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Hello, been a bit! Sorry! I'd like to post when I'm working on the game. Don't want to just say "oh I've totally been working on it wink wink nudge nudge now give me my monthly Patreon bux".As said before, Braixen will be joining the Shweet's Sim roster, she (yes, specifically a she this time, whereas Snivy was vague), and she's currently in heavy development. She'll be a totally new ten stage character; perhaps doubly more effort than Snivy, too!

Knowing that I'll be making who knows how many characters, I really wanted to improve my tooling and polish this next release into the Fetish Game That Kills All Fetish Games (kidding, of course. Unless...) So, to do that, I've been making some in-engine tooling that can assist in development.

This is the Dialogue Editor. There's a bunch of widgets and tools that can help easily make dialogue. Before I was using a simple text editor and making Codex turn it into a format the game could use. With how I plan on improving dialogue, this would be quite a headache, so...New to the coming update will be a lot of text features. I'm heavily inspired by something like Ace Attorney or Paper Mario in terms of making text/dialogue feel more dynamic and fun to read. There was a bit of it last update with Mini having that standard Banjo-Kazooie (or I guess you youngings would know it from Undertale) text "blip" noise, but in addition to something like that, you'll also have:- Shaking text, for a ghoulish emphasis- Oscillating/waving text, like the character is singing~- Colored text, so you can highlight choice words or phrases, gray out murmurring, thoughts, etc.- Text scaling, so the characters can truly SCREAM or whisper- Delay, in case you need a character pausing before revealing something- Screenshaking; your character's words are so powerful they can make reality quiver- Flashing rainbow text, for all your EXTREMELY GAY characters- Flashing the whole canvas in general, in case you wanna give people seizures- Playing sound effects. Any sound effect, it'll work!These effects can be mapped to dialogue character index ranges (i.e., 'have this effect at this index to this index') or play at a specific character (i.e., 'play this sound at this word'). Parameters of these dialogue "effects" can all be changed to suit one's whims, but there's sensible baselines.

This is the Schema Editor. You can easily change values of any "schema" (.xml) file in this, with previews. It's mapped out like a tree, just like the file. You can arbitrarily insert elements/attributes wherever you'd like! Of course, the game still expects certain formats/files, but it's just being general with things.These tools will be available on future desktop releases of Shweet's Sim to further assist in making characters. I'm still tinkering with it at the moment to get it to be a very smooth iterating process (characters are .zip files, for example; I want to hot-reload them in-engine to test).What else is new? Animations now playback at 60hz. This means animations will come out a lot smoother. Here's Snivy at how it was, at 30hz and here's Snivy at 60hz. Smooth, isn't it? This will be a global change. Animations were at 30hz before because this is how The Binding of Isaac: Rebirth's animation was handled there in that game, but for Shweet's Sim I can do ANYTHING I WANT!!Animations also support new interpolation modes, borrowed from my animation editor (from where the game's animation format can be edited). What's that mean? Rather than jankily snapping from position to position, characters can now effortlessly contort themselves through easing in and out, looking generally more "realistic". An example is seen above with Braixen.Anything new that'll come with Braixen, specifically? Yes! In addition to her being another character and having all of the usual things to expect (probably not new items, though), I do also plan on adding a "turn around" feature for her So You Can Totally Not Ogle and Look At Her From Behind And Smack Her Butt Haha. Issue with this is that you then need to draw the character from behind so that's something. But I'll do my best, provided all of you can be patient.

Additionally, a new character begets a new game, right? Shweet's Sim has only two games in its pitiful "Arcade": a simple skill check game, and a clone of a Flash game I played 15 years ago! What is this?! This ain't no Funspot!Well, I'll do you one better! There will be a new game, and instead of being a clone of a Flash game, it'll be clone of an itch.io game! What game? This one. Maybe. I mean it is very addicting...and imagine playing it a lot and getting food and feeding your creature by playing it! Maybe! Possibly! And what if it has a nice new coat of paint for the game and actually looks like it has effort and is thematically tied to characters? Well, we'll see...OK, but then you'll be so engrossed in the arcade game, you'll facepalm and say, "shit, this is supposed to be a FETISH game! I'm having so much fun that I forgot I'm supposed to JERK OFF TO THIS! Can't my preferred creature get fat while I do jack shit?!"Well...

That's right, an autofeeding feature. I can hear the cries and the screams..."BUT SHWEET! FEEDING YOUR CHARACTER WAS PART OF THE FUN! THROWING FOOD AND MOVING IT TO THEIR MOUTH OVER AND OVER AGAIN WAS AN INTEGRAL PART OF THE EXPERIENCE!"Well, GOOD FOR YOU, because that's not going away!! You can still do EXACTLY THAT. But Autofeed is Better. Autofeed can feed Snivy or Mini or Braixen or Scol- wait AS FAST as it possibly can. Autofeed will make instantaneous decisions about spawning in what foods to fatten your creature as quickly as possible. A second cursor will come in and do all the busy work. It'll spawn food (even upgrading it if efficient), and drag it right to your creature's mouth. What's more, if your creature is stuffed or if you've run out of food and they got stuff in their belly, it'll even rub your creature's tummy, to make them digest as fast as possible!Isn't technology amazing?!It'll be up to you as to how to play! And maybe it'll appease speedrunners who were tired of two-handing a one-handed ( ;) ) game to be as efficient as possible. (But seriously, who speedruns this game? Stupid...) Really, it's all just to support different players. Perhaps you want that intimate feeding experience. Perhaps you Just Want A Quick Goon (cough cough). There's a little something for everyone.One more thing I want to add is particle effects! The game's kinda barren of them, and with the other effects I have I want the game to feel as nice and polished as possible~So with all of this new stuff, are Snivy and Mini getting any touch ups? Unfortunately, not really. I will make them support the new Arcade game, but I'd rather have this come out sooner and later. Snivy will have a text blip, that's about all I can guarantee. Again, I'd love all of them to have like 200 stages of fatness and realistic levels of interaction, but unfortunately I'm Just A Brother Getting By and to do all of that in a timely fashion isn't something I can really do. I'll return to them when I've gotten the bulk of characters I want done (I'd like to at least aim for ten stages on everything and having all features be available on all characters).Jeez, that's a mouthful...bet you're asking, "WHEN SHWEET, WHEN WHEN WHEN!! I WANNA FATTEN UP THAT SNIDE FIRE FOX INTO OBLIVION!!"It's hard to balance things! If I spend a lot of time on a project like this, I'm sure people are gonna ask "where are the drawings", but if I do a lot of drawings, then I get a lot of "when's the next Shweet's Sim update?!" So, please bare with me!These things...they take time. But MAYBE by early next month. MAYBE.

PATIENCE!!If you want something to entertain yourself in the interim, here's my recently released favorite video game soundtrack of all time in the interim.

SEE YOU WHENEVER!

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Comments

Nova

Take all the time you need, I'm very excited to see our fat mermaid in the game.

lobotomy central

UGGGHHHH I CANT WAIT I WANT IT NOWWWWWWWWWWWWW