Casual Fluffy Remake demo (by TommyBoyio)

I shall be watching you with great interest!

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Ha love it really eats up hours of my evening!

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The discord link isn’t working.

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link must of became too old

a new one for you

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thanks for giving new links it helps cause i dont check here

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anytime

haven’t been on this site forever, got here off of google after trying to sniff down the actual casual fluffy source code. mistook ‘Sep 17’ as ‘Sep 2017’ because im so used to these projects being dead but imagine my surprise when the replies went into impossible years like September 2028 LMFAO.

absolute godspeed to you my guy, my only advice is take it slow and remember no progress is wasted progress because you come away with the experience you gained from it. never lose hope even if shit takes forever to get right. there are no failures, only learning opportunities. and most importantly have fun and be yourself :+1:

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Im assuming its only for computers

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Yeah but it’s 100% worth it

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heck yea!!

how do open the business menu to buy fluffies?

it’s is being changed around it should be here in the image below.

image

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Hello, I was just wondering what happened to the game, it’s just that there is a lot of silence on the Discord server.

due to the mess of code inherited from the original creator holding progress to a crawl, it was decided to start from scratch. The new version is mostly ready for playtesting, keep an eye on the discord in the coming few weeks!

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As a fan of this game, just some notes because I was feeling autistic this afternoon.

General/Behavior

  • Fluffies need a 1x1 (1 wide, 2 tall) open space to “see” other fluffies, and the view range is pretty far. One of those blocks seems to need to be in the “middle” of the three-block-high column. I was

The above fluffies cannot see each other.

The above fluffies can see each other.

The above fluffies cannot see each other (the fluffy on the right is reacting to another fluffy in their pen).

“Tall” fluffies cannot see over.

“Short” fluffies cannot see under, even though foals may travel through.

  • Fluffies who see other fluffies but cannot access them will usually mindlessly run at them, even to the point of starvation.
  • Fluffies who see balls but cannot access them will usually mindlessly run at them, even to the point of starvation.
  • Fluffies seemingly all have alicorn bias and will run from them
  • Females will not nurse foals that aren’t their own. You cannot make milkbags by cutting off limbs. This was wrong.
  • Repeatedly-raped fluffies will give a sad “hewwo…” which I hadn’t seen before in casual play. As there isn’t a “happiness” stat, I’m not sure what triggers this (morality? just being raped a bunch?)
  • Female fluffies can say that they don’t want children, yet still accept sex and get pregnant. They can act hostile to their children if they previously said they don’t want children, but will express the same “where are they?” panic. I had a mare lose all of her children yet still do the “where are they?” panic.

Food and Eating

  • Meat only works as a food for Cannibal fluffies? Maybe? Some eat it, some don’t, which likely points to a certain threshhold needed for cannibalism. Eating meat won’t seem to satisfy much hunger, and fluffies will still say they’re hungry after eating it. “Not a cannibal” fluffies (see below, with a stat of 1) will not notice meat in a bowl.
  • Hallucinogens (and I imagine other “drugs”) will satiate hunger.
  • All food can be placed in a food trough will unique sprites.
  • Fluffies will say they’re hungry between 20-30 hunger.
  • Food can be replaced in bowls/troughs, but only when not-full; I think it’s a percentage, as a single fluffy eating out of a trough took a long time for it to be replaceable.
  • Fluffies need full body clearance to eat (ie, if you have a 1x3 column at ground level, and the bottom two squares are clear, but the top one is not, the fluffy cannot eat a bowl placed in the clear squares).
  • “Cannibal fluffide” is unclear; a fluffy will not trip a cannibal sensor, but will eat cannibal fluffcide

Some of this testing was done by building a “cage” that had a sensor bar.

Hunger is not a meter that depletes (with 0 being starving); hunger is a meter that grows (ie, more higher number, hungrier fluffy). Fluffies will start to say they’re hungry between 50-100 hunger. Sketties seemed to reduce hunger around 25 points; kibble reduces it by 50 points. “Weawwy hungry” seems to be around 100-125. Fluffies will eat multiple times if they’re hungry, back between 10-50.

Fluffy Stats/Logic Block Testing

Everything seems to be working except for “Fluff Length”; everything must have “Use stats when detecting fluffies” checked in order to function. All sliders seem to be "the sensor will trip if the fluffy is under the set amount.

Everything is on a linear scale, but it’s obviously invisible what certain stats are. For instance, “Cannibalism” seems to default to at least 1 (fluffies with 1 cannibalism will not eat meat from a bowl), and “Sex Drive” has some variable states (ie, a female saying “I want to have special huggies” tested around 75, which seemed to increase linearly over time).

“Morality” is strange one. Fluffies seem to have a default morality of 30. A fluffy threatening to rape foals if he couldn’t find sex had a morality of 13. This seems to decrease every time it threatened to rape, to a minimum of 10; I imagine less than that is for cannibals? A pregnant mother’s Morality was 75. Rapists will rape their offspring. A rapist’s morality will/can raise to the point of saying they want “special huggies” rather than threatening to rape. A fluffy I named “rapist” for testing eventually became, for all intents and purposes, normal, and a fluffy who was “normal” for a 30 minute play session started to rape.

Morality doesn’t seem to relate to playing or being a mother; a fluffy I kept in the above cage for over 30 minutes still had a very high morality.

Morality also may affect who intervenes in a fight; some fluffies will discipline other fluffies who try to rape, stopping the act. If they cannot reach them, they will still say “that’s a bad thing to do.”

“Age” is consistent; a fluffy spawning from the player will spawn at Age 600; this is the maximum of “adulthood” - anything over this is inconsequential for the purpose of a sensor. Fluffies birthed from another fluffy seem to start at 0.

“Sex Drive” defaults at 0 from spawning, and increases linearly (maybe 10/s?) over time.

Items

  • Polka-dot, metal and striped bowls do not work; striped bowls don’t match the “star” design on the menu, will spawn a blue-stripe bowl instead.
  • All the balls work; they don’t seem to have a function beyond a visual gag of the physics, and to keep fluffies from complaining about them.
  • Carolina reaper works

This is all I did before I got bored. I know this game is dead not dead (see below), but it’s probably the most accessible one out of the simulations on the board, and it’s still playable.

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To be clear, we’re still working on it, and now that we have two in-fandom programmers, things should go more quickly.

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Well, that’s nice. I just figured I’d throw some stuff in here just in case.

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Very insightful, thank you. I spent the last four weeks studying the legacy code, and I may explain why the game behaves like it does:

The distance a fluffy “sees” another fluffy is 30 tiles (2 if blinded). But why don’t see fluffies beyond these blocks? Well, the code just cast a single line between the fluffy’s position, and only registers another fluffy when there is no obstacle blocking the view. That position from where the line is cast is not, as someone might assume, going from the fluffy’s eyes, but the game object’s center. No wonder these are never registered.
I’ll add this to our future changes.

Once a target was set, the fluffy tries to perform the action associated with that target. There is currently no logic which interrupts the current action if one of the needs reaches a critical level or the target could not be reached or became invalid in another way. This needs major work on the legacy code.

There is no stat for alicorn bias. Only other alicorns won’t run from alicorns.
Alicorn bias was added to be a new feature.

There is already code for nursing other foals, but I suppose it’s never reached due to how the game prioritizes other actions. It’s actually quite elaborate, and milkbags should be a thing, but unfortunately, the basic code prioritizes eating, playing, enfing, wandering around aimlessly and pooping over this. In my own playtests, foals starve all the time. Also, the mare’s script decides if a foal can suckle, based on the relationship to it, and the mare’s morality. A foal can’t suckle if the mare’s logic prevents this.

There is a happiness stat (called “mood”). These stats are internal and not visible to the player (not even by using sensors, I guess).
Fun fact: In the original Casual Fluffies game, the average mood of all fluffies on screen determines the pitch of the music, making it sound sadder and “darker”.

Female fluffies can say that they don’t want children, yet still accept sex and get pregnant. They can act hostile to their children if they previously said they don’t want children, but will express the same “where are they?” panic. I had a mare lose all of her children yet still do the “where are they?” panic.

Legacy code doing legacy code stuff.

This is intentional.

You are correct. The thresholds are:
< 60: Not hungry, fluffy regains health
60 - 120: fluffy will look for food
120 - 180: fluffy becomes “weawwy hungwy”
180 - 210: fluffy becomes deperately hungry (“suu hungwy”, “Cheee Cheee” from foals)
> 210: fluffy starves, losing health and adding to the cannibal stat.

Now, you would expect a hunger stat to go up with time, not down, don’t you?

The legacy code is inconsistent, this is a known issue. Cannibalism goes from 0 to 1, needs go from 0 to float.MaxValue (3.40282347E+38, theoratically), other stats are clamped between 0 and 100.

You are correct, “Morality” is used for mothers and “enfies” the most. Here is the note from the legacy code:

        //<40 morality: rapes mares without asking
        //<25 morality: rapes talkie babbehs
        //<10 morality: rapes chirpie babbehs
        //<5 morality : rapes male chirpies

There is also the stat “Decency”, which I’m still figuring out where it is actually used, “Sexuality” and “Sex Drive”. I believe “Sexuality” to be a permanent modifier, while “Sex Drive” is definitely the “horniness” of a fluffy at a given moment, but I need to look deeper into this. CasualDev did not leave notes on this.

Morality has nothing to do with “morale”, it just makes the difference between a good and a bad fluffy. Being trapped or encaged is not registered by fluffies. There are only a few events which affect a fluffy’s morality, and I’m still to find an event which actually raises this stat - meaning fluffies become hellgremlins gradually over time. But morality should be a random value between 0 and 100 at spawning, I’ll look into this.

This is correct. Fluffies don’t age further and can’t die of old age (yet). By the way, this is the age in game time seconds.

0 - 200: chirpie
200 - 600: foal
600+: adult fluffy

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This is all I can give you insight yet, but I’ll look into your other findings to give you answers.

So that’s what that was. I was curious as to why the music changed sometimes; do you have any insight into the tone of the “mummah song” as well? Sometimes it sounds absolutely demonic.

It kind of depends if you’re treating statistics like The Sims, where the meter is for whether the need is satiated rather than whether if the need is present. The former means a high stat is good, and the latter means a high stat is bad.

I meant more in whether this was affected by playing/not playing, or whether isolation caused morality to change over time (linearly, like hunger, if that makes sense).

Sorry, just to clarify: this wasn’t to seek answers, moreso I was making an assumption that the project was dead (like many Fluffy game projects) and since the game was still functional, there might be people who were curious about the functions of some things, and how stats worked, what stuff was broken, etc. It’s similar to FluffGen where people are still accessing the game, flailing around, and wondering how to do things.

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As a small update: work has been done to overhaul the bug log for this game; dev builds are still being pumped out with some differences from the build in the OP. It’s not my project so I’m going to let the devs release/publicize what they want.

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