Author Topic: Next Belly Mod discussion and development  (Read 3109 times)

Celestron

  • Emaciated
  • *
  • Posts: 47
  • Karma: +2/-1
  • Lightweight
    • View Profile
Re: Next Belly Mod discussion and development
« Reply #15 on: July 06, 2017, 03:42:28 AM »
Wow. Yea you did some work this is great. There is one thing though. The images for me are everything. And as crazy as this sounds the sizes here are no where near large enough. Even the belly. In the past I solved this by simply rolling my own images i got off DA. However now with the new layering system thats a bit more challenging. So its either I find a way to reconfigure that to work with regular images or... I learn to draw. Which now that I have a reason I might have a go at it. Any thoughts of what i could do on the former?

Dohavocom

  • Global Moderator
  • Obese
  • *****
  • Posts: 539
  • Karma: +89/-1
  • Bellymaster
    • View Profile
  • Patreon: https://www.patreon.com/dohavocom
Re: Next Belly Mod discussion and development
« Reply #16 on: July 06, 2017, 03:50:07 AM »
the layering system i use is really simple. it's just that i use the "background image" for the belly image and the "character image" for the breasts. those are the only 2 layers i have to work with. If you want to use your own, it should be easy enough. you could just delete the reference to the breast size images in the measurement event, then edit the belly-size templates to suit your needs.
Remember: Anything is possible when you have tenuous ties to reality.

http://dohavocom.deviantart.com

I have a Patreon. If you like my work, please consider supporting me https://www.patreon.com/dohavocom

Celestron

  • Emaciated
  • *
  • Posts: 47
  • Karma: +2/-1
  • Lightweight
    • View Profile
Re: Next Belly Mod discussion and development
« Reply #17 on: July 06, 2017, 03:51:10 AM »
I see, thanks so much :)

Dohavocom

  • Global Moderator
  • Obese
  • *****
  • Posts: 539
  • Karma: +89/-1
  • Bellymaster
    • View Profile
  • Patreon: https://www.patreon.com/dohavocom
Re: Next Belly Mod discussion and development
« Reply #18 on: July 10, 2017, 07:37:16 PM »
Things have been going well. I've finished the first part of the new casual talk system. the first line will always be a comment on the proxy's fat content of their body. They will also comment of their gains and losses of weight (as determined by fat content, not actual weight. I did not want them commenting on how fat they've gotten just because they're pregnant or ridiculously fill with cum. I know some people do that, but it's an edge case i didn't want to deal with.) Generally there are 3 cases for comments (negative, neutral, and positive) and sometimes a fourth (very positive). neutral is basically a mild positive for when a proxy's desire for fat stat matched their fat content, or if you have the fat lover trait.

The bad news is that this part of the update will effectively ruin a simple workaround to make my mod and Nostradamus's mod compatible. I mad soem changes to the abdomen organ file to keep track of varying fat amounts. Highest, lowest, and resting. The important one of those is the resting one. i have a rather crude but reasonably effective code in there to determined a resting fat content. Basically if you stay at a certain fat level (+- 5kg of fat)  for a week ( or more. i might change the duration. It would be easy to do.) it sets the value to the current total value of the fat. This is so I can make the proxy reference recent gained of losses of fat easily.

Aside from that, today i wrestled with the engine but couldn't get it to do what i want. Ultimately i got it to do what i wanted, but could only get it to work in a long form iterative form rather than just using the includeall() method. it works, and outputs exactly what i want, it will just be a huge pain to add stuff later. Now in the description or appearance windows it lists most of the proxy's quirks. It makes sense for the agency to investigate a person's quirks and hobbies before they put them up for contracts. So now you can investigate that to pick proxy's with traits you like from the agency.

Originally, i wanted to use the includeall() method to iterate through all the individual quirk templates and print their text. I fought with the method for like 3 hours but couldn't it to work right. Actually to be accurate, it worked how i wanted it to at first. For the starting proxy it did exactly as i wanted it to. The problem is then when i looked at the description for every other character in the game it displayed only the quirks for the starting proxy. rage ensued for 3 hours until i just called each of the templates in a file individually to make it do what I wanted it. I still have to go through and do this for hobbies as well, but this should be quicker when i get to it.
Remember: Anything is possible when you have tenuous ties to reality.

http://dohavocom.deviantart.com

I have a Patreon. If you like my work, please consider supporting me https://www.patreon.com/dohavocom

Dohavocom

  • Global Moderator
  • Obese
  • *****
  • Posts: 539
  • Karma: +89/-1
  • Bellymaster
    • View Profile
  • Patreon: https://www.patreon.com/dohavocom
Re: Next Belly Mod discussion and development
« Reply #19 on: September 11, 2017, 05:19:41 PM »
It's been too long since i made an update. Sorry about that.

I've been working kind of slowly the past couple months due to summer busyness. I've been working on my replacement for the current casual talk system and that is maybe like half down. I mean, there are parts of it done, meaning they function completely, but some areas of content are missing. here is a brief rundown:

so instead of just having casual talk for bellies, I've expanded it. The base of the template is always weight(as i mentioned before). A proxy will comment on their current weight, and their opinion about it. this is based off of the total fat content of their body. Without any traits or a desire for fat score, they will not like being fat and want to lose weight. if they have the gainer quirk, or fat lover trait they will like it and want to get bigger.

after the comments about fat, there will be a comment about their stomach if it's applicable. if they have no traits, then it will only show up if they're very full (complaining about how they are so full.) if they have the fat_lover, or gainer trait they will comment when their stomachs are empty (they want to fill it up).

Then after this section will display a random body part trait. If a proxy loves bellies, belly focused comments will appear here. That's what I've spent my free time working on specifically. I have divided bellies into a bunch of categories so they can comment on bellies based on specific sources, so a pregnancy focused proxy wont ask to get fatter and what not. So what do i have done here? the game checks for a belly source. it chooses this by taking the total volume of the belly and checking if any 1 contributor accounts for more than 60% of the total volume. if there is one then it shows relevant content for that belly type. The ones i have done (meaning having content from small to very large) is fat(with 3 opinions), and stomach content(with passes for different levels of stretched stomachs and levels of fullness).  The ones i still need to finish are pregnant bellies, uterus implant bellies, and mixed bellies (for when no source is greater than 60%.

I'm moving on from that part of the project for the moment and will come back when i have inspiration. now I'm starting work on the conversation engine more. today I started the basics: introductions. Like when you talk with one of the kau villagers, the first time you interact with a citizen it forces a first meet event. This event now calls a ton of templates. Each calls template checks against the citizen's traits. for example, if a citizen likes bellies, and your proxy has a belly, then they will like you more starting out. if they like tall people, and your proxy is tall, then they will like you more. I have most of the traits I've made before accounted for, but there are a few stragglers.

I'm still not sure how the final form of the conversations will play out. I think I might make it by topic. so you would select a topic of conversation to start, then you would be given dialogue options somewhat based on your proxy's traits, skills, hobbies, and experiences, and the citizen will respond based on their traits, personality, and hobbies. I might treat it as a new interaction system, like battles, or just as a sequence of events. I'll probably include a small talk event as well to get a little bit of relations and minor personality details.

So that's where things stand and what Ive been working on. feel free to leave any questions!
Remember: Anything is possible when you have tenuous ties to reality.

http://dohavocom.deviantart.com

I have a Patreon. If you like my work, please consider supporting me https://www.patreon.com/dohavocom

Lurch_004

  • Emaciated
  • *
  • Posts: 16
  • Karma: +0/-0
  • Lightweight
    • View Profile
Re: Next Belly Mod discussion and development
« Reply #20 on: September 11, 2017, 08:34:20 PM »
I would suggest that introductions and other greetings be add-on templates to normal events as you have them now, but an actual conversation be structured as an interaction sequence. Within some of the more recent builds of the base engine, the clock will automatically advance an hour after a certain number of normal events are called, which could cause a lot more time to flow than you intended if the choices go deep enough in the method you intend to use.

It might be worth suggesting to H.Coder to add a feature to the next release that lets the dev toggle whether an event has that property so that events within smaller spaces don't push the clock as far as travel between locations within the city and the like.

Dohavocom

  • Global Moderator
  • Obese
  • *****
  • Posts: 539
  • Karma: +89/-1
  • Bellymaster
    • View Profile
  • Patreon: https://www.patreon.com/dohavocom
Re: Next Belly Mod discussion and development
« Reply #21 on: September 11, 2017, 11:42:13 PM »
I would suggest that introductions and other greetings be add-on templates to normal events as you have them now, but an actual conversation be structured as an interaction sequence. Within some of the more recent builds of the base engine, the clock will automatically advance an hour after a certain number of normal events are called, which could cause a lot more time to flow than you intended if the choices go deep enough in the method you intend to use.

It might be worth suggesting to H.Coder to add a feature to the next release that lets the dev toggle whether an event has that property so that events within smaller spaces don't push the clock as far as travel between locations within the city and the like.

i was already thinking for doing the conversations as an interaction for that very reason
Remember: Anything is possible when you have tenuous ties to reality.

http://dohavocom.deviantart.com

I have a Patreon. If you like my work, please consider supporting me https://www.patreon.com/dohavocom

Dohavocom

  • Global Moderator
  • Obese
  • *****
  • Posts: 539
  • Karma: +89/-1
  • Bellymaster
    • View Profile
  • Patreon: https://www.patreon.com/dohavocom
Re: Next Belly Mod discussion and development
« Reply #22 on: September 20, 2017, 06:46:32 PM »
Just wanted to leave an update. Failure has struck this day. My plan for implementing the conversations has been halted fast. I'm having trouble getting the interaction to work properly. Have no fear, for i will continue to work at it!

Remember: Anything is possible when you have tenuous ties to reality.

http://dohavocom.deviantart.com

I have a Patreon. If you like my work, please consider supporting me https://www.patreon.com/dohavocom

Dohavocom

  • Global Moderator
  • Obese
  • *****
  • Posts: 539
  • Karma: +89/-1
  • Bellymaster
    • View Profile
  • Patreon: https://www.patreon.com/dohavocom
Re: Next Belly Mod discussion and development
« Reply #23 on: September 20, 2017, 09:00:28 PM »
Forget what I said. i solved the problem in the first 5 minutes of looking at it again. Sorry haha!
Remember: Anything is possible when you have tenuous ties to reality.

http://dohavocom.deviantart.com

I have a Patreon. If you like my work, please consider supporting me https://www.patreon.com/dohavocom

a_plebian

  • Emaciated
  • *
  • Posts: 1
  • Karma: +0/-0
  • Lightweight
    • View Profile
Re: Next Belly Mod discussion and development
« Reply #24 on: Today at 05:14:32 AM »
How about a fat hater and hates being fat traits?

Dohavocom

  • Global Moderator
  • Obese
  • *****
  • Posts: 539
  • Karma: +89/-1
  • Bellymaster
    • View Profile
  • Patreon: https://www.patreon.com/dohavocom
Re: Next Belly Mod discussion and development
« Reply #25 on: Today at 05:42:10 AM »
How about a fat hater and hates being fat traits?

A reasonable request. I haven't decided if I'm going to do it. As it sits currently, the default position of most characters is to not like fat in general. Also proxy's getting fat without the relevant fat traits will not like it at all. Including the negative version of those traits however... I'm not sure if I'll do it. I make this mod because I enjoy it, and making something like that wouldn't appeal much to me (and thus be harder to do). Don't count on it. I'll reconsider it once I get closer to completing the objectives for this update, but it's not a priority.
Remember: Anything is possible when you have tenuous ties to reality.

http://dohavocom.deviantart.com

I have a Patreon. If you like my work, please consider supporting me https://www.patreon.com/dohavocom