XaiJu
blobygon
blobygon

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WIP - Closer to Blob

Hello! This month has been a whirlwind of unexpected bugs and technical limitations, but some solid progress is finally emerging! After lots of trial and error, I figured out a method to proceed with larger sizes.


At a certain size, I replace part of the body with a new mesh that uses the same softbody simulator as the blob sizes. This new mesh rides along with the character rig and has some hook points that follow the movement of the arms and legs. Once in this mode, the character can continue growing much larger and has the benefit of higher jiggle fidelity like the blob sizes.

Unfortunately this broke a ton of stuff so I had to rewrite a bunch of code to accommodate. Here's a few of the more hilarious problems I ran into.



Most of these issues are solved now so the hardest part is over! There's a couple minor things that still need to be hooked up and I want to go back and refine the new body mesh around the arms and legs and include the thighs in the simulation as well.

While closing the gap between skinny and blob, I'm considering ways to facilitate the growth from one phase to the next. There are some points in the growth where the entire character needs to be replaced with another version that's capable of growing bigger. This causes a harsh transition. (kinda like when you switch from skinny to blob) I've tried lots of things to avoid this and make the entire process smooth, but I've discovered that's simply impossible.

To work around this limitation, I'm planning to add a sort of level up system. Each phase would have a weight bar that you fill as the character gains weight. Once it's full you will get a point to spend on "evolving" your character to the next weight level. The character will not gain additional weight until you spend this point to level up. Spending the point would trigger a flashy level up effect that would hide the harsh transition to the next phase.

I want to include a basic version of this in the next build, but long term I imagine a system that offers several choices you can make when leveling up to the next size. Think something like a skill tree with branches. Early on you would choose a general body type to "evolve" into. As you level up, options branch off to a few variants of each body type. (e.g. a big boobs version of the wide body) This is still a long way off of course, but in the end it would allow for a lot more variation in body type while navigating around the limitations of transitioning to them smoothly.

Anyway, I should have a new build with a basic version of this in the next week or two. In the meantime I'm interested to hear your thoughts on this direction and I appreciate your patience while I figure these things out.

WIP - Closer to Blob

Comments

I might be able to add an option like that at least with the blob sizes.

blobygon

No problem! I've run into more issues than I expected dealing with the level up system, but I'm sorting them out. A new build will be released this week. Maybe only a few days if the rest goes well. Thanks for your patience!

blobygon

I don't mean to imply impatience with this post, as I'm sure you're working your hardest on this, but do you have any updates regarding a possible release for this build? I realize that unexpected things come up that sometimes can't be foreseen, so I was just wondering if you could provided any insight as to where progress currently stands right now. I hope that's okay ^^.

Artemis

Will you ever model it so the character can completely sink into the fat? Like the arms sunk in along with the head and legs?

mild

Yeah this is just one of the skinny to blob body types. I plan to have different ones for each blob shape. And yes, this is pretty much the max size before reaching blob status.

blobygon

Unfortunately no. The event triggers in the level are affected by the character's weight and changing the pacing of weight gain would mess up a lot of stuff. Perhaps in a future version of the Snackrooms

blobygon

its kinda big on the ass and legs but i assume it will be different for each of these planned shapes, anyways is that going to be the max size for the next build?

Baxter

wondering if you will allow customization of calorie intake in the backrooms parody place? a friend of mine told me they'd love it.

Baxter

this looks insanely good. Amazing work!

howabout no

Thanks! Once I get to that phase in the project I will probably seek some ideas and input from the community for scenarios and whatnot. But yeah the Snackrooms has a lot of potential tropes to explore in future iterations.

blobygon

Thank you for the insight. Your shapes and variety are madcap and excellent, in my opinion. As for game-iness, I felt that the Fatrooms scenario was very entertaining and already rich with possibility. Breadcrumb-ing an avatar through tighter and tighter spaces, a scavenger hunt traversing several locations, size-centric triggers, linear increases in size, mirrored walls; I think you already have all the ingredients for many interesting scenarios! If you ever need the germ of an idea, I would be happy to offer some labor. I would guess that there may be a few others who also have something to contribute, if it ever tickled your fancy. All of which I say only in support of the phenomenal work that you already do! I have no complaints; I only have praise!

An It

Unfortunately the jiggliness of different areas and the overall shape of the model are baked into the mesh and can't be changed while the game runs. It's a limitation of the physics engine. I hope to have enough variation in the evolution tree to offer plenty of weight configurations. I'm still not sure what I will do in the future as far as game-iness, but I want to try more goal oriented stuff. Probably after more of the weight gain mechanics are in.

blobygon

Nice! Definitely looking forward to see what you come up with in the near future. ^^

Nick

That sounds so cool! Blobygon Fatty RPG! I think the idea of options for different body types is great! Question: if the different areas are independent from one another, can you add a slider for more or less jiggly, per body area? And also something for relative size increase? I actually hope it becomes of an earned feature at some point. The Fatrooms scenario was so fun! I look forward to increased game-iness. I am hoping this turns into something like The Sims with tasks, traits, sliders, and goals. The game already has a huge amount of the same features and feel. Your efforts are really impressive.

An It

This is coming along absolutely fantastic. I wish you the best in ironing stuff out!

SolitaryScribbles

Pearshape would be dope. It's definitely something I wanna explore eventually.

blobygon

I plan to have the weight bar and the fat evolution tree contained in the body shapes menu so it can be hidden or visible as desired. I will probably leave the snackrooms the way it is, but if/when I do more snackrooms stuff, I will likely reframe the level up system to be more thematic, maybe something like the static effect you mentioned.

blobygon

It may or may not make it into the next build, but I want the fat face/limbs option to work at these sizes too.

blobygon

Definitely loving this new update. You also peaked my interest of a "Pokémon evolution"/"skill tree" branch for different body shapes. I definitely love to see some kind of extreme pear shaped/bottom heavy type body, if your looking for ideas for more wackier body shapes in a future update.

Nick

This looks great! an excellent sense of weight and immense effort to move is shown in the animations shown thus far. (and its always delightful seeing weird, silly glitches as well) Also, a few thoughts > Spending the point would trigger a flashy level up effect that would hide the harsh transition to the next phase. That might disturb the eerie vibe of the snackrooms mode if this system applies to it. Would this leveling be present in the snackrooms? would it work differently? A potential solution could be the level up effects being static-y in the same sort of vein as when food appears there. (I also see potential ramifications for the snackrooms map layout- namely, the set of 4 doors where you would choose Jill's blob-shape) Also, will the 'weight bar' be visible? Or will it be something that happens invisibly in the background. I personally think it being invisible or toggle-able would be best for the same reasons mentioned above. As it could be distracting. That all said. I once again say that this is very impressive. Every update, big or small, is great news. I look forward to playing the next build whensoever it happens.

MemeMarsh

Doing gods work with this project. More and more excited for the final build with each post.

Sigglypuff

Will she have fat hands and feet?

Suzy_D

it's great to see the progress on all the work you put into this! i love a level up system in anny game so i'm excited to see how it wil look when it's all done.

Spectag

That sucks, but thanks for letting me know! I didn't realize that was happening for some people. I will definitely look into some vsync options for the next build. And yes, this next build will have a full skinny to blob growth path for the wide body if all goes well.

blobygon

I think this direction you are taking is a smart alternative to the technical limitations that are present. Jill is looking great and I am excited to see how this will move forward. I think the skill tree will also add replayability to the game. In the next build will this go all the way from skinny to blob or will there be a little bit more to go afterwards? If it is also not too much to ask, can you include vsync (or something like it) to this game? I get terrible screen tearing even when I lower the frame rate.

Bioshock God

Hell yeah, it's awesome to see progress like this

Cuda

WOO!

Suzy_D


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