Snapshot 21w41a
Here is a list of this Snapshot's accomplishments:
-Bug fixed which caused ambience rating to read the theme ID instead of the ambient points of objects
-Rating Fixed so that it can go higher than "okay"
-Rating box no longer overflows because of a lack of "checking max rating"
-Fat level 3 now renders properly
-Bug fixed that made it so deleting all shop objects causes the game to crash
-Food and Drink message are now corrected
-Optimized sprite drawing
-Customer now face shops before purchasing from them, instead of facing and purchasing all at the same time
-Venus Flytrap and Pumpkin Stack now have a new theme ID, Hallow's Eve
-Snowman now have a new theme ID, Snowland
-New Halloween themed items and other items have been added!
-Objects may now have up to 3 themes to be associated with
-Food now have set fill and stamina values
-White highlighting box is now centered properly
-The world can now be retiled to become whatever the player wants it to be!
-Is that bug in the corner squashed yet?
-Overworld and Leave button implemented
-Title and versioning added to corners of overworld
-Shop is now contained in a in game window
-Controls changed so that right click + drag while shop is open will rotate the view, right click + ctrl + drag will sell items
-With no menu open, you can click on a customer's feet to start watching them
-BUG: MMB dragging into the watcher window will cause the camera to start flying into a direction! (S21w41a)
-BUG: Collision Grid may not update correctly (Since Jam Version)
-You can now turn objects by 1/8!
-BUG: Wall tops turn by 1/8, though walls do not themselves
-BUG: Placing a Cart does not detect half of it, so it is possible to place 2 carts in a 1x3 space, or 3 in a 2x2 space
-Characters now have a chance to wear a Top Hat
-BUG: When moving another window, sometimes mousing over a customer will open the Watcher window
-3 New Levels added: Spooky Grounds, Empty Lot, and Corner Stop
-Fences are now added, they can automatically connect to one another
-BUG: Fences may not properly update
-BUG FIX: Corn Vendor now counts as a food supplier for atmosphere calculations
-Rugs can now be used to decorate the ground
I hope some will enjoy the direction that this game is slowly going. I'll be implementing more item systems and refining the menu system more before update the AI and characters. Currently its pretty fun and relaxing to watch the characters come and go, and watching in anticipation on if they fatten up yet or not. However feedback has noted that most of the time, players are letting the game run idle in the background, meaning its gameplay is more of an idle game than a tycoon type. So this reasoning is leading me to try and revamp the object systems and hopefully implement the original play cycle (or a form of) that I originally wanted in the game: A sort of restaurant tycoon style where you manage employees, food menus, cooking stations, and seating to run a successful business, all the while needing to manage the space you have to accommodate "larger" customers as the business grows.
Have a fun, safe, and great day! :D
Files
Get Expandyssey: Heavy Helpings
Expandyssey: Heavy Helpings
Run a business for an ever growing populace
Status | In development |
Author | James "Kanto" Burton |
Genre | Simulation |
Tags | Casual, Furry, Isometric, Sandbox, Singleplayer, Tycoon |
More posts
- Heavy Helpings: V1.0.0 Winter UpdateDec 18, 2021
- Oct 23 2021 - Snapshot 21w42aOct 23, 2021
Comments
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Pathing/logic issues in the Halloween themed level and the corner level.
Rating system still not working right, or least there is no indicator to display that it has gone up or down.
Game speed is sometimes too slow (way to adjust it or up the default/thin speed), and movement speed maybe should be impacted by weight (marginally perhaps).
May also be nice to have some reoccurring furs (/ people) that like to come back (so that we get to witness them getting bigger and smaller (for working out somewhat while away, thus coming back a bit thinner)) that are given Names, thus they would be "celebrity" or "star" characters. The better your rating the more of these show up (perhaps 1 per rating tier, excluding the lowest one, thus 2 at okay/average) and increases rate/chance for them come back sooner. (At max rating, they might never leave though! ^^;)
Just ideas to make the game a little more interactable and rewarding, but without stepping away from the hands off style.
Thank you for your reports and suggestions! It seems that levels without a shop placed down yet will cause this bugged behavior in customers :/ (I'll do more extensive testing to check how they like behaving).
I'll check again if rating is bugged, but last I extensively test after debugging it worked properly. I could have done something to atmoRefactor(), as placing lots of objects with the same theme but are different should raise the atmosphere level.
When you say "game speed" are you referring to it's fps being sluggish or just that the game loop seems slowish? How the game is currently designed, it's based on a fixed populace chance, meaning if a character levels after gaining weight then the numbers shift so that it's a higher chance for the next customer to spawn to be heavier. Weight gain gets a bonus if your rating is high, so they'll stick around and gain weight when maxed rating. (Try placing a bunch of Venus Googly Traps if you want to see if rating will rise ;3 besides obtaining all the set bonuses you can)
I'm planning on doing a big renovation on the characters such that sizes are more noticable (and larger), they'll slow down more when at these larger levels, have more customization, and with that customization I'll add in "celebrity" characters that can be someone's OC (or close to it). I'd also add a feature that would permit the player to star an RNG character and label them to be a "regular" which would permit them to have their information saved and have a chance for them to come back later. Regulars would come more frequently with a higher rating, while celebrities will only come when you have a high enough rating and have met their taste requirements (needing certain objects placed down, a high enough theme rating, serving certain foods, etc). Would be interesting to create some celebrities that will only come if your rating is deliberately low enough :3c
Characters are unfortunately low on the development block, feedback has been clear that the player doesn't get to DO much besides getting the place as pretty as they can and watching the characters go about their lives. If you haven't already, find the Easter Egg for a preview of what characters weight levels may come to look like. (Hint: it's been in the game since the jam version, so it'll be in the level that the jam initially has ;3 ) Otherwise, development has been pretty smooth with only a few bumps in the road that smoothed out quickly (Fences update correctly now, finally... >.> ) So a character revamp should be coming within a few snapshots (not the next one, I'm working on changing how walls work, giving more free agency to the players for customization, and hopefully allow colors to be more vibrant, if not also figuring out a save and research system).
Again, thank you for your comment and time, have a great, safe, and fun day!
Yes the game seems a bit slow (Namely movement speed, which also affects rate of profits, but this is in comparison to real life time it takes to earn enough for that next item), which is what lends it more to idle game, but could also be that I've been spoiled by other games ^^;
As for the rest, glad to know you do have plans, similar to what I thought of, already! And yes I have found the Easter Egg and toyed with it, it also appears in all levels in same spot, but after making a part too high in size it separates from it! XD ^^;
I think I also added code that the money has a chance to have a bonus income if you have high rating enough rating when a customer buys from a shop, also the number of customers change slightly as the rating changes. Though I'll likely be doing more balancing such that maybe there is some form of idle income that is gained, and perhaps play around with the customer limit (this option I'll be messing with when I get to character refinement though so don't worry ;3).
Now that I'm thinking about it, I forgot that about the Easter Egg when I duplicated the original room as it had a lot of the information set up already for me to quickly make another location as Gamemaker Studios is a little quirky like that XP The Egg is hasn't been fully fleshed out as you can tell by when the sizes start and get extremely large, it was left in because I messed with a different direction for character weight gain during the jam but didn't have the time to complete the system, and I didn't want it going to waste so I improvised an "Easter Egg" for a possible future system for fatties XP
After a check, I did bork up the Rating system yet again! In fact... I borked up how the characters behave via some miscalculations. So essentially they don't get full enough to either change weight or give a positive rating :/ (If one at all that is...) Next snapshot should fix this issue! Thank you for bring this up so the next snapshot will be better :3
corner bug still around :( it hasnt squashed yet
Kewl!