next release. these aren't commissioned, they're going to be home-made by yours truly. I recently got into some cheaty artistic stuff and figured i was good enough to put something simple in.

What I'm going to add is a visual display for the measurement event. so when you measure your proxy an image of their approximate belly size will display. If you want to see the style they'll be in you can visit my DA since Ive posted a few images there.
Title: Re: Next bellymod disscussion
Post by: SizableSnivy on April 08, 2016, 04:26:11 PM
Woo hoo! Fat people!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on April 10, 2016, 02:44:51 AM
Might put out a new release soon with the new visual content i have added. Just going to add some more images before i do
Title: Re: Next bellymod disscussion
Post by: dj_sharp on April 19, 2016, 06:24:23 PM
release plz)))
In current release stomach capacity never changes? It appears that proxy-characters have stomach capacity = 4 L but Myre has stomach capacity = 10 L lol
Title: Re: Next bellymod disscussion
Post by: Dohavocom on April 19, 2016, 09:15:54 PM
The changes i made to the stomach volume have not been released yet. In the base version stomach volume is equal to a stat (abdomen.max_volume) divided by 2. That stat is increased by have you belly size be near and or above that value.

As for when a release will come out: I plan on putting something out soon, but need to add a tiny bit of polish. I've also been very busy the past couple weeks prepping stuff for a huge DnD session (that happened this past Sunday) so that's out of the way now I'll see if i can speed that up
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 07, 2016, 07:24:29 PM
So as a result of a combination of unmotivation mixed with motivation Ive started working on images for Myre to show her growth over time.
Title: Re: Next bellymod disscussion
Post by: Aqua on May 07, 2016, 10:31:20 PM
oooh, nice. :D
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 10, 2016, 01:36:11 AM
oooh, nice. :D

Preview: http://dohavocom.deviantart.com/art/Myre-GIF-608097390 (http://dohavocom.deviantart.com/art/Myre-GIF-608097390)
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 11, 2016, 05:47:08 PM
I updated the download of the most recent release to include the new images previously mentioned. Get em while they're hawt!
Title: Re: Next bellymod disscussion
Post by: jimbobvii on May 12, 2016, 12:06:54 AM
I just got around to checking out the last release a couple days ago, so I'm already behind again.

It's a shame image support seems to be so limited; it'd be nice to be able to put together a composite image on the fly based on a mix of belly/breast/hip sizes and fat distribution ratios for a character viewer, but even if you created a single image file for each possibility (just for those three, with 30 or so possible sizes each, would be 27,000 images) you'd have to be able to call an image file from a generated string rather than a static file name, and I don't know if the engine actually allows that. Given that your mod seems to use templates as a large series of conditionals to load belly size images, I'm going to assume it doesn't.
Title: Re: Next bellymod disscussion
Post by: avakann on May 12, 2016, 01:15:33 AM
any possibility of making it compatible with the other mod?
Title: Re: Next bellymod disscussion
Post by: jimbobvii on May 12, 2016, 01:49:59 AM
To do so would require reworking just about all of the eating/drinking/size-checking events in the other mod - the stomach system in this mod is completely different. It's not impossible, but it would take a good chunk of time and effort, especially considering the impossible amounts of food you're expected to eat long before the content line is over.

The two mods aim to do completely different things - a semi-realistic stuffing mod versus a fantastical and implausible one.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 12, 2016, 01:51:00 AM


I just got around to checking out the last release a couple days ago, so I'm already behind again.

It's a shame image support seems to be so limited; it'd be nice to be able to put together a composite image on the fly based on a mix of belly/breast/hip sizes and fat distribution ratios for a character viewer, but even if you created a single image file for each possibility (just for those three, with 30 or so possible sizes each, would be 27,000 images) you'd have to be able to call an image file from a generated string rather than a static file name, and I don't know if the engine actually allows that. Given that your mod seems to use templates as a large series of conditionals to load belly size images, I'm going to assume it doesn't.
I've thought about ways to go about this problem (including just brute forcing it) but they all have problems. It also doesn't help that I'm learning to make these images as i go. I'm no artist haha. If i could just plop out and modify Atticus's display thing that would be awesome.

I might be able to call images based on a dedicated string, but i haven't really tried. I doubt it but i haven't actually tried(though i have thought about it briefly.


any possibility of making it compatible with the other mod?

I mean...It is kind of compatible in the fact that i have stomach volume scaling a little bit with the stat abdomen.max_volume, but since i lowered its effect on stomach that means you'll have to use the events in the other mod many many more times for their effects. (stomach volume used to be: stomach volume = abdomen.max_volume/2. Now it is (a bunch of math) + (abdomen.max_volume/100).

So there would be 2 ways to fix that.

1. Give abdomen.max volume a greater place in the calculation so the other mod doesn't need to be changed. I don't like this option because it would effectively return the problem that i removed with the changes i made.

2. I alter Nostorodamus's mod files. To be honest i don't want to mess around with someone else's files. That feels disrespectful to me. They're not my style and i already have a ton of plans for my content let alone someone else's. Honestly I'd love to get in contact with him. We could conspire and plot and plan for our mods together. Unfortunately i have no ideas where he hangs out or anything. If you know where i can get in contact with him then we could get something working. Until that happens any plans i have for changing his content will be on the back burner.

If you want to just revert the changes just get a fresh copy of the base game, and my mod and delete the organs folder from my mod before installing it, that will return the comparability to its previous state.
Title: Re: Next bellymod disscussion
Post by: Ajax on May 12, 2016, 03:18:48 AM
I think that as long as you EXPRESSLY say that the version you've modified to work with your mod isn't the original, it should be fine. Usually people who disappear on the internet don't show back up under the same name, and when someone does that they really want to distance themselves from their old work.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 12, 2016, 03:54:24 PM
I think that as long as you EXPRESSLY say that the version you've modified to work with your mod isn't the original, it should be fine. Usually people who disappear on the internet don't show back up under the same name, and when someone does that they really want to distance themselves from their old work.

Its still a very fine line that i don't want to worry about. I mean  The important thing is that i don't have the time of motivation to do it. I would have to alter like half the files in the mod to make them approach compatibility and i just really don't want to do it. If someone else wanted to do it i'd support them in that effort, answer questions, explain how i might go about it but it's not on my personal to do list. Sorry
Title: Re: Next bellymod disscussion
Post by: jimbobvii on May 15, 2016, 04:04:57 AM
Actually, how exactly does fullness calculation work now? I can see that stomach volume is basically your base volume multiplied by the current stretch factor, but even then it seems like it's possible to stuff someone well above their current volume. What exactly determines when enough's enough?

I might take a stab at rebalancing at least the bathhouse and cafe portions of nost's mod, but I guarantee nothing. I was already going to clean up the text and revamp the milk barn portions of it for my own use anyways.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 15, 2016, 08:56:14 AM
Actually, how exactly does fullness calculation work now? I can see that stomach volume is basically your base volume multiplied by the current stretch factor, but even then it seems like it's possible to stuff someone well above their current volume. What exactly determines when enough's enough?

I might take a stab at rebalancing at least the bathhouse and cafe portions of nost's mod, but I guarantee nothing. I was already going to clean up the text and revamp the milk barn portions of it for my own use anyways.


Believe it or not i DID have all the stomach volume code stuff commented but i removed it all in the process of hunting down a bug and never re-added it.

Basically abdomen.stomach_volume is the point where you are "full". Filling the stomach with food above that point causes the stomach to stretch(increasing the variable stomach.stretch_rate). Functionally you can keep filling the stomach but the more stuff in there, the more likely the proxy is to vomit (also, the rate of stomach.stretch_rate increase doesn't grow past like 150% fullness. This means that  stomach.stretch_rate increases by a certain amount at 150% fullness but if you fill it to say 200% capacity it still only stretches the same amount)

The math is designed to create a logarithmic curve so that the stomach stretches less as it get closer to the max stretch rate. I might still tweak the math in the future but i haven't gotten much feedback on it =P

Now, if i was to go about changing Nost's mod i would alter the files with expand the events that change abdomen.max_volume and make them either change stomach.stretch_rate and/or stomach.max_stretch_rate(or whatever i have it actually called).

that's a good starting place anyway
Title: Re: Next bellymod disscussion
Post by: h.coder on May 15, 2016, 11:10:00 PM
If you like to stick with stock game logic, it's will be nice if you use gene "generic.regen_rate" as part of the calculation for stretch rate. "generic.regen_rate" - designed to not only show the direct healing speed, but also to show how fast body can adapt to changes.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 15, 2016, 11:29:40 PM
If you like to stick with stock game logic, it's will be nice if you use gene "generic.regen_rate" as part of the calculation for stretch rate. "generic.regen_rate" - designed to not only show the direct healing speed, but also to show how fast body can adapt to changes.

I did consider using that variable but it's too big haha. The number that increases is the rate (the default max stretch rate I've set is is 4) so if i increased the stretch rate by the regen rate it would increase the rate by a huge amount each hour.
Title: Re: Next bellymod disscussion
Post by: h.coder on May 16, 2016, 04:32:03 PM
You can use it in your formula, not just value from that gene as is.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 16, 2016, 04:43:33 PM
You can use it in your formula, not just value from that gene as is.

next time i take a pass at that area of the code I'll see if i can fit it in
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 18, 2016, 01:06:09 AM
I added a lewdness description to my current build. The descriptors may need to be tweaked, but this feature is in the pipe for my next release.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 18, 2016, 06:15:36 PM
I've been working on a new set of myre images(relaxing at night). Here is a gif of what I have so far

(http://orig14.deviantart.net/16a1/f/2016/139/9/4/myre_relaxing_gif_by_dohavocom-da31hyk.gif)
Title: Re: Next bellymod disscussion
Post by: GeekingOut on May 23, 2016, 03:45:58 PM
The thing that confused me a bit was that the stretch descriptions were like "very stuffed" but didn't seem to trigger any vomiting despite that. Perhaps the descriptors should reflect not how it is towards the base max volume for the person but for its current max volume.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 23, 2016, 04:47:09 PM
You're right, it should give some indication of nausea. I'll see what i can do.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 23, 2016, 05:16:46 PM
The thing that confused me a bit was that the stretch descriptions were like "very stuffed" but didn't seem to trigger any vomiting despite that. Perhaps the descriptors should reflect not how it is towards the base max volume for the person but for its current max volume.

I went in and added a brief description for nauseousness. you have to check the appearance menu to see it and it seems often its too late to react to but it's there.
Title: Re: Next bellymod disscussion
Post by: docarrol on May 24, 2016, 02:16:56 AM
Would it be possible to add a printout to the main text window about the proxy's nausea (or fullness, or belly appearance, or whatever) by editing the "eat" action on the "abdomen" organ (or a custom variant)? Or add a call to a template script to do the printout, if it can't be done directly from the action?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 24, 2016, 02:40:00 AM
Would it be possible to add a printout to the main text window about the proxy's nausea (or fullness, or belly appearance, or whatever) by editing the "eat" action on the "abdomen" organ (or a custom variant)? Or add a call to a template script to do the printout, if it can't be done directly from the action?

actually. I thought you were asking on thing but realized you were asking another. That is a good question/idea! I'll do some poking around.
Title: Re: Next bellymod disscussion
Post by: docarrol on May 24, 2016, 05:29:33 AM
Would it be possible to add a printout to the main text window about the proxy's nausea (or fullness, or belly appearance, or whatever) by editing the "eat" action on the "abdomen" organ (or a custom variant)? Or add a call to a template script to do the printout, if it can't be done directly from the action?

actually. I thought you were asking on thing but realized you were asking another. That is a good question/idea! I'll do some poking around.
Yeah, sorry, I had meant to quote the previous conversation (and offer a possible suggestion to accomplish what you and GeekingOut were suggesting), but apparently I failed there. Luckily you were able to figure out what I was trying to say ;)

I've been looking some more at the organ files, and the actions. I haven't tried to modify anything yet, so I can't say for sure, and I can't see any place where the "Script to Action" or "Next Hour Script" in the base organs call the templates, but those scripts do appear to be doing the same kinds things that the scripts inside the <%%> in the Event texts do, and I know calling templates from there is possible, so I suspect it should work.
Title: Re: Next bellymod disscussion
Post by: Griff on May 28, 2016, 08:55:05 AM
Many ETA on the next update?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 28, 2016, 11:36:45 AM
Many ETA on the next update?

I have no idea haha. Motivation and time has been low as of late. Not soon TM
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 11, 2016, 02:11:06 AM
Just as an update for any interested parties:

I've been pretty unproductive recently. Sorry. I've actually been busy with work and what not and what free time i have has been split between DnD prep, Blood and Wine, Stelaris, Stardew Valley, and family/relationship time.

What i've currently got on my mine for my mod

1. Multi-bodypart growth image representation. I might be able to display multiple bodyparts growing instead of just the belly i have now. As it sits now i would only be able to use 2 body parts (would be breasts and belly) but i still have a few experiments to see if it will be viable.

2. I'm currently sitting down to work a bit on another job for your proxys to do. I've gutted like half of what i had prior (an interview scenario to determined starting pay. it just came off really creepy to me). Now you just have a crappy starting pay that you'll be able to improve by passing certification exams or something (also maybe a little office romance to bump up your pay later on).

3. everything on the list in the OP

Title: Re: Next bellymod disscussion
Post by: docarrol on June 12, 2016, 01:15:23 AM
2. I'm currently sitting down to work a bit on another job for your proxys to do. I've gutted like half of what i had prior (an interview scenario to determined starting pay. it just came off really creepy to me). Now you just have a crappy starting pay that you'll be able to improve by passing certification exams or something (also maybe a little office romance to bump up your pay later on).
I've been thinking for a while there's a lot of room for more fetch-carry type quests, between the magic store, the pet shop, muffin-top cafe, the farm, the new body shop, etc. Other types of resources, new animals to sell to the pet shop, or specific types of sperm, etc. I mean there's a limit to how long stuff like that is interesting, but the game seems like it's set in an interesting post-magipocalypse world; I'd like an excuse to go out and explore some more.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 12, 2016, 08:42:40 PM
2. I'm currently sitting down to work a bit on another job for your proxys to do. I've gutted like half of what i had prior (an interview scenario to determined starting pay. it just came off really creepy to me). Now you just have a crappy starting pay that you'll be able to improve by passing certification exams or something (also maybe a little office romance to bump up your pay later on).
I've been thinking for a while there's a lot of room for more fetch-carry type quests, between the magic store, the pet shop, muffin-top cafe, the farm, the new body shop, etc. Other types of resources, new animals to sell to the pet shop, or specific types of sperm, etc. I mean there's a limit to how long stuff like that is interesting, but the game seems like it's set in an interesting post-magipocalypse world; I'd like an excuse to go out and explore some more.

The problem i would have with adding fetch quests is that the game is already very obtuse to navigate. That being said i've started a bit of collection quest  things (which don't amount to much currently).

The office job I'm working on is a simple data entry job: One of the things I'm going to be putting into it is little tidbits about the stuff you're copying. The company is a huge mega corporation that has been around since before the magiwhateverpocolypse (it's not my setting), so you'll be copying old records since before the indecent. One of the things i eventually plan on doing with this is link it up with the dungeon I'm building in the old city. The dungeon will be an old secret research facility for the company and you'll be able to find hints to be able to look for it from this job.


On another note: I fixed the problem I was having with getting 2 images to line up. So now i should be able to do a profile image with 2 changing body parts. Hooray!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 14, 2016, 04:01:17 AM
I have good news! I made a ton of progress the past few days. I've gotten bellies up to size 200 drawn, colored and implemented in the mod. I even made some progress on the breast images as well but realized they look silly when the proxy doesn't have a belly (think torpedoes sticking off the chest) I also have decided that i didn't like the breast coverings that i choose, so I'm going to revisit that as well.

TL;DR: Things are going well. Bellies have been drawn and implemented
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 18, 2016, 02:01:45 AM
Status update. I have finished with the all the work on the new images that I'm willing to put in at the moment. So now the measurement event shows growth in the breasts and belly. The belly images go up to size 200( a measurement in CM out from the stomach...200 CM) and the breast images go up to size 50cm. The breast images at the larger sizes don't look great but i hope they're at least passable. I'll be visiting them in the future when H.Coder elaborates on the image system.

The way I've made this happen is just with simple overlapping images. As it stands i have 2 layers to work with (the background image and the character image) So i have the belly image as the background and then i plop the upper torso on top in the character image slot. The 2 nicely composite together to make the new portrait.

I talked to H.Coder about this before i started work on it and he says that in the future he'll add support for more images at a time. When this happens I'm going to revisit this again to add more vectors of change (Belly, Breasts, Butt, thighs, general bodyfat(represented by like arm fat/anklefat et cetera), hair length, hair color, and more maybe because ).

Anyway. I plan on putting out a release...sometime in the next week(I'm giving a wiiiiide estimate)
Title: Re: Next bellymod disscussion
Post by: Dohavocom on July 18, 2016, 02:17:42 PM
I've been working on expanding the office environment, and I'm really happy where its going. You'll be able to work (similar to the other jobs in the game) and improve your rate of pay through various means(passing typing tests and shit). You boss is kind of lecherous with a belly fetish so females will be able to exploit him by putting on weight an coercing him to pay you more. Alternatively males might be able to leverage another (very fat female) manager to intercede with the lecherous manager and get you some raises in exchange for...lets call it companionship?


I also have thoughts about a hypothetical sex system remake in the future. If i do do that I'm going to make separate sex events for when one or more partners has a huge belly. Like a person sized belly. but that's a ways off.

I'm also tentatively adding more food items, i recently added a type of soda pop which i felt was missing so i added it.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on July 27, 2016, 03:29:25 AM
As a small side project I've added a lotion that will with repeated use remove most of a proxy's stretchmarks.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on July 31, 2016, 01:34:50 AM
Dear Diary;

Today i worked on the combat overhaul for once. It actually went really well. I have both the cat girls and Tentacle beasts in a fightable state. That means you can hurt them and they can hurt you back. Both of them have more than just a basic attack, they currently have an attack that they have to spend a turn preparing to do. This attack is currently just a flurry of blows for now (3 for the cat girl and 5 for the tentacle beast) which is very potentially deadly for the tentacle beast.

I'm happy with where they are for the moment. I'm going to give them another pass (with more abilities/conditional attacks) but first i want to get the other enemies implemented first.

Enemies on that list are:
1. Boar
2. Zombie Robot Intern
3. Slime
4. Maybe a random thug you can find roaming in the city

I also need to add more player options besides basic attacks. things like:
1.Defensive actions (to defend against the powerful attacks monsters can use): Dodging, blocking, absorbing damage from an attack with your belly.
2.Special offensive actions: a charge up attack that the player can use(like a literal charge) crushing enemies with your huge belly (which will probably take a turn to prepare)




I'm sure everyone is curious when a next release is coming. I'll tell you that i have no idea but i can tell you what i want to have done for the next release. I want to have at least this stuff:

1. Combat overhaul
2. First floor of a dungeon in haze city (i have the basic locations for the dungeon stubbed out with no content but I have a really good idea of how I want things to work there)
3. An office building for a non sexual job. will be used to unlock the dungeon. I already a bunch of content for the office job(about as much as the other jobs in the game)

So that's where things stand for the next update!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 03, 2016, 07:32:57 PM
I've posted the image I made for the new monster I'm making on my DA: http://dohavocom.deviantart.com/art/Zombie-Robot-Intern-625814737

Behold the Zombie Robot Intern!
Title: Re: Next bellymod disscussion
Post by: dj_sharp on August 09, 2016, 06:06:34 PM
dohavocom release plz)))))))
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 09, 2016, 08:18:32 PM
dohavocom release plz)))))))

Its not ready yet!

By not ready i mean there is a bunch of very unfinished stuff. I've been busy with work, though i plan to get a bunch done in this next week or so
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 11, 2016, 02:52:52 AM
Made more progress on the combat systems tonight. Did some re-balancing on how "to-hit" is calculated. Now it takes into account a defensive stat.

I've made it so that both the attack and defense stat are affected by tiredness. so the more tired you are the harder it is to hit something. I plan of having combat tiring for you and your enemy (so you'll be able to wear you enemies down. ) and I'm going to work on that next.

There is now a stat (skill.combat) that also gets added to your attack accuracy. I've added an event in the base and a daily task so you can train it. You can only train it up to 20 for now with those events because it would be the proxy basically training them selves. I plan on adding additional trainers to get that stat higher. That being said its a powerful stat so it will be pretty hard to train and come by.


So in terms of plans for specific enemies. For the tentacle beast, i plan on having them be very powerful/deadly but quick to tire. So if you survive their initial attacks either through luck or your proxy's skills they should be easier to beat. I might also make them try to run away when they get tired to make them more interesting.

Well that's where i am at the moment. Hope to make some more progress tomorrow!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 15, 2016, 06:42:56 PM
I've got tiredness implemented in the combat now. So now your attacks tire you out (a base amount reduced by a percent determines by your endurance and combat skill. actually i should probably include proxy size in that somehow...maybe later) and the enemies also get tired out in the same manner. Being tired affects your accuracy and defensive value.

I've also implemented part of the inventory system. Specifically I have beverages implemented, so you can reduce your tiredness with a beverage. with the items as they are now it seems that coffee is particularly effective for this. You wont be able to drink or eat anything if your stomach is full. For the most part the amount you can consume in combat will be less than a proxy would be able to consume outside of combat. For me it doesn't make sense for for a proxy to really stuff themselves while currently engaging in physical activity.

This does pave the way for an interesting element to the future slime type enemies. If the feed themselves to you then you wont have room in your stomachs for restoratives (potions of foods). I think that's a compelling reason for me to add them (different mechanic than just beating you down).


Right now I'm pretty pleased with how the overhaul is going. Right now fights are going to be very difficult for untrained proxy's (as it should be). But as a proxy trains they will get easier. they'll get less tired by combat and they'll be able to hit enemies more easily.


Right now large proxies will be at a huge disadvantage(and they always will be). After a certain size it will basically guarantee that all the enemies attacks will hit. You wont see a 500 lb proxy dodging any attacks. How ever i intend to add things that make them viable in combat should that be required.
- dropping your belly(and maybe breasts) on an enemy which i plan to not have an accuracy check but have it take a turn to "wind up"
- blocking with your belly: if you see that an enemy is charging for a heavy attack then you should be able to use your belly as a shield of sorts. While not strictly speaking realistic i feel there is enough fantasy/cartoon precedent that it wouldn't really be that out of place. It wouldn't stop damage but it would provide a big percentage buff to damage reduction until your next turn
-perhaps passive damage reduction for fat proxies?

I'm certainly open to suggestions for other additions to "huge combat"

So next on my immediate to do list is: defensive actions, solid food, potions, belly actions.
Title: Re: Next bellymod disscussion
Post by: docarrol on August 16, 2016, 03:15:39 AM
Sounds like it's really coming along; good work :)

Just out of curiosity, how does your combat effectiveness increase as you level up your combat skill?
A flat, linear increase?
Exponential? - Even at small powers, it still will grow just too quickly in the long run
Polynomial? - If you don't want a strictly increasing curve
Logarithmic? - Continues to increase, but at progressively slower and slower rates, approaching a max upper bound
Sigmoid? - Interesting for some applications, the 'S' curve grows slowly at the beginning and end, and rapidly in the middle, also with a max upper bound

Personally, I usually find strictly linear progression a little boring, and tends to lead to grinding. Unbounded increases at the top end are always difficult to balance: you'd need new or leveled up enemies to provide a challenge, or else everything becomes too easy over time. Personally, I like the ones that allow for continued growth but with diminishing returns. Sigmoid is fun for natural growth stuff, but can be a little fiddly to fine tune the shape of the progression curve.

I had an idea for a 'search' or 'forage' skill, when looking for stuff in the forest, beach, farms, or wherever; Make it easier to find stuff and/or increase the amount of stuff when you do find it. I thinking I'd have the bonuses would grow logarithmically, while the skill would increase linearly as you use it.
(possibly have two buttons: one for foraging one for exploring/looking for a fight? - you might find a fight while foraging, but at a lower rate, and you wouldn't ever stumble into/out of the the zone of the forest you're in; but if you were exploring/looking for trouble, you might find a fight, or nothing, or one of the other zones, but wouldn't ever pick something off the ground, or at lease very rarely: trade-offs. Actually, what I'd really like to see is the ability to pick what you want to forage for, or what monster you want to hunt. But since we're limited to a small set of buttons, that'd be really awkward and excessively limited. Too bad there's no provision for text input, or a drop down menu or something.)

[Edit] I was just reading about this recently, that's why it occurred to me to ask. If anyone was wondering. (http://spiffspacely.com/balancing-equipment-for-math-hating-game-designers)
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 16, 2016, 03:43:53 AM
Sounds like it's really coming along; good work :)

Just out of curiosity, how does your combat effectiveness increase as you level up your combat skill?
A flat, linear increase?
Exponential? - Even at small powers, it still will grow just too quickly in the long run
Polynomial? - If you don't want a strictly increasing curve
Logarithmic? - Continues to increase, but at progressively slower and slower rates, approaching a max upper bound
Sigmoid? - Interesting for some applications, the 'S' curve grows slowly at the beginning and end, and rapidly in the middle, also with a max upper bound

Personally, I usually find strictly linear progression a little boring, and tends to lead to grinding. Unbounded increases at the top end are always difficult to balance: you'd need new or leveled up enemies to provide a challenge, or else everything becomes too easy over time. Personally, I like the ones that allow for continued growth but with diminishing returns. Sigmoid is fun for natural growth stuff, but can be a little fiddly to fine tune the shape of the progression curve.

I had an idea for a 'search' or 'forage' skill, when looking for stuff in the forest, beach, farms, or wherever; Make it easier to find stuff and/or increase the amount of stuff when you do find it. I thinking I'd have the bonuses would grow logarithmically, while the skill would increase linearly as you use it.
(possibly have two buttons: one for foraging one for exploring/looking for a fight? - you might find a fight while foraging, but at a lower rate, and you wouldn't ever stumble into/out of the the zone of the forest you're in; but if you were exploring/looking for trouble, you might find a fight, or nothing, or one of the other zones, but wouldn't ever pick something off the ground, or at lease very rarely: trade-offs. Actually, what I'd really like to see is the ability to pick what you want to forage for, or what monster you want to hunt. But since we're limited to a small set of buttons, that'd be really awkward and excessively limited. Too bad there's no provision for text input, or a drop down menu or something.)

Right now i have it so that training the combat skill is minorly logarithmic because of how powerful the stat is.

I think what might work better for that would be a toggle able mode somewhere. You could set it to "forage" or "hunt" and basically i alter the likelihood of certain events activating. That would be the least invasive way of implementing that (from a user experience angle)
Title: Re: Next bellymod disscussion
Post by: docarrol on August 16, 2016, 05:07:48 AM
I think what might work better for that would be a toggle able mode somewhere. You could set it to "forage" or "hunt" and basically i alter the likelihood of certain events activating. That would be the least invasive way of implementing that (from a user experience angle)
Cool, I like it. Better than having a profusion of extra buttons.
Maybe something like the Kau pendant? And the events checks if you're carrying it when calculating the percent likelihood of happening. Like if you're carrying a "foraging collecting bag" you get the bump to foraging events, and if you're carrying, I don't know, a "hunting knife" you find more fights. I guess if you're carrying both of them, it cancels out?

Or maybe the items are "equipable" in the inventory - I know most things can be "consumed/used" from the inventory screen, so I would imagine it would be possible to create items that set a "hunt" or "forage" personal flag when you activate "use" action. "Using" the foraging item would turn the "foraging" flag on (and turn off "hunting" if set); using it again would turn "foraging" off. "Using" the hunting item would turn the "hunting" flag on (and turn off "foraging" if set); using it again would turn "hunting" off. Then those flags would be checked by a template linked in the event conditional checks, when determining which of the possible events to show.

Or one flag with three states - off|hunt|forage. Or instead of having two individual items, you could just have one item that cycles through those three states when you use it.

But if you're doing a combat overhaul, I imagine you're already way ahead of me as far as "equiping" items, weapons, armor, etc. Probably done similarly to Nostro's spells, now that I think about it. Nonconsumable items that remain in your inventory.
Right, well then, that's me just now getting to old ideas that have been around for ages ;)
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 16, 2016, 01:00:27 PM
I think what might work better for that would be a toggle able mode somewhere. You could set it to "forage" or "hunt" and basically i alter the likelihood of certain events activating. That would be the least invasive way of implementing that (from a user experience angle)
Cool, I like it. Better than having a profusion of extra buttons.
Maybe something like the Kau pendant? And the events checks if you're carrying it when calculating the percent likelihood of happening. Like if you're carrying a "foraging collecting bag" you get the bump to foraging events, and if you're carrying, I don't know, a "hunting knife" you find more fights. I guess if you're carrying both of them, it cancels out?

Or maybe the items are "equipable" in the inventory - I know most things can be "consumed/used" from the inventory screen, so I would imagine it would be possible to create items that set a "hunt" or "forage" personal flag when you activate "use" action. "Using" the foraging item would turn the "foraging" flag on (and turn off "hunting" if set); using it again would turn "foraging" off. "Using" the hunting item would turn the "hunting" flag on (and turn off "foraging" if set); using it again would turn "hunting" off. Then those flags would be checked by a template linked in the event conditional checks, when determining which of the possible events to show.

Or one flag with three states - off|hunt|forage. Or instead of having two individual items, you could just have one item that cycles through those three states when you use it.

But if you're doing a combat overhaul, I imagine you're already way ahead of me as far as "equiping" items, weapons, armor, etc. Probably done similarly to Nostro's spells, now that I think about it. Nonconsumable items that remain in your inventory.
Right, well then, that's me just now getting to old ideas that have been around for ages ;)

Unfortunately "equiping" things is not natively supported by fetishmaster. I don't have any weapons implemented, but i have thought about it. If i do include weapons in the combat overhaul its going to be a very limited selection that wont include armor at all. I'm more likely to have a magic system than a weapon system.
Title: Re: Next bellymod disscussion
Post by: docarrol on August 17, 2016, 02:47:57 AM
Maybe not "equipping" per se, but based on the action of the pendant to the Kau town, we know it's possible to have events and template scripts check for proxy.hasItem(); and from other interactions, the "use" action for an item in the inventory can be used to set personal flags, set temporary or permanent status effects, even add or remove organs (like the kau transformation potion).

So it seems like it should be possible to create, for example, a weapon item that increases your attack skill while you have it in your inventory, if your combat script can check for proxy.hasItem(). Or the weapon item might toggle an "weapon_equpiped" stat when you "use" it, and the combat script could check that. Or "using" the weapon could toggle add/remove a bonus to the "generic.attack" skill or stat. Or you could toggle the addition/removal of a custom organ to do the same thing.

But you've said you've got a system you like working already, and functionality now always trumps a hypothetical down the road.
I'm just thinking out loud, as it were; it seems like there might be options hack in some kind of functionality there, if someone wanted to do it that way.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 17, 2016, 03:10:16 AM
Maybe not "equipping" per se, but based on the action of the pendant to the Kau town, we know it's possible to have events and template scripts check for proxy.hasItem(); and from other interactions, the "use" action for an item in the inventory can be used to set personal flags, set temporary or permanent status effects, even add or remove organs (like the kau transformation potion).

So it seems like it should be possible to create, for example, a weapon item that increases your attack skill while you have it in your inventory, if your combat script can check for proxy.hasItem(). Or the weapon item might toggle an "weapon_equpiped" stat when you "use" it, and the combat script could check that. Or "using" the weapon could toggle add/remove a bonus to the "generic.attack" skill or stat. Or you could toggle the addition/removal of a custom organ to do the same thing.

But you've said you've got a system you like working already, and functionality now always trumps a hypothetical down the road.
I'm just thinking out loud, as it were; it seems like there might be options hack in some kind of functionality there, if someone wanted to do it that way.

Yeah, if i add weapons, its just going to add new combat options if you have it in your inventory.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 21, 2016, 02:52:06 AM
Tonight i was able to implement blocking and resting as quick mini projects.

The basic block provides a base damage reduction of 30% with additional reduction based on your proxy's combat skill and endurance.

The small resting event in combat provides tiredness reduction based on you endurance. Better get you proxy running!

Things are moving forward
Title: Re: Next bellymod disscussion
Post by: Gilaf on August 21, 2016, 06:12:01 PM
Question: How integrated will this combat system be with the rest of the bellymod? I'm not much for a bunch of sizeplay in that regard, just not really my thing,  but this combat redux sounds really awesome.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on August 21, 2016, 07:30:01 PM
Question: How integrated will this combat system be with the rest of the bellymod? I'm not much for a bunch of sizeplay in that regard, just not really my thing,  but this combat redux sounds really awesome.

I don't know if the combat system will be awesome but it will certainly be better than the base game by leaps and bounds. So far the combat stuff doesn't have any belly related stuff in it yet. Well mostly. How many curatives you can consume is limited by your stomach size and large proxys get a bunch of penalties to a bunch of stuff. But I'm glad you're looking forward to it
Title: Re: Next bellymod disscussion
Post by: Dohavocom on September 08, 2016, 04:39:28 AM
Things move forward slowly because of work an what not. Here's what I've done recently on the mod:

I've done some reworking for the framework that calculates damage ( to allow for blocking by both players and enemies)

Tonight i went through and added math for calculating how much a proxy's belly actually weighs since that wasn't actually set anywhere. I'll be using this variable to set how much damage is done by dropping your belly on an enemy. As an aside i had an idea for how to implement a feature that i think some people would be interested in: Belly air inflation. it would take a little bit of code to get to work, but not too much. Its on the back back burner but it's on my radar for the future! I'll even add it to the todo list.

I added a couple small items to be found by wandering in the field near the farms. A handful of berries that can be eaten. Its just a simple food. And wild flowers which can be sold(that's their only purpose at the moment. They may be used in a quest in the future as a gift or something)

I've also added a feature that i might release as an optional change or just in the main mod and that is: Weight gain during pregnancy. IRL women are expected to gain like 30 lbs during a pregnancy. It's literally like one line of code i changed for this so it would be trivial to remove/split off if people don't like it.

So on my immediate to do list:
Title: Re: Next bellymod disscussion
Post by: Dohavocom on September 08, 2016, 07:48:35 PM
Alright i have a belly smash ability implement in combat however i need to do a ton of balancing for it. Right now it does a percentage of the enemy's current health in damage + an amount of damage based off of the weight of the proxy's belly. The problem I've encountered is that as the belly grows outward from the waist linearly the weight of the abdomen grows exponentially. I mean i guess it does make sense for a belly the size of a golf cart to one-hit a lot of enemies but that doesn't make for interest gameplay in this system. I'm considering making the damage dealt be more focused on percentile damage (so the bigger you get the higher the percentile damage. I'll also have to increase the cost to use it (in tiredness) so that using a huge belly as a weapon is powerful but also exhausting to do even once.

I'm going to keep messing around with it but I'm actually going to be out of town this weekend.
Title: Re: Next bellymod disscussion
Post by: dj_sharp on October 01, 2016, 05:46:40 PM
How is the development progressing? Cant wait to see the new features you mentioned... Like something about the combat)) And also some sort of office building)) Dohavocom plz r u still with us? its been a while since you posted update message here))(((
Title: Re: Next bellymod disscussion
Post by: Dohavocom on October 01, 2016, 11:01:45 PM
Yeaah I've been meaning to post. This have slowed a bit because i got an actual pretty good fulltime job. I've added pizza!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on October 01, 2016, 11:12:02 PM
I've also been chipping away at implementing slimes but nothing is really naled down about them. my most recent hurdle is figuring out why all the enemies have 100hp even when i explicitly give them different hp values
Title: Re: Next bellymod disscussion
Post by: NewVegasRanger on October 02, 2016, 10:03:12 AM
I've also been chipping away at implementing slimes but nothing is really naled down about them. my most recent hurdle is figuring out why all the enemies have 100hp even when i explicitly give them different hp values

are you viewing the 100 in the combat system? cause i noticed that those values are on the level of 100% health rather than 100 points of health.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on October 02, 2016, 11:44:47 AM
I don't think its that because the player's health is not a percentage,  and damage dealt to the monster still subtracts 1 for 1
Title: Re: Next bellymod disscussion
Post by: h.coder on October 03, 2016, 11:48:48 AM
You can't directly setup max HP for character - game recalculate it from primary stats every turn (so it's will be overwritten). Formula is maxhp=generic.end*1.5
But you can directly adjust value of max HP through effects as any other RNA stat.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on October 03, 2016, 11:23:28 PM
You can't directly setup max HP for character - game recalculate it from primary stats every turn (so it's will be overwritten). Formula is maxhp=generic.end*1.5
But you can directly adjust value of max HP through effects as any other RNA stat.
The thing that's weird is that enemies always have 100 max HP regardless of their endurance stat
Title: Re: Next bellymod disscussion
Post by: Griff on October 19, 2016, 07:45:14 AM
Eta on the next update?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on October 19, 2016, 10:59:14 AM
Eta on the next update?
Sometime in the future haha. I have a lack of free time atm. Though next month i have 3 4 day weekend, so i expect to get a lot done then. Sorry. What time i have had I've been chipping away at the combat stuff. tweaking numbers and what not
Title: Re: Next bellymod disscussion
Post by: Dohavocom on November 01, 2016, 12:08:15 AM
Time for an episode of good news bad news!

Good news! I have a new full time job with good pay and benefits!

Bad news! That means less free time in general so less time to work on FM

Good news! I recently brought the DnD campaign i was running to an end so that means i'll have more free time than i normally would have had.

Bad news! however for the moth of November i'm going to attempt to write the very rough draft of a novel. I'm participating in http://nanowrimo.org (http://nanowrimo.org) which means i'll be trying to write at least 1700 words every day

Good news! My new job has PTO at the start so i actually have 2 four day weekends which should give me time to work on both FM and my hypothetical novel.

TL;DR: I'm going to be very busy the next month
Title: Re: Next bellymod disscussion
Post by: Dohavocom on December 06, 2016, 02:22:06 AM
So, Update news again. For those who care i finished the NaNoWriMo challenge and wrote 50k words on a novel in November. The bad news is: I'm not finished with the novel yet. i anticipate another like 20-20 thousand words. that still does leave more room than last month, so i play on working on the mod here and there when i can because i miss working on it.

I've figured out that the next time i remake the character images the characters are going to be topless. Or maybe i'll make them topless after a certain size (after a reasonable bra size probably. Mostly because it will be easier.

But that's all for now. Thanks for your patience. Hopefully all this writing will help with the speed of the fetish writing in the future
Title: Re: Next bellymod disscussion
Post by: Dohavocom on January 13, 2017, 09:05:34 PM
status update time!

I've decided I'm going to move away from the combat. as of current the new system is functional and overall better than the previous incarnation(though more complexly coded. sorry lol). As it stands there are now 3 enemy types (I'm not going to port the 2 generic robot enemies because they're boring and add nothing. I'll make it so that part and batteries can be obtained in another way).  There are cat-girls, Tentacle beasts, and black smile. all of them are more deadly before so you'll have to do some training of your proxy's before trying to fight them. Slimes can feed you during your combat, lowering your stats, and filling your stomach, preventing you from using food based consumables during combat. if you lose to them they fill your stomach to ridiculous levels and leave you. This has the effect of slightly increasing the max stretch amount of your proxy's stomach(which I'm sure some people will like). You can now buy empty bottles and if you have some on you when you beat the slim you can gather a bottle of it(which you can optionally consume. it restores a bunch of HP but also gives you a bunch of stat debuffs that naturally recover over time). this will be used in later updates to the dungeon.

I should also add that i intend to add some negative effects to consuming  slime in the future, but for now it just comes with some very minor stat debuffs.

Actually, i might have to add one more enemy type, the wild boar...we will see.


I've altered the belly smash attach to just deal a percentage of the enemies max health in damage. The heavier your belly the higher the percentage up to like 40% at the top i think. The attack doesn't miss, but then again, it takes a turn to prepare.


So now i need to flesh out the dungeon with flavor text and some things to do/find. the slimes already appear in an area. they're likeliness to attack is tied to your stomach fullness. if you have an empty stomach they're likely to attack you. but if you're full they'll leave you alone.

I also quickly added a skill representing a proxy's ability to not throw up from overeating. currently its trained by overeating. It subtracts from the chance of throwing up from over eating. Its currently capped, but its caped at a place where even maxed out it will be useful.


Other things i intend to do before release:

- more office related stuff. still playing around with things. I'm not sure how far i want to go with the weight gain part of it yet. I'm trying a few things, so we'll see.
-stuff related to combat training. getting a combat training location in your house so you can train. i need to create an npc and location where you learn belly combat skills. I also need (maybe in the same place?) an advanced combat trainer(you can only train yourself so much).
-I should probably add a few more combat things for the player to do. More blocking, and a couple special attacks (probably unlocked by said trainers above).
-I want to rework how digestion is calculated, but after a few attempts its been difficult to figure out something that works.


that's pretty much everything on my to do list currently. I'm still generally short on freetime but it shouldn't be too much longer for the update




Title: Re: Next bellymod disscussion
Post by: Gredias on February 15, 2017, 10:25:48 AM
status update time!

-snip-

that's pretty much everything on my to do list currently. I'm still generally short on freetime but it shouldn't be too much longer for the update

Dunno if this has been brought to your attention, but speaking of catgirls, catgirl proxies seem to annihilate some systems and cause nulls by consuming anything
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 15, 2017, 11:13:03 PM
status update time!

-snip-

that's pretty much everything on my to do list currently. I'm still generally short on freetime but it shouldn't be too much longer for the update

Dunno if this has been brought to your attention, but speaking of catgirls, catgirl proxies seem to annihilate some systems and cause nulls by consuming anything

That's weird. Are you using my mod with a save from before installation ?
Title: Re: Next bellymod disscussion
Post by: Gredias on February 16, 2017, 08:38:46 AM
status update time!

-snip-

that's pretty much everything on my to do list currently. I'm still generally short on freetime but it shouldn't be too much longer for the update

Dunno if this has been brought to your attention, but speaking of catgirls, catgirl proxies seem to annihilate some systems and cause nulls by consuming anything

That's weird. Are you using my mod with a save from before installation ?
Nope, installed it before starting the game
Going to try and get some footage of said bug

Oh, after proper testing it would seem that having said catgirl consume enough to cause a noticeable belly is what causes the breakage

The nulls appear when changing proxies afterwards

(Attachment: Footage)
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 16, 2017, 11:43:37 AM
status update time!

-snip-

that's pretty much everything on my to do list currently. I'm still generally short on freetime but it shouldn't be too much longer for the update

Dunno if this has been brought to your attention, but speaking of catgirls, catgirl proxies seem to annihilate some systems and cause nulls by consuming anything

That's weird. Are you using my mod with a save from before installation ?
Nope, installed it before starting the game
Going to try and get some footage of said bug

Oh, after proper testing it would seem that having said catgirl consume enough to cause a noticeable belly is what causes the breakage

The nulls appear when changing proxies afterwards

(Attachment: Footage)

Okay, found the problem. I've already fixed the bug for the next release, but i thought i had already fixed it for current one. whats happening is that i forgot to add a couple genes to the catgirl dna sequence. genes related to the changes i made to stomach volume . so basically the game is freaking out because it doesn't know what to do. i don't have time to fix it now, but I'll put out a fix for it after work later today. thanks for reporting it!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 19, 2017, 02:55:56 AM
I haven't forgotten about the bug i said I'd patch. I've just been busy this week haha
Title: Re: Next bellymod disscussion
Post by: SRP on February 19, 2017, 08:57:21 AM
I don't remember, does this mod support vanilla characters, or do I have to start over from scratch? I have a pile of selectively bred shortstack catgirls and I'm hoping I don't have to start them over.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on February 19, 2017, 04:18:30 PM
I don't remember, does this mod support vanilla characters, or do I have to start over from scratch? I have a pile of selectively bred shortstack catgirls and I'm hoping I don't have to start them over.

I mean you don't HAVE to start a new game but it might be easiest. there are a couple workarounds that would make it compatible. you can either delete organ\abdomen.organ from the mod before you install it. or if you're familiar with Dev mode, and you want the stomach volume changes, you can add the relevant genes to the characters(abdomen.base_stomach_volume, abdomen.stomach_volume, and stomach.stretch_rate).

Simply removing the organ\abdomen.organ would be the simplest solution though.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on March 29, 2017, 04:42:01 PM
made some more progress today. created a basic sort of mall where i'll put some new items/services. Think i'm going to add hair dying/cuts. should be a quick think. I'm going to have the martial arts place bee in the mall because the idea of learning martial arts in the mall is humorous to me.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on April 05, 2017, 01:06:05 PM
Was very productive yesterday, i added a bunch of content for some of the fetish aspect of the new office. I got rid of the lecherous manager figure i had(outside of a few mentions) because i just couldn't write stuff around him that was appealing at all. So now the fat character in the office is the manager of it. the content around her will be slightly different for each gender. Most of it will be available to all genders, but some will be locked off to females, and the rest to characters with penises.

the female exclusive content will reward the proxy for getting a bigger belly(that is my fetish...). Specifically the growing of one, not just the size. Its not a feeder relationship, Anna(the character) just wants to watch your belly grow over time and will up your hourly pay for doing so.

The male content will culminate in a sex scene. I'm not sure if i want to do it in engine or just a few slides of description. I'm leaning toward the latter.

Anyway, yesterday i shuffled some of the text around for her story and added some branching events for her. I added a branching event for helping her out of her chair. it branches based on your relationship value, and your proxy's strength. at low relationship values you just help her up and that's that. When you have higher relationship values, she will pin you too the wall when she stands up and you have a few options to do things (escape awkwardly, rub the belly etcetera).

to involve the community a bit: What would you want to do when you're pinned to the wall by a woman with a huge belly? Comment why don't ya

Anyway, I've also added a bunch of the character explaining why they gained and how they felt about it. It's mostly just smut tied to the character and it mostly avoidable if you don't want it.

Also just a reminder that if you want a custom item, that is one of the reward tiers on my patron. If you want a specific food and don't want to wait till i maybe implement it, then that reward tier is for you.
Title: Re: Next bellymod disscussion
Post by: connectwithfrie on April 06, 2017, 03:21:53 AM
Awesome! Super excited for the upcoming content!

Bigger/growing bellies is also my so if I was pinned by a large belly I'd be unable to resist at least a pinch depending on the relationship I had with the person pinning me.
Title: Re: Next bellymod disscussion
Post by: SRP on April 06, 2017, 07:05:16 AM
to involve the community a bit: What would you want to do when you're pinned to the wall by a woman with a huge belly? Comment why don't ya

Uh, without context I'm going to have to make a guess:

-Negative situation, woman is being aggressive and thoroughly stuffed:
[Proxy] struggles, frees [hisher] pinned arms and retaliates by jamming their fingers into the woman's bloated stomach. She yelps in pain, clutching her belly as she falls to the floor onto her [butt size] backside. As your proxy walks away from the noise, [heshe] barely registers that the attacker's prodigious abdomen has nearly doubled its already numerous amount of stretch marks.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on April 17, 2017, 05:15:58 PM
I've made a bunch of progress on the office fetish scenes. It's mostly narrative stuff, but I think it will be welcome among belly enthusiasts. As a departure from my normal taste, i made scenes today that you can only access as a male proxy. I worked on a branching sex scene. and that's about like..75% done? A couple of them are foreplay options (fingering and dirty talk) that don't end the scene and there are a couple finishing scenes(sex and what not). I'm even including a navel sex scene. Not really my thing but it felt appropriate. Its structured that if people demand, or i want o add more options, it should be easy.

For the office fetish content, i still need to add some event to raise you pay based on your status (for females, how big your belly has gotten, for males how good you've made Anna feel). I need to do all the female gaining content. should take too long. Right now all the content is mostly mid to high relationship score stuff so i need to add more lower relationship events(gifting chocolates, helping with actual work. that kind of stuff). Things are progressing.

I've also been working on an item for one of my patrons: A breast growth supplement. It will be included in the update. Unfortunately there are some code things i need to get sorted out before it's finished.

Things are progressing though.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on April 24, 2017, 06:08:52 PM
Update time!

The branching sex scene in the office has it's content finished. there is room for more later, but there are no dead ends in it. There are ways i'd like to make it more responsive to the player character, but I'm not going to worry about that now for the timeline's sake.

I also released the first of my patreon content today: An item that someone commissioned. It's a simple breast expansion item that grows a proxy's breasts over a month. It will be in the release, but patron have access to it now. If you like what i make consider tossing me a dollar!

Now that the advertisement is our of the way: i think I'm going to remove the body mod shop. My vision of it has changed and it's implementation is messy. aspects of it are going to be folded into the stuff related to the dungeon in a future update.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on April 27, 2017, 07:52:56 PM
Got more work done today. Added a new shop in the mall. a book store. right now you can buy a book which you can put in the house to unlock a mental training event that increases lewdness to a point, as well as raises the desireforfat skill. once you've done that you can give it as a gift to the fat character in the office to earn points with them. I imagine that in the future you'll be able to gift other people copies to help them on their gaining journey.

also did so bug fixing on the new gaining content because in tests it was buggy. fixed them though.

added a few more scenes with Anna. Added a belly lotion scene. it's simple but it's there and if I(or someone else) desire I can expand on it later.

Progress!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on April 30, 2017, 05:25:34 AM
Got some more things done. Mostly connecting the fetish aspects of the office to the fetish aspects.

I also on a whim finished up the third generation of images. I've improved the belly. should be better shaped. I also fixed an error i had made on my part with the previous images. mainly that i started the belly at the bottom of the breasts. Now it starts higher. Because of this i had to remake the breasts (which was needed anyway because my breasts were shit.) they did not look right with the character wearing a top. so now the image is wearing no top. the breasts unfortunately are a smaller max size, but i think they look a lot better.

Had a bad day, so i just wanted to do something mindless.

Progress!
Title: Re: Next bellymod disscussion
Post by: SizableSnivy on May 01, 2017, 06:36:38 PM
Wait, so all of this new stuff is in the mod now, or have you not added it yet?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 01, 2017, 08:52:30 PM
It's stuff that's going to be in the next update
Title: Re: Next bellymod disscussion
Post by: cheddar on May 05, 2017, 11:59:33 PM
I'm curious as to how the next mod version will compare in the early stage to the 'proxygen' mod. Having some choice over traits before starting was useful and judging by the frameworks lying around in the game files, it wouldn't be too hard to expand species options.

Pig hybrids, anyone?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 06, 2017, 12:46:42 AM
I'm curious as to how the next mod version will compare in the early stage to the 'proxygen' mod. Having some choice over traits before starting was useful and judging by the frameworks lying around in the game files, it wouldn't be too hard to expand species options.

Pig hybrids, anyone?

My mod doesn't interfere with any of the proxy gen mod. I haven't made any changes to genes or anything so it shouldn't be affected. In the next version (read: after this one) i might do another race Maybe like elves or dwarves or something. If that's the case it should be really easy to add to the proxygen mod from what i can see
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 08, 2017, 06:03:56 PM
Got a bunch more work done today. I added in content to get a pay raise via a female proxy's growing belly. it was a bunch of iteration today. As a limitation and to avoid exploits, you can only follow this line once. Basically, if you get to a certain size then lose belly size, you  will only get an additional raises when you get above your previous max size. Though you should be able to get raises indefinitely and long past reasonability. I might take another quick pass to make sure the content all fits together well.

Need to do the male side pay raise events, which will be much less content(because males get sex scenes later)
Title: Re: Next bellymod disscussion
Post by: Leolost on May 15, 2017, 07:52:59 AM
Looking for news nearly daily . :P
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 15, 2017, 01:44:54 PM
glad to hear it. Don't have much to share at this point. I fixed a couple bugs, added an event to train skill.computers, which you can use to get a raise in the office, and is used in a few events there as well. it will also be used in the dungeon in the future for various skill challenges.

Other than that I've played through a few tests of the new office systems and squashed a few bugs. A lot of the content for Anna is locked for relatively skinny proxies. This is simply because having to re write the content to include fat proxies as well would be painful. in response i need to make more content for non fat proxies.

After that I want to do another quick polish pass for the combat stuff. I want to add a tad bit more content in the dungeon. I want to fill out the mall a bit more (which includes a place for proxys to train combat skill).

We're getting close. I should mention that I'm going to release the update a month sooner for my patrons as a thanks. Only a month of exclusivity. I don't believe in having content locked behind a total pay wall. that only hurts fans and myself in the long run. Thanks for keeping tabs on my work!
Title: Re: Next bellymod disscussion
Post by: Leolost on May 15, 2017, 04:39:34 PM
Good think i am on of your Patrons. ^^
Title: Re: Next bellymod disscussion
Post by: Dohavocom on May 15, 2017, 06:02:47 PM
Good think i am on of your Patrons. ^^

Thank you for your support!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 08, 2017, 02:41:29 AM
I think it's time for an update post! Wooo!

I'm trying to wrap things up so i can put the update out. here's what I've added:

A hair salon, where you can set a proxy's hair length and color. I don't think there is a hair growth mechanism, so you can lengthen you hair at the salon. (it's magic, don't question it.). As for colors, you can do all the base hair colors previously included in the game, plus a bunch of base colors (like blue, green, cyan etc.), and I've included a bunch of more special colors (silver, iridescent blue, emerald, copper) I have a few spaces left for colors, so if there is a hair color you want in feel free to leave a suggestion. The hair salon is in the new mall area.

Also in the mall area is a dojo. there you can have a proxy work out, and get combat training lesson for a price. The new combat system means that you will need to train your proxy for combat before you start a fight or you will most likely lose. You can train your proxy for combat without spending money via and event and task in the house, but it will take a lot longer.

The new dungeon I've made now need to be unlocked. You can unlock it by searching green street (it has a very low chance of being found this way), or you can unlock it through the office, but getting good at your job, then asking your boss about a work event you get. Ive also added some more flavor for the dungeon. still need to add more.

I've added some more descriptions for big bellied proxy's trying to run. It also alters the calories burned and stats gained and what not.

Ive added some more Anna content. right now I'm adding a second sex scene that requires a male proxy with a very high desire for fat: basically you stuff her with a bunch of pasta then if you've had sex with her before then you can do this new sex scene. I also want to write more content so her interactions are more filled out(in particular non sexual stuff, before she gets to know you and start being more loose with her belly).

Things I still need to add to finish up:


I'm aiming to put the update out next month. 1 dollar patrons on my patreon get the update a month early.

It's getting close. I'm sorry it's taken so long, but having a full time job for six months really arrested my progress.
Title: Re: Next bellymod disscussion
Post by: Celestron on June 13, 2017, 02:07:38 AM
Cant wait to see what you've done with this update. As far as installing the mod. Should it be stand-alone with the vanilla FM or can it be paired with other mods? And what will change gameplay wise if I may ask?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 13, 2017, 11:17:00 AM
Cant wait to see what you've done with this update. As far as installing the mod. Should it be stand-alone with the vanilla FM or can it be paired with other mods? And what will change gameplay wise if I may ask?

As I've discussed n other places in the forum, the mod is not compatible with nost's mod (due to previous changes I've made to how stomach volume works). It should be compatible with the others around. At least the ones I know about.

The list of big changes is:
-Rework of the combat system. Combat should now be a bit more interesting. Combat is now much harder. If you want to win combats, you'll want to train your proxy's combat skill or they will lose. This can be done in the home for free up to a point, or you can go to the new mall building and get training at a dojo for a price.

-Proxies with bellies will be able to smash their opponents to deal percentile damage, based on their belly weight(though doing so requires spending a turn to prepare).

-All 3 of the enemies in the game have different actions they can do: a basic attack and a special attack that requires them to "charge up" for a turn. The tentacle beasts special attack is especially deadly. it should try to take you out quickly, but if it can't it will try to flee.

-Tiredness now greatly affects someone's combat ability. it lowers chance to hit significantly. this affects the player and monsters equally. you can spend a turn resting to combat this, or consume some food, drink or potions. Eating or drinking in combat requires use of your turn, and can only be done if your proxy's stomach isn't full.

-To go along with the combat update, I've made the first floor of a new dungeon, with a new slime enemy. it's special attack is to try and fill your proxy's stomach. if you lose it doesn't knock you out, it just fills your stomach to it's maximum capacity. you can surrender to it and do it willingly (there is now downside to doing this now, besides missing loot and what not. I eventually plan to implement some kind of nanobot corruption thing, but that's still just a concept for the future.).

-There is a new office building with a new job, similar to the other jobs. It has fetish content. in a departure from my usual style it is more long form fetish content: Your boss is a woman who is already very fat. You can get on her good side to find out more about her, and to get a raise. For male proxys you can eventually get a long form sex scene, for female proxys you can get her to increase you base pay for growing your belly.

-The office can be used to unlock the new dungeon, or you can unlock it though luck by searching green street in haze city.

-As I mentioned before, I've made a mall, where you can find some new items and services. A hair salon, a dojo, a book store, and a food court.

-I remade the belly and breast images again. the previous ones had a flaw that i didn't realize at the time.

-A bunch of other assorted changes, fixes, and tweaks
Title: Re: Next bellymod disscussion
Post by: firesoul10 on June 14, 2017, 06:28:26 AM
On one hand I'm really excited that there's an update. On the other- I'm a bum with zero disposable income who can't even afford a $1 Patreon pledge.  :-\

Oh well, I can wait a month. It won't kill me. I'll ofc give my impressions once I get my grubby mitts on it!
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 14, 2017, 11:03:30 AM
On one hand I'm really excited that there's an update. On the other- I'm a bum with zero disposable income who can't even afford a $1 Patreon pledge.  :-\

Oh well, I can wait a month. It won't kill me. I'll ofc give my impressions once I get my grubby mitts on it!

Sorry to hear that. But it's just a month. I could be an ass and try to crack down on "thieves" who try to steal my content ;P
Title: Re: Next bellymod disscussion
Post by: firesoul10 on June 14, 2017, 03:09:07 PM
-Soul is poor and does not like it-

Sorry to hear that. But it's just a month. I could be an ass and try to crack down on "thieves" who try to steam my content ;P

Oh, and be sure to screw your patrons over really hard. I'm sure that's a great idea!  :P
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 14, 2017, 09:26:52 PM
Yeah, I'll make them write a letter about how much they love me, then I'll give them their content.
Title: Re: Next bellymod disscussion
Post by: Celestron on June 15, 2017, 03:27:42 AM
Thanks for that breakdown. Sounds really good. Question if I may. What exactly did you mean by "-I remade the belly and breast images again. the previous ones had a flaw that i didn't realize at the time."  ?   Because Ive added alot of my own images to the game with custom events. Will that code be changing?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 15, 2017, 01:21:57 PM
Thanks for that breakdown. Sounds really good. Question if I may. What exactly did you mean by "-I remade the belly and breast images again. the previous ones had a flaw that i didn't realize at the time."  ?   Because Ive added alot of my own images to the game with custom events. Will that code be changing?

My mod alters the measurements event and provides a composite image based on breast/belly size. it only modifies the measurement events in the house so you shouldn't worry.
Title: Re: Next bellymod disscussion
Post by: cheddar on June 15, 2017, 11:30:56 PM
Cant wait to see what you've done with this update. As far as installing the mod. Should it be stand-alone with the vanilla FM or can it be paired with other mods? And what will change gameplay wise if I may ask?

As I've discussed n other places in the forum, the mod is not compatible with nost's mod (due to previous changes I've made to how stomach volume works). It should be compatible with the others around. At least the ones I know about.
The above is true. However, for those willing to do a bit of... jury-rigging, you can alter Nost's mod files to call dovah's stomach volume  rather than nost's for scenes governing content access. Of course, nost's stuff is ludicrously (hilariously) imbalanced and not written particularly well so it's not the biggest loss.

That said, I think the game needs additional content - things to do, more creative uses of the game mechanics, etc - than anything else. A lot of engine and not that much to do with it.
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 16, 2017, 01:51:26 AM
Cant wait to see what you've done with this update. As far as installing the mod. Should it be stand-alone with the vanilla FM or can it be paired with other mods? And what will change gameplay wise if I may ask?

As I've discussed n other places in the forum, the mod is not compatible with nost's mod (due to previous changes I've made to how stomach volume works). It should be compatible with the others around. At least the ones I know about.
The above is true. However, for those willing to do a bit of... jury-rigging, you can alter Nost's mod files to call dovah's stomach volume  rather than nost's for scenes governing content access. Of course, nost's stuff is ludicrously (hilariously) imbalanced and not written particularly well so it's not the biggest loss.

That said, I think the game needs additional content - things to do, more creative uses of the game mechanics, etc - than anything else. A lot of engine and not that much to do with it.

I agree, that's why I've spent a lot of time making extra content haha
Title: Re: Next bellymod disscussion
Post by: Celestron on June 16, 2017, 03:15:14 AM
Thanks for that breakdown. Sounds really good. Question if I may. What exactly did you mean by "-I remade the belly and breast images again. the previous ones had a flaw that i didn't realize at the time."  ?   Because Ive added alot of my own images to the game with custom events. Will that code be changing?

My mod alters the measurements event and provides a composite image based on breast/belly size. it only modifies the measurement events in the house so you should worry.
    Sorry. Just to confirm. Was that a typo or no?
Title: Re: Next bellymod disscussion
Post by: Dohavocom on June 16, 2017, 03:17:22 AM
Thanks for that breakdown. Sounds really good. Question if I may. What exactly did you mean by "-I remade the belly and breast images again. the previous ones had a flaw that i didn't realize at the time."  ?   Because Ive added alot of my own images to the game with custom events. Will that code be changing?

My mod alters the measurements event and provides a composite image based on breast/belly size. it only modifies the measurement events in the house so you should worry.
    Sorry. Just to confirm. Was that a typo or no?
Yeah it was a typo. I fixed it, sorry.
Title: Re: Next bellymod disscussion
Post by: Celestron on June 17, 2017, 12:11:08 AM
Ah, whew. Lol. Thank you.
Title: Re: old bellymod disscussion for combat/office patch
Post by: Dohavocom on June 17, 2017, 04:04:37 AM
I could probably go on trying to polish the content but it wouldn't get much better. I have finished the update, and set up the patch so that it's ready to install. I've gone through and tested the installation process and everything seems to work right now. I've changed the name of the thread to reflect that

Update will release on July 1st 2017 for processed patrons, and august 1st for everyone else.

I'm sorry that this update has taken so long, so I'm very happy to be putting it out finally. Partially so everyone can play it, but also so i can move onto other parts of the game without feeling guilty for not working on the main part of the update.