![Click to change the View [v0.1.2a] PWGG](http://d.furaffinity.net/art/nirtok/1723896994/1723896994.nirtok_pwgg_v0_1_2a.png)
You can download(.zip file) from here this time.
https://drive.google.com/drive/fold.....usp=drive_link
Flateur translated my text into "English"! Thank you! And sorry for being late again.
The big change was the implementation of the species system and custom species. They can now Evolve too.
I've also made some QOL changes to items. You can now bulk XXX items, so you don't need to spam buttons anymore!
I wonder what I should do next... Anyway, if you come up with anything, please let me know.
What it has now:
・Dungeon exploring
・Hiring
・Assignment job
・Species & Evolve
・Warehouse system
・Weight gain and eating, obviously
By the way, the final weight says so in the description.
What it doesn't have now:
・Some detail
・depth of contents
I have some notes:
・This game contains a lots of unfinished content.
・This game has fat furs & weight gain content.
・This game contains bad English. Please look at it with a tolerant eye. (If you look at PWGD, you will know my English level.)
If there is a problem with the gameplay, sorry to trouble you, but please report it in the comment section or Weight gaming forum below. Be as specific as possible.
There is Weight gaming forum of this game now. Please check here too!
https://forum.weightgaming.com/t/pw.....ug-17/43637/42
Finally, I hope you enjoy this too!
https://drive.google.com/drive/fold.....usp=drive_link

The big change was the implementation of the species system and custom species. They can now Evolve too.
I've also made some QOL changes to items. You can now bulk XXX items, so you don't need to spam buttons anymore!
I wonder what I should do next... Anyway, if you come up with anything, please let me know.
What it has now:
・Dungeon exploring
・Hiring
・Assignment job
・Species & Evolve
・Warehouse system
・Weight gain and eating, obviously
By the way, the final weight says so in the description.
What it doesn't have now:
・Some detail
・depth of contents
I have some notes:
・This game contains a lots of unfinished content.
・This game has fat furs & weight gain content.
・This game contains bad English. Please look at it with a tolerant eye. (If you look at PWGD, you will know my English level.)
If there is a problem with the gameplay, sorry to trouble you, but please report it in the comment section or Weight gaming forum below. Be as specific as possible.
There is Weight gaming forum of this game now. Please check here too!
https://forum.weightgaming.com/t/pw.....ug-17/43637/42
Finally, I hope you enjoy this too!
Category Other / Fat Furs
Species Pokemon
Size 1080 x 1080px
File Size 95.1 kB
Listed in Folders
Just gave the new build a run!
Having actual pokemon species helps add to immersion, and the custom species makes for a nice placeholder until every mon's in the game.
On another note, Oh my GOODNESS; the item QOL changes are a godsend, my dude. The warehouse actually feels functional now.
I've noticed is that the Stock button on the main screen is bugged; it feeds the player character instead of restocking.
As for future changes? I find it kind of strange that you have to play through the game to get a pokemon you want to play as, then restart to play said pokemon, since repeat runs end up feeling a bit lackluster. I could understand it if you add legendaries, or more pseudo legendaries, but otherwise, I don't see much point to it.
Having actual pokemon species helps add to immersion, and the custom species makes for a nice placeholder until every mon's in the game.
On another note, Oh my GOODNESS; the item QOL changes are a godsend, my dude. The warehouse actually feels functional now.
I've noticed is that the Stock button on the main screen is bugged; it feeds the player character instead of restocking.
As for future changes? I find it kind of strange that you have to play through the game to get a pokemon you want to play as, then restart to play said pokemon, since repeat runs end up feeling a bit lackluster. I could understand it if you add legendaries, or more pseudo legendaries, but otherwise, I don't see much point to it.
So far so good with this update! I do hope to help the best I can with any grammar issues and bugs.
Speaking of... got a bug.
Whenever selecting the Stock feature from the Base/Camp menu ("Lastly Stocked") It does not bring up the Stock menu but rather it brings up the Use menu.
Also maybe it's a oversight but I didn't realize it could happen but you can softlock your save for awhile or for a long time after becoming immobile, by firing all your members and rejecting all recruitment, maybe have a special event for this~?
As for suggestions... you could add a immobile text change for the evolution, ya know, your guild members carrying you there.
Also Guild Members gaining weight and possibly ending up immobile like you possibly?
But a big one to add would be giving pokemon better uses at the base such as the following assignments:
All types can feed the leader or other Guild Members when they're immobile.
Psychic (maybe also Flying?) Types for transporting the leader past immobility such as wanting to evolve or other times where the leader's presence is needed.
Flying/Psychic/Fighting Types would do Warehouse management and Stockpiling when the leader is immobile.
And maybe other things that aren't very PMD like I think as well as building ideas!...
I would like to think the level scaling things for below should go for items made by things like farms and kitchens or so...
Lv1 = 2
Lv10 = 4
Lv20 = 6
And so forth, these are increments of 2 per 10 levels.
Kitchen
Fire/Water/Ice Types can use various foods in the Warehouse to cook up better food.
Items amount obtained from cooking should be dependent on the Pokemon's Level.
This should be doable with immobile Pokemon, maybe.
Farm
Grass/Water/Ground/Bug Types tend to farms (vegetation and things that make sense for your game like Wheat for Bread.) using seeds out of the Warehouse you very rarely get as dungeon rewards or whenever a shop gets added making the seeds would be expensive and cycles every week?
Items amount obtained from seeds should be dependent on the Pokemon's Level.
This probably shouldn't be doable by immobile Pokemon.
Training Grounds
Fighting Types can train other Guild Members for EXP and to lose weight together, the EXP and weight loss should also get stronger the higher leveled the Fighting type is.
The EXP gain also won't happen if either Pokemon doesn't have any weight to lose or is already immobile.
Fortune Teller
Ghost/Pychic/Dark Types can raise the odds of a item of your choosing in one particular Dungeon appearing for one day, the default boost % could be 15%.
Possibly add a fee of 500 Poke and allow more money to be given, 100P per 1%. For each 10LVs the Pokemon has, add 5% to the base value which would equal 65% at LV90+.
Pokemon can be immobile during this.
Speaking of... got a bug.
Whenever selecting the Stock feature from the Base/Camp menu ("Lastly Stocked") It does not bring up the Stock menu but rather it brings up the Use menu.
Also maybe it's a oversight but I didn't realize it could happen but you can softlock your save for awhile or for a long time after becoming immobile, by firing all your members and rejecting all recruitment, maybe have a special event for this~?
As for suggestions... you could add a immobile text change for the evolution, ya know, your guild members carrying you there.
Also Guild Members gaining weight and possibly ending up immobile like you possibly?
But a big one to add would be giving pokemon better uses at the base such as the following assignments:
All types can feed the leader or other Guild Members when they're immobile.
Psychic (maybe also Flying?) Types for transporting the leader past immobility such as wanting to evolve or other times where the leader's presence is needed.
Flying/Psychic/Fighting Types would do Warehouse management and Stockpiling when the leader is immobile.
And maybe other things that aren't very PMD like I think as well as building ideas!...
I would like to think the level scaling things for below should go for items made by things like farms and kitchens or so...
Lv1 = 2
Lv10 = 4
Lv20 = 6
And so forth, these are increments of 2 per 10 levels.
Kitchen
Fire/Water/Ice Types can use various foods in the Warehouse to cook up better food.
Items amount obtained from cooking should be dependent on the Pokemon's Level.
This should be doable with immobile Pokemon, maybe.
Farm
Grass/Water/Ground/Bug Types tend to farms (vegetation and things that make sense for your game like Wheat for Bread.) using seeds out of the Warehouse you very rarely get as dungeon rewards or whenever a shop gets added making the seeds would be expensive and cycles every week?
Items amount obtained from seeds should be dependent on the Pokemon's Level.
This probably shouldn't be doable by immobile Pokemon.
Training Grounds
Fighting Types can train other Guild Members for EXP and to lose weight together, the EXP and weight loss should also get stronger the higher leveled the Fighting type is.
The EXP gain also won't happen if either Pokemon doesn't have any weight to lose or is already immobile.
Fortune Teller
Ghost/Pychic/Dark Types can raise the odds of a item of your choosing in one particular Dungeon appearing for one day, the default boost % could be 15%.
Possibly add a fee of 500 Poke and allow more money to be given, 100P per 1%. For each 10LVs the Pokemon has, add 5% to the base value which would equal 65% at LV90+.
Pokemon can be immobile during this.
Alright then, I think more English speakers use this site I'm linking at the bottom to translate languages, hopefully it'll be more accurate for you when translating Japanese to English!
https://www.deepl.com/en/translator
https://www.deepl.com/en/translator
Had fun using the guild system to make my Pokemon massive.
Noticed a few small bugs along the way though:
Bug 1:
Totodile's Evolution linked it to Quillava instead of Crocnaw, so it couldn't evolve to Feraligatr.
Aron's Evolution linked it to Marshtomp instead of Lairon, so it couldn't evolve to Aggron.
There may be others that need to be checked for the same error in Evolution linking.
Update: I read the comments and saw that the bug for evolution linking has been fixed.
Bug 2:
There doesn't seem to be anything to spend Poke on in this build, so I tried throwing it out of the warehouse to clear up space, but when I did, the Warehouse fullness meter didn't update to reflect that action, so now there is definitely no way to free up that space on my current run, will make it hard to fill with usable items that accurately push an update to the Warehouse fullness meter.
Something else that frustrated me that wasn't a bug: when a menu gets a lot of entries in it (the team and recruitment pages specifically), there's a lot of time lost to scrolling the page. Maybe some restructuring of elements on the page to reduce the amount of scrolling needed would be worth the time investment on the development side. It would also be nice if you could select multiple guild members at once and assign work in batches instead of one at a time. Something extra that might feel nice later would be the ability to freely rearrange the order of the Pokemon in the Team List instead of leaving it in the order they were added to the team (as a parallel step, you could also add a way to sort by level, gender, national dex number, nickname, Power, Weight, or anything else that comes to mind while you're working on developing this game).
Hope that future updates address the bugs and other things that frustrated me. Have fun with the game dev work!
Noticed a few small bugs along the way though:
Bug 1:
Totodile's Evolution linked it to Quillava instead of Crocnaw, so it couldn't evolve to Feraligatr.
Aron's Evolution linked it to Marshtomp instead of Lairon, so it couldn't evolve to Aggron.
There may be others that need to be checked for the same error in Evolution linking.
Update: I read the comments and saw that the bug for evolution linking has been fixed.
Bug 2:
There doesn't seem to be anything to spend Poke on in this build, so I tried throwing it out of the warehouse to clear up space, but when I did, the Warehouse fullness meter didn't update to reflect that action, so now there is definitely no way to free up that space on my current run, will make it hard to fill with usable items that accurately push an update to the Warehouse fullness meter.
Something else that frustrated me that wasn't a bug: when a menu gets a lot of entries in it (the team and recruitment pages specifically), there's a lot of time lost to scrolling the page. Maybe some restructuring of elements on the page to reduce the amount of scrolling needed would be worth the time investment on the development side. It would also be nice if you could select multiple guild members at once and assign work in batches instead of one at a time. Something extra that might feel nice later would be the ability to freely rearrange the order of the Pokemon in the Team List instead of leaving it in the order they were added to the team (as a parallel step, you could also add a way to sort by level, gender, national dex number, nickname, Power, Weight, or anything else that comes to mind while you're working on developing this game).
Hope that future updates address the bugs and other things that frustrated me. Have fun with the game dev work!
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