Accepting game submissions
13 years ago
Well, I've finally accepted the fact that I'm really really slow at writing actual content. I've been having a lot of fun writing all the technical aspects of the game, but writing actual story of the game is really mentally draining for me :x. As such I'm going to start accepting people's submissions and actually adding them to the game. Although there's going to be a lot of ground rules, and I can't actually guarantee any one thing will actually make it into the game. But if I like whatever you submit then I'll add it in.
1) No personal characters - You can't write your own fursona(s) into the game. Any character or intellectual property you submit has to not exist in any other context, and any character you submit becomes pseudo property of the game. The main point of this rule being, I want to leave things open for other people to write things that add on to your submission or to add things onto your submission myself. And that gets really weird if it involves your actual persistent personal character. It's "pseudo" property of the game because you still get credit for it and everything, but it has to be a sort of public domain sort of thing so other people can feel free to add on to other people's submissions if they want to. So think of it more as an "add to story" rather than an RP is all.
2) Keep it PG - Ostensibly this is a pg game. It's marked as non-mature for a reason, which is to say no sexually suggestive stuff. I guess the boundaries of that are a little vague, but yeah, nothing overtly sexual.
3) Try to keep it within the theme - That theme being weight gain/vore/inflation etc. Which isn't to say I won't accept other things, but if you submit something specifically macro themed for instance, it'll probably be lower on the list to be added. And if it's forcefeeding themed it may be higher, but no guarantees :3 . Also the theme is specifically fantasy themed, so keep it within the confines of that. The boundaries of that are a little vague, but I wouldn't get any more advanced than maybe some very small amounts of steampunk, or whatever.
3b) Also this means there are things I flat out won't add, as in: scat/watersports/babyfurs/slob/anything sexual.
And also, no humans/electricity/aliens for thematic reasons.
4) Don't be weird about it - I don't really know how this is gonna go, but basically there will certainly be some submissions I won't add into the game. I'd certainly like to add everything everyone submits, but I know I won't be able to. So if I don't add your submission, don't take it personally. Mainly meaning that if it doesn't make it in, I'll tell you why and that'll be the end of it. It's not going to be a debate or a discussion, just an explanation. So no means no. No asking if I'm going to change my mind, no bartering/begging/guilt-tripping/insulting/sarcasm/passive-aggression or anything else after I say no. Also, if I say yes, you can't constantly pester me about when I'm going to add it. I'll add it when I add it and not a moment sooner or later. I just want to say there is not a single thing that will make me shut down this project faster than someone turning this hobby into a new stress.
5) Don't take it too seriously - This is supposed to be a fun exercise, so don't put your heart/soul/blood/sweat/tears/money into it or anything. I still want you to do your best, and the better written it is the more likely it is to make it in. I just don't want hurt feelings if you put a bunch of effort in and not get anything back out of it :x If you're worried about whether or not an idea is likely to make it in, please be sure to ask me about it ahead of time and I can give you an idea of what I think of your... idea.
6) You don't really get to set numbers - You certainly get to decide relative balancing, but if your submission is a sword that does 1,000,000 damage then I'm going to change that number entirely. So you could say an event causes you to "gain a lot of weight", but I decide whether "a lot" means 30 pounds or 1,000 pounds based on how difficult/rare that event is, for instance.
7) I may/will modify your submissions - I'll tell you the things I want to change and discuss it with you, but I want a certain theme/voice maintained so I may slightly modify how somethings are written. Like I try to have very passive descriptions of things. So, for instance, I try to avoid things like "You see the biggest lion you've ever seen", because you don't know what each character's seen. Maybe someone believes their character saw a much bigger lion in a museum when he was a kid or something, who knows? So I might change that to "You see what looks to be a 3 ton, 10 foot tall lion" or something. Similarly I try to avoid saying "The broccoli tastes gross", maybe someone else likes broccoli. I might say, "The broccoli tastes like dehydrated grass", and the player can certainly decide that sounds gross on it's own, but I want that to be left up to the player to decide. When you write, try to describe things with how the character would see/hear/taste/smell/touch that thing and leave it up to the player to interpret his opinion.
8) I want other people to add on to your submission - By extension I also want you to be able to add on to other people's submissions. So keep in mind that other people may want to add on to what you do. I'll certainly take your thoughts into consideration, but if I really like someone else's addition then I'm going to add it on. Keep that in mind whenever you're writing something. This also means I want you to add on to things I've already submitted as well. But if you want to submit the first part of something and want to submit a second part later, then I'll try to give you preferential treatment over someone else who wants to make a second part. Just let me know ahead of time.
I think that's it for the rules. I know there's a lot of them, and some of them may put you off of wanting to submit stuff, but they're there to prevent any hurt feelings down the road. I know some of them may seem mean or selfish or inconsiderate, but they're that way so that I don't have to sound mean/selfish/inconsiderate to some singular person down the line.
You can submit literally anything you want. Items, locations, descriptions, short scenarios, long scenarios, additions to already existing things, enemies, quests, player attacks, enemy attacks or any other random thing I haven't thought of. You can submit things that don't exist in the game yet and I'll try to add them. In fact I sort of prefer submissions that don't have systems for them in the game, because I really enjoy the technical aspect of coding things in. Although do note that the harder something is to add in, the longer it may take me to add it. And some things may just be too technically hard for me to do, but I'll try my damndest to add them in. If you want to submit some really large overarching system though, like magic, or npc reputation, then I may be far more discerning with those things as they define how all future submissions in that arena will work.
Scene Formatting
Formatting rules aren't particularly strict, but the better formatted the writing the more likely I am to add it in.
Basically anything that's variable should be put in brackets. Like "Your character is [X feet] tall" etc.
If you have a multipage event, have each page you want to have separate be separated by a line of dashes or ***'s or whatever
If there are choices to be made during an event put the choices in *Choice1*'s and label each thing they lead to with the name of that choice
You don't have to follow the formatting rules too specifically, just make sure you clearly mark;
Possible variables
Possible choices
Changes in stats
And make sure you account for different player species/genders/weights etc. You can have whatever parameters for events happening or whatever locations or be however specific you want to be, but take note that these things may be rearranged.
Enemy Formatting
Enemies need a Name, physical description, victory description, defeat description, attack descriptions, and player escape description. You also define in a general way it's other stats like strength speed etc. but I might change the actual numbers. You also have to say how many different attacks they have and when those attacks get used. You can also set species and gender if that matters, or have either/both of those be selected randomly if you want and also say what location or what type of location you want it to show up in.
Item formatting
Basically items need a name , physical description, and on use description, and you tell me what they do and how you get it and I figure the rest out from there. Items are a lot more free form than events are. Right now the other variables items have attached to them are, value, charges, healing, stamina restoring, stomach filling, calorie adding, base damage, damage range, damage reduction, how much it expands before breaking, and what status effects it has. You can have parameters set for it that aren't on that list, but those are basically all just numerical values.
Everything else formatting
Scenes/items are the main things I'm expecting to get submitted, but if you want to add area descriptions, player descriptions, enemy descriptions etc. to things already in the game then feel free. Although note that if someone submits something like character descriptions that I like more than yours, then I may modify/replace the descriptions you put in.
Art formatting
I'd be particularly happy to accept art, although I'll be very very selective on this subject. The real main problem is that if 2 people submit art for the same thing, I have to choose one over the other, there's not really a way to have both in. So this may be more of a contentious issue. Right now the only art assets I'd be accepting is setting artwork and enemy artwork. No artwork can contain player characters, as there are too many types, and enemies with random species may be a little awkward to implement as well. Basically each enemy is going to only have 1 artwork, which is hard to reconcile with things like the wildlings who can be any race the character can. So I may stay away from them for your own sake, but if you want to feel free to do something representing them. I probably won't be accepting specific scene artwork as they would almost inherently contain the player character, although if I really like what you submit then I may add it in anyway. Ostensibly all artwork needs to be colored and in similar theme/quality with the rest of the artwork.
But in any case, all artwork must be .png format. Background images must be at least 275x415, and enemies must be smaller than that so they can fit in the little window for them.
Actually submitting it
The best way to submit it is to send me a .txt file of your submission through e-mail to sck140 at gmail. I prefer .txt to avoid any formatting issues, as it's all going to be put into code anyway. So you can type it in whatever, just make sure you copy/paste it in notepad before you send it to me. Don't submit it through notes and don't submit them as comments, because the system for both those things is kind of awkward and hard to keep track of. Although if you just have small suggestions and not full fledged submissions, then feel free post them here or on the actual game submission itself.
Credits
If I add your submission to the game then I'll name you in the game's credits. If you want to remain anonymous then please tell me, but otherwise I'll probably assume you want to get mentioned and add your FA name or whatever name you want me to put in for you in the credits. Well, assuming your name isn't something vulgar I guess, but I can't imagine that'll come up often :x
Thank you all for your time. Sorry that this is so long, but it's to make sure things go smoothly for everyone involved. I want to avoid any hurt feelings or ill will at all costs. I hope you have fun with it, and I hope that a lot of people respond, but I frankly have no idea what to expect :x
1) No personal characters - You can't write your own fursona(s) into the game. Any character or intellectual property you submit has to not exist in any other context, and any character you submit becomes pseudo property of the game. The main point of this rule being, I want to leave things open for other people to write things that add on to your submission or to add things onto your submission myself. And that gets really weird if it involves your actual persistent personal character. It's "pseudo" property of the game because you still get credit for it and everything, but it has to be a sort of public domain sort of thing so other people can feel free to add on to other people's submissions if they want to. So think of it more as an "add to story" rather than an RP is all.
2) Keep it PG - Ostensibly this is a pg game. It's marked as non-mature for a reason, which is to say no sexually suggestive stuff. I guess the boundaries of that are a little vague, but yeah, nothing overtly sexual.
3) Try to keep it within the theme - That theme being weight gain/vore/inflation etc. Which isn't to say I won't accept other things, but if you submit something specifically macro themed for instance, it'll probably be lower on the list to be added. And if it's forcefeeding themed it may be higher, but no guarantees :3 . Also the theme is specifically fantasy themed, so keep it within the confines of that. The boundaries of that are a little vague, but I wouldn't get any more advanced than maybe some very small amounts of steampunk, or whatever.
3b) Also this means there are things I flat out won't add, as in: scat/watersports/babyfurs/slob/anything sexual.
And also, no humans/electricity/aliens for thematic reasons.
4) Don't be weird about it - I don't really know how this is gonna go, but basically there will certainly be some submissions I won't add into the game. I'd certainly like to add everything everyone submits, but I know I won't be able to. So if I don't add your submission, don't take it personally. Mainly meaning that if it doesn't make it in, I'll tell you why and that'll be the end of it. It's not going to be a debate or a discussion, just an explanation. So no means no. No asking if I'm going to change my mind, no bartering/begging/guilt-tripping/insulting/sarcasm/passive-aggression or anything else after I say no. Also, if I say yes, you can't constantly pester me about when I'm going to add it. I'll add it when I add it and not a moment sooner or later. I just want to say there is not a single thing that will make me shut down this project faster than someone turning this hobby into a new stress.
5) Don't take it too seriously - This is supposed to be a fun exercise, so don't put your heart/soul/blood/sweat/tears/money into it or anything. I still want you to do your best, and the better written it is the more likely it is to make it in. I just don't want hurt feelings if you put a bunch of effort in and not get anything back out of it :x If you're worried about whether or not an idea is likely to make it in, please be sure to ask me about it ahead of time and I can give you an idea of what I think of your... idea.
6) You don't really get to set numbers - You certainly get to decide relative balancing, but if your submission is a sword that does 1,000,000 damage then I'm going to change that number entirely. So you could say an event causes you to "gain a lot of weight", but I decide whether "a lot" means 30 pounds or 1,000 pounds based on how difficult/rare that event is, for instance.
7) I may/will modify your submissions - I'll tell you the things I want to change and discuss it with you, but I want a certain theme/voice maintained so I may slightly modify how somethings are written. Like I try to have very passive descriptions of things. So, for instance, I try to avoid things like "You see the biggest lion you've ever seen", because you don't know what each character's seen. Maybe someone believes their character saw a much bigger lion in a museum when he was a kid or something, who knows? So I might change that to "You see what looks to be a 3 ton, 10 foot tall lion" or something. Similarly I try to avoid saying "The broccoli tastes gross", maybe someone else likes broccoli. I might say, "The broccoli tastes like dehydrated grass", and the player can certainly decide that sounds gross on it's own, but I want that to be left up to the player to decide. When you write, try to describe things with how the character would see/hear/taste/smell/touch that thing and leave it up to the player to interpret his opinion.
8) I want other people to add on to your submission - By extension I also want you to be able to add on to other people's submissions. So keep in mind that other people may want to add on to what you do. I'll certainly take your thoughts into consideration, but if I really like someone else's addition then I'm going to add it on. Keep that in mind whenever you're writing something. This also means I want you to add on to things I've already submitted as well. But if you want to submit the first part of something and want to submit a second part later, then I'll try to give you preferential treatment over someone else who wants to make a second part. Just let me know ahead of time.
I think that's it for the rules. I know there's a lot of them, and some of them may put you off of wanting to submit stuff, but they're there to prevent any hurt feelings down the road. I know some of them may seem mean or selfish or inconsiderate, but they're that way so that I don't have to sound mean/selfish/inconsiderate to some singular person down the line.
You can submit literally anything you want. Items, locations, descriptions, short scenarios, long scenarios, additions to already existing things, enemies, quests, player attacks, enemy attacks or any other random thing I haven't thought of. You can submit things that don't exist in the game yet and I'll try to add them. In fact I sort of prefer submissions that don't have systems for them in the game, because I really enjoy the technical aspect of coding things in. Although do note that the harder something is to add in, the longer it may take me to add it. And some things may just be too technically hard for me to do, but I'll try my damndest to add them in. If you want to submit some really large overarching system though, like magic, or npc reputation, then I may be far more discerning with those things as they define how all future submissions in that arena will work.
Scene Formatting
Formatting rules aren't particularly strict, but the better formatted the writing the more likely I am to add it in.
Basically anything that's variable should be put in brackets. Like "Your character is [X feet] tall" etc.
If you have a multipage event, have each page you want to have separate be separated by a line of dashes or ***'s or whatever
If there are choices to be made during an event put the choices in *Choice1*'s and label each thing they lead to with the name of that choice
You don't have to follow the formatting rules too specifically, just make sure you clearly mark;
Possible variables
Possible choices
Changes in stats
And make sure you account for different player species/genders/weights etc. You can have whatever parameters for events happening or whatever locations or be however specific you want to be, but take note that these things may be rearranged.
Enemy Formatting
Enemies need a Name, physical description, victory description, defeat description, attack descriptions, and player escape description. You also define in a general way it's other stats like strength speed etc. but I might change the actual numbers. You also have to say how many different attacks they have and when those attacks get used. You can also set species and gender if that matters, or have either/both of those be selected randomly if you want and also say what location or what type of location you want it to show up in.
Item formatting
Basically items need a name , physical description, and on use description, and you tell me what they do and how you get it and I figure the rest out from there. Items are a lot more free form than events are. Right now the other variables items have attached to them are, value, charges, healing, stamina restoring, stomach filling, calorie adding, base damage, damage range, damage reduction, how much it expands before breaking, and what status effects it has. You can have parameters set for it that aren't on that list, but those are basically all just numerical values.
Everything else formatting
Scenes/items are the main things I'm expecting to get submitted, but if you want to add area descriptions, player descriptions, enemy descriptions etc. to things already in the game then feel free. Although note that if someone submits something like character descriptions that I like more than yours, then I may modify/replace the descriptions you put in.
Art formatting
I'd be particularly happy to accept art, although I'll be very very selective on this subject. The real main problem is that if 2 people submit art for the same thing, I have to choose one over the other, there's not really a way to have both in. So this may be more of a contentious issue. Right now the only art assets I'd be accepting is setting artwork and enemy artwork. No artwork can contain player characters, as there are too many types, and enemies with random species may be a little awkward to implement as well. Basically each enemy is going to only have 1 artwork, which is hard to reconcile with things like the wildlings who can be any race the character can. So I may stay away from them for your own sake, but if you want to feel free to do something representing them. I probably won't be accepting specific scene artwork as they would almost inherently contain the player character, although if I really like what you submit then I may add it in anyway. Ostensibly all artwork needs to be colored and in similar theme/quality with the rest of the artwork.
But in any case, all artwork must be .png format. Background images must be at least 275x415, and enemies must be smaller than that so they can fit in the little window for them.
Actually submitting it
The best way to submit it is to send me a .txt file of your submission through e-mail to sck140 at gmail. I prefer .txt to avoid any formatting issues, as it's all going to be put into code anyway. So you can type it in whatever, just make sure you copy/paste it in notepad before you send it to me. Don't submit it through notes and don't submit them as comments, because the system for both those things is kind of awkward and hard to keep track of. Although if you just have small suggestions and not full fledged submissions, then feel free post them here or on the actual game submission itself.
Credits
If I add your submission to the game then I'll name you in the game's credits. If you want to remain anonymous then please tell me, but otherwise I'll probably assume you want to get mentioned and add your FA name or whatever name you want me to put in for you in the credits. Well, assuming your name isn't something vulgar I guess, but I can't imagine that'll come up often :x
Thank you all for your time. Sorry that this is so long, but it's to make sure things go smoothly for everyone involved. I want to avoid any hurt feelings or ill will at all costs. I hope you have fun with it, and I hope that a lot of people respond, but I frankly have no idea what to expect :x
I hope to add something useful for you, I am really impressed with how you are going about this hobby of yours. I bet you are going to receive more support than you expected!
I understand if you'd like people to only send in one submission at a time; I'm just wondering if I'm allowed to submit some in groups.
Just a thought.
I've kind of been holding off on that because I sort of wanted to add in systems for like horns/wings/tail descriptions and stuff, which becomes more monumental the more species there are. But I'm sure they'll make it into the game at some point :x
Also, some more sets of clothes might be nice :3
Basically, I noticed when you pick up an item and have too many, you can discard the item you currently have, use it, or discard another item. I think the option to use another item should be included.
Ok, well, at least I attempted to help.
But I definitely still appreciate the help. The more people that report bugs the easier it is for me to track down the cause of them :)
this is my idea.
A new event where you come across a strange house, you ether approach it or leave it alone. If you approach the strange house, there are 4 options; #1-knock at the door, #2- sneak at the back way, #3-come in without knocking, or #4- leave the area.
If you knock at the door, Someone will answer the door and that someone is an alien creature from out of this world planet. This alien creature is a female that doesn't really have any anthro characteristics, and she is very fat (if not whale-sized.) and surprisingly healthy. She is very friendly and loves to see new visitors. She says this. "OH why hello there little fella. (Big fella if you are already pretty fat.) Please do come in! I have set up a great feast for everyone to chow down. (she slimes very happily.)" At this point there will be no escape. and if you try to leave, you will be unable to leave as you get easily caught by the alien creature. She says this when you try to escape. "Now now don't be shy, you will love my house when you see it all. now let me get you bellied up for the feast. (she smiles and giggles.)" As you are forced to be escorted to the great feast, you will find several adventurers that look entirely different. (aside from being whale sized and still able to move just barely.) They look half alien, half something that you can barely figure out. (like half alien, half dragon.)
(Just like the witch, the alien loves to fatten creatures up. Unlike the witch, the alien will not eat you up at all, she just will fatten you up some more with both junk foods and healthy foods. after a very long feasting cession, you have gained a lot of weight to where you have gained fatness by 100 to 200. She will set you free and wave goodbye to you with a wink. (if you have met her the first time, she will give you a very strange berry that is not trade-able and you can't discard it. (but at least you can put the strange berry in the chest.) If you eat the berry, you will undergo a permanent change that cannot be reversed what-so-ever. (expect changing form a dragon-alien hybrid into a Ocra-alien hybrid.) you will change into a half alien, half something else. I.E half dragon. half alien. You will receive a great benefit and a drawback.
The great benefit is that your bones are now 2z to 3x stronger, allowing you to now carry 1.75X to 2.25x your weight that you can normally carry before hibernating. The great draw back is that the alien part of you conserves a lot of energy and fat as much as possible, Making where it is now very easy to gain weight and it is now a *#&$% to lose weight. (great for those players who want to get fatter faster.) If you don't want to lose your normal character look, just save the game in another slot if you have one.
There's more but I can't find all the ideas for more on the add on, I will be thinking for the other things that I got in mind on the add on. In the mean-time, that is all.
well is there anyway instead of having that alien-hybrid shit, just only the rare occurrence that can be met,
no alien races. only that one alien caretaker creature who fattens your character up?
IF not then, my idea is totally wasted.
or a belly cart you can buy at the store to allow mobility if too big
kinda like the stretchy fruit
-Or perhaps a scenario in which you traverse a whole in the ground or wall or something in which you find a considerable amount of food much like the house in the forest. Only instead, if or when captured by the owners of the stash, they fight by trying to stuff you past your limits almost like how the witch in the gingerbread house does. Only these guys would be bat-crap insane and just try to make you... y'know, 'die'. They'd be animals, of course, but calling them wildlings wouldn't really fit the bill as those guys seem roughly civilized and the guys I'm describing are not. I'm sure you could come up with a name for them. I'd go with Subterraneans.
-Lastly, how about an option for combat in which you can force-feed your enemies? You'd use whatever food you had in you inventory and they could eventually submit to you for whatever you wanted to do to them, be it kill them, eat them, run away (which should work instantly at that point), or even keep stuffing them till they 'die'. Only to minimize any gory aspects, you could say that they simply 'popped out of existence in a flash of light'. Kind of like how you just appear in the hospital infirmary whenever you 'die'.
I'll try to think up some more, but that's all I've got for now. Hope at least one of these sounds interesting, as I know each of them would require a significant amount of coding...or some such computer-type stuff lol
-I also kind of like this idea, although I may need slightly more specific motives besides crazy :x
-And definitely a few people have suggested this one, and I definitely like the idea, but it's one of the more technically difficult ones to implement. Not to mention that gameplay-wise it'd be quite a waste of money. I mean, I'd certainly enjoy doing it, but you might have to cram 40 gold worth of food into somebody before you "won".
Really only the last idea would be difficult, and even then not that difficult necessarily unless I wanted to prevent carnivores from being forcefed vegetables, but at that point I doubt you really care about their preferences anyway :p . It'd just be the most time consuming to write new scenes for is all, really. But I definitely like all the ideas, thank you :)
-Okay, I should've elaborated. By crazy, I mean more like "touched". They see you sneaking around in their little hovel and instead of getting angry, they take pity on you and just believe you to be extremely hungry. They take it upon themselves to see to it that you're well fed by constantly handing (or forcing) you food. The struggle here would be that if you try to leave, they wouldn't believe that you were sated and instead keep feeding you until you either escape or...y'know.
-That actually surprises me. I was aware that people were totally going for the whole 'if you can't beat 'em, eat 'em' approach, but as far as force-feeding them, I thought I was pioneering that one lol. But considering how easy it is to get gold so far (helping out that guy in the witch's house nets quite an amount), and with all the food you find on the ground throughout the grasslands and such, I wouldn't worry.
Still, I'll keep think though. Hope this helps.
-Yeah, that could also definitely work.
-Hopefully I'll have more other things to do with your gold in the future. Although that's certainly also a use for it. It's just that the impracticality to usefulness ratio makes it likely that it'll be a little while before I get around to it :p
why not make it so you can get payback on some of those individuals in the encounters
maybe you could make a town u mentioned earlier at the one of one of the roads be inhabited by the enemies you fight but theyre 'docile' in the town or its a town found in the hills, grasslands or the forest
one restaurand could be a 4 chef place that for 100 coins its a meal that is made by a meatman, lemon slime, syrup vine and a gingerbread house witch as the 4 chefs and its also has a stretchy berry in it and it puts your stomach at 200% without passout
it would be appealing to speed gainer gamers
but would the idea of the town be a good idea and possibly have the people there as waiters/chefs?
and maybe not the mega meal thing lol
And when you beat it you get, well, cake and other sugary confections and whatnot. :V
Although that could certainly just be a class of enemy much like predators are now.
Ok, new idea. A mad scientist/chef of random species that lives out in the hills or something as a random encounter that you fight. If you lose, he/she takes you to his/her laboratory/kitchen and force-feeds you until you're huge (or more :V) and then either eats you or leaves you out to be eaten by some big thing that lurks out in the hills or something (I wanna say a dragon, but the wildings kinda stole that schtick).
How's that sound?
For example depending on how hard the opponent you fight is will depend on what the prize will be. If it's a weak monster you'll get a little bit of gold but if something stronger like a warrior then you'll probably win either a large sum of gold or a prize.
If you want to you could use this to test the idea of having an anthro like opponent's other then the wildlings or the thieves and drunks, to test the vore option on, like if you submit in your fight at a certain health level.
Like a library for intelligences
And maybe a dojo or someplace with a master to help you increase your stomach capacity and maybe learn how to fight with your hands and your stomach. Though the trick would be that depending on the fighting style would depend on your body.
Examples:
Martial arts: strength, speed, and int.
Sumo: strength and belly size.
Wrestling: strength, speed, and weight.
Each one would have their advantage against one thing or another but in the end you will learn how to both beat down an enemy and how to gulp them down.
I think the event occurs a little too early. I mostly find evidence of this 'cause when one monster or event succeeds in bursting my character, she goes way over 130% and still manages to stay alive and remain conscious, of course instant game over follows shortly. But when overindulging in a resteraunt she just pops way too soon, y'know? Just wondering if you can make it so that character can stretch more [and still suffer some visual/statistical effects of being on the verge of bursting, and maybe some more extreme descriptions/statistical effects] whether it be naturally, or certain stats that you can achieve.
Not only is it lovely and cool, but it can affect other things too so as being more of a potential money sink or if you'd like you can make it a feature that increases the difficulty of the game as well ["Don't poke me!"]
Just some creepy thoughts from a fan~ owo;;;
I can see what you mean, I suppose that 30% past a bellies normal limit of popitude is good enough! Any other stuff that I'd prefer would just be weird and kinda creepy, and Symphi don't like rollin' like that, so she'll leave you alone now. Thanks for hanging out with me~
xD
If you feel like making any other games or improvement to your current one, you feel free to do that too xD
Although there's not much of a way to illustrate your character without it just being a stick figure or having over 1000 different illustrations.
1. The scenario involves two characters, both of whom are a random species but fixed gender. Will this work? I have labelled them as [random species 1] and [random species 2].
2. The scenario has got a lot of multiple choice options. To make things easier for you to read, I've put codes like '1A, 1B, END1, END2' so it's easier to find what option leads to what text. Is it possible for multiple story paths to use same 'end' text for the scenario?
3. Is it possible for one scenario to trigger another as available? Say you meet character A in Scenario 1. Is there a way for completing that scenario to 'unlock' the possibility of a random encounter with Character A again, if I write a 'sequel' scenario? For example, if you become friends with Character A in Scenario 1, you might encounter him in town, and he may buy you a drink or a meal?
I have some other suggestions:
1. Rodents as a species option? Rats, mice, grey squirrels, red squirrels, etc.
2. Mustelids as a species option? Otters, stoats, ferrets, badgers, martens, etc.
I'm not sure how the stats would work for these species, but it might be nice as an aesthetic option.
2. That's also fine, and yes they can meet up at the same end, it's just important to make sure the text makes sense between both paths going to the same ending.
3. That isssssssss also possible, but it depends on how it's set up. Like, if it's possible to befriend a specific character, does that mean the event can only happen once? Or does it mean you can befriend an infinite number of different character A's? Either isn't particularly doable for gameplay logic reasons, so it kind of depends on how it's set up.
And those species are certainly all possible, although there's probably a finite number of total species that make it in, so I can't guarantee they're all possible :x
On this point though, is it a problem if the characters have names? Re-doing this scenario would mean you would have different character species, but their names would be the same. Is this permissible, or would it be preferable to have the characters be anonymous?
Another thing, can the characters or narration address the player by the name they chose? So you can tell them your name is [player name], and they'll call you it in dialogue? This could be open to abuse, I admit, but I'm not sure if that bothers you. XD
And yeah, you can have the character's name used anywhere just the same as stats/species/weight or anything else that gets displayed somewhere else already. So adding in your own name somewhere is no problem.
2. Probably another minor idea but maybe you could have it that we could possibly continue to burst/rip/ our clothing if we continue to get too fat, example for the jeans. "You hear loud ripping and you turn your head to see that a large spilt going down the backside of the jeans exposing your rump" Like before just a suggestion.
I have more ideas, but maybe later. :)
1. Something minor, but maybe you could have it that we could burst out of our armor as we get bigger and fatter, Mostly because the thief's description says his/her leather armor had bursted open.
2. Another minor one, maybe you could have the general store sell more kinds of potions like a weight loss potion or a slow weight gain potion and etc.
Mostly minors ones this time.
If it would be convenient for you, Noone, I can write up some descriptions of the armour coming apart. Maybe there can be 3 'stages' of armour not fitting? So stage 1 would be it's a tight fit, and stage 3 would be it being held together by long belts and hope. XD
And I'm certainly a fan of more clothes bursting, it's just a matter of writing more descriptions for it, and I've been focusing on adding more different things instead of adding on to old things at the moment. Certainly armor bursting is interesting, but at the time I wasn't sure of the place armor would have in the game. Clothes have a purely cosmetic function whereas armor has actual uses, so I didn't want people losing their expensive armor because they got too fat, necessarily :p
And I might add a weight loss item of some sort, but I want to stay away from having magic do everything rather than have more logical consistent things responsible for weight loss/gain. For instance, there's no particular reason for a slow weight gain potion as all food is basically a form of slow weight gain :p
-How about adding Bows as a alternate weapon path. Instead of having the strength Attribute determine damage, go with Dexterity, which increases accuracy and Bow damage. In addition to Bows, also a variant with Cross Bows, a more powerful version.
-You mentioned probably including steampunk type things. How about some sort of Steampunk Metropolis. There, they have more advanced weapons, restaurants, and not to mention feeding methods =p. Here the population is more engorged with the abundance of food etc. Also keeping with the Longrange "class" here there could be the final tier with some sort of Steampunk rifle, or revolver. The most expensive, or with the alternate path of finding parts to build them.
-Adding skills would be neat too. Like certain skills for a melee weapons and longrange ones. For example, like an Overhead Strike, increases your fatigue in exchange for a powerful hit. Or a charged shot, a powerful arrow shot, and so on. Every level you could gain a skill point to use on any choice of skill in addition to your attributes. Some can be Passive or Active.
-Also I noticed that the Weapons do not show a stat. It would be great to have stats on the weapons to see which would be stronger. Example: Dagger (2-5 Atk) Sword(7-10) Axe(8-12)
Also Armor rating would be nice.
-Another idea: Maybe the "Belly" stat could add an option of trying to vore the opponent instead of the traditional attacking it. Depending on how big your belly is, you could try to eat your opponent in a couple of turns. If you can't, you become too full and loose the battle (works well with edible enemies like the meat man, jelly, etc). Could also add other neat options to special encounters, like the Forest witch or dining table, where you can literally eat the entire house, or at least enough of it where the Witch becomes angry and tosses you out.
-I saw this mentioned before, the option to force feed opponents. Building on that, maybe learning food magic as another "class" path. But it has to be learned at some Magic school or town. They can either materialize food, or directly alter the body to increase body fat, or inflate them till they cannot move. Obviously it would only work with living creatures (wildlife, other furs).
I think that is it for now, heh.
And there will probably be some advanced technology, but it'd be very restricted. There'd probably be a city it mostly originates from, for instance, but it'd be a smaller city than the main area is. Probably won't be guns one way or the other though. That's probably just on the wrong side of how far advanced technology is.
I certainly had some idea of adding more skills to the game, but I need to figure out a system for it first and lay out whatever possible skills I wanted first.
I keep meaning to add weapon damage descriptions, I just keep forgetting to. Especially since they're kind of based on a dice rolling system, which some people may not be familiar with. Although I can probably just put damage ranges in and be fine.
Certainly devouring your enemies is planned for the future. As well as adding the option for eating enemies that want to be eaten. The submit button kind of works in that fashion for food based enemies, but as someone pointed out, it's kind of an all or nothing deal. So I probably add an eat attack for those enemies wanting to be eaten.
And certainly there's a lot of directions magic can go, it's just a matter of making a system for it :p
Thank you very much for the suggestions :D
add an aquatic berry to the game. I used to get them at the testing area. (prison) now you can't get them anymore. so a new location to find them would be nice.
Another encounter at the hills where you happen to come across foot steps. They are not foot steps that of a furry, but foot step of a human being that is wearing boots. You can ether leave the trial alone or you can follow the trail of foot steps.
If you decide to follow the trail of foot steps, you Will eventually find a clothed human being that looks like a traveling mercenary. He weighs 160lbs. with well defined muscles and looks semi-fancy with some custom-parts for his outfit. His outfit is a dress long-sleeve shirt with a custom leather-vest that has six plates on the vest. the pants look unusual as it is a multiple-pocket pants with half robe skirt on it's sides. He is wielding a crossbow that he made a while ago for shooting animals and other targets. He spots you and he says something to you in a normal tone. "Hello there stranger you look rather lost. Why not take a rest and chat for a bit." You sit down on one of the rocks next to him.
There are 4 options to choose from at this point.
Human mercenary: The man has 150-200hp and he is quite dexterous(45-55 dexterity.)
The man can doge some of your attacks. so you have a 8%-12% chance that you will miss him on your attack. by ether the man doges it or he deflects the weapon.
option 1: (fight) "I want to fight you." the man says this. "You want to fight me? Very well then, I shall fight you, Remember, I know my ways to take anyone down I mean ANYONE down!" He is not kidding as he ready his crossbow and points it right at you. The man says. " Now get ready!" You lift up your fists or your weapon and the the fight starts.
When he attacks, he has 3 attack types that mainly involve damage. One of the attacks will lower strength making it where you can't damage as much.
Attack type 1: The man shoots you with his crossbow. The bolt goes through you as you whelp in pain. You slightly bleed from the would you just received from the bolt hitting you. The man indeed has a deadly weapon. (4-16 damage depending on what armor you are wearing and the endurance.)
Attack type 2: You happen you be too close to him. thinking that he is now vulnerable as he can't shoot in melee range, you think as if this will be an easy victory, You are proved quite wrong as he bashes you with the hard part of his cross bow. Feeling a bit woozy from the weapon bash, You back away a bit and try to be a bit more careful. (3-7 damage depending on your armor.)
Attack type 3: The man shoots you right in the arm. your arm is damaged from the bolt slightly reducing strength as your muscles in your arm are a bit torn from the shot.
Victory from fighting the man.: The man falls on his knees, looking a bit wounded from the fight He udders some words. "You have won this fight. you can choose one the the 3 items you can take from me." You can ether take 40 coins, his custom vest, or his crossbow.
The vest is equivalent to leather armor or chain mail armor. The vest is normally just for your looks or scrivener on winning the fight against the man. (he has a spare vest so he won't be without one.)
The crossbow is a weapon which needs Dexterity instead of strength to dish out damage. the high the dex, the more damage you can do.
Option 2: (trade.) You say. "Do you have anything to trade?" The man says "Why yes I do. I have a wide range of items that you can browse and purchase." The man takes his heavy backpack off of his back and opens the case containing lots of items. most of them are the items that you commonly see. a few items are quite exotic.
there are 2 pills, one pill that helps boost weight loss. And the other pill boost weight gain. There is also a rainbow colored drink that is in a bottle and in a jug. it increases your endurance after a couple of uses. (like lifting weights or running till your stats go up a bit.)
The prices for these items are listed:
Weight gain pills.: 13 coins.
Weight loos pills,: 13 coins.
Rainbow drink bottle: 3 coins.
Rainbow drink jug.(5 uses.) 15 coins.
You can also sell goods if you want to. like a general store.
Option 3: (leave). You say. "I have to go now see ya later." The man says "Sure thing. Take care and safe travels!" He heads into the other hills and you head elsewhere.
Option 4: (chat.) You chat with him and it goes on for an half hour to an hour. After some chatting, he says "Oh look at the time, I got to go now, Thanks for socializing with me. You can have this as a gift for giving me company. You get 15 coins, a rainbow drink jug, or pills (chances to get an item of the 3 are random.) he leaves back into the hills.
That is all for now.
And the items are fine, although I kind of want to stray away from using pills as items. Their effects are fine, but I kind of want to have items be more of a logical flavorful sort of object you'd find in the game world. Like have whatever they are be more a reflection of what they do, as pills are sort of a generic object. I don't know what I'd change them to, but some sort of magical whatever that reflects what the item itself does. Like, the rainbow colored drink is sort of interesting because you kind of wonder where it comes from and why/how it's rainbow colored so it's sort of an interesting object, but we have pills in real life so they're not all that interesting in game :p
Anyways, thank you for the idea, I'll definitely take it under advisement :)
And YES, the rainbow drink is rather a good-idea as it can be a rather mystery of why or how it was made. (Strange drink bottle/jug. would be a decent mane for it.)
For example.
At night=no fight
At day=fight
-As you walk through the forest you suddenly hear a loud angry buzzing overhead. You look up in time to see a swarm of {2-4}rather oversized bees the size of humming birds decend upon you. From their oversized abdomen protrude sharp stingers, which drip wth an amber looking fluid.
-Combat: The swarm is made up of 2-4 bees each with a set amount of hp. Unlike previous encounters there are multiple opponents instead of one. Each attack targets one bee, once it's hp is depleted you automatically target the next in the next attack(as such combat lasts a bit longer since you take out each bee one at a time). The bees attack as a single unit, their damage being cumulative. Each bee can do a low amount of damage, but also carry a 20 -30 percent chance of inflicting you with Bloat venom(+1).
-Bloat Vemon: Adds a +1 to fullness per action, effect is cumulative(stung once=Bloat venom +1=+1 fullness per action, stung 3 times=Bloat venom +3= +3 fullness per action) Effects persist after battle and remain until an antidote(new item for stores), 'death', or hibernation occur.
-Status Effect description: Your head feels slightly fuzzy, and there is an odd growing pressure in your stomach.(fullness status).
-Venom effect(during actions). Your stomach gurgles as you feel pressure as if you had just eaten a meal.(fullness status)
-AttacK description: Buzzing angerly, the swarm dives as you, their stingers flaired.
-Hit: The stingers pierce you skin, and you feel a slight burning as you take (damage).
-Miss: You duck as the bees dive, avoiding the needle-like stingers.
Attacking: You swing your (weapon) at the nearest bee.
-Hit:You hit the bee for (damage).
-Defeat a bee: The be crumples under your blow and falls to the ground, twitching slightly before becomeing still. You stay alert as there are still more buzzing about you.
-Defeat swarm: The last of the bees fall and the sound of buzzing disappears. You look about, searching for the source of the attack, finally picking out the large hive above in the trees.
-Miss: You weapon glides through the air, missing the annoying insect by mere inches.
After combat, you are given the option of trying to knock the beehive from the tree. This can be dexterity or intellegence based. Success yields a bloat bee honeycomb, which you can eat, which contains a very large chaloric value. It can be sold at the market for 50 gold, but cannot be bought.
-Success: You throw a number of stones and twigs at the hive, finally managing a solid blow which knocks it from the tree. It falls down and splits apart, golden honey oozing from it. You scoop up the gooey sticky honeycomb and place it in your pack.
-Failure: You thow a number of stones and twigs at the hive, which stubbornly refuses to yield against your assault. Dejectedly, you leave the hive as it is, trugging back into the forest with nothing to show for your troubles.
Physical description: A vial of green liquid with a bitter scent.
Use description: You chug the vial of green liquid. cringing at the bitter flavor. Still, it leaves you feeling somewhat healthier.
Effect: Cures Bloat Venom
Honeycomb:
Physical Description: A sticky hexigonal web of bloat bee hive dripping with deliciously sweet honey, highly sought after for it's sweet flavor.
Use Description:You bite into the sweet mass of honeycomb, relishing the intense sweetness unlike any concoction made by man. In a few short gulps youhave finished it, licking the last of it from your fingers.
Effect: High calorie, low filling, high gold value.
----
Forest event:
Start
"You wonder into a small clearing, in the middle of which you see a large stump."
*Approach*
*Leave*
---
Approach
"You cross the clearing and approach the stump, upon which you find a small wooden box. It looks rather simple, but has a few strange words carved into the top in some language you cannot decipher."
*Open the box*
*Leave*
---
Open the Box
"Curious, you open the lid, and find inside a small strange diamond shaped biscuit with white frosting on top, while a few crubs lie about it from where others must have once been. You take it, and replaced the box where you found it."
Return to deep forest
---
Leave
"You deside to err on the side of caution, and leave the box alone, heading back into the forest."
Return to deep forest.
---
Strange biscuit
Physical Description: A small diamond shaped biscuit with white frosting. It looks moist and tempting.
(Note: This is actualy a number of different items under the same name and physical description, the effect sort of a mystery until the player uses the biscuit, making findout much more interesting as nobody knows which one they get)
Strange biscuit(1)
Use Description: You bite into the biscuit, which tastes sweet but earthy, not unlike oatmeal. As it settles in your stomach, you feel it gurgle in response. You feel the pressure in your stomach lesson, as your matabolism goes to work digesting the contents of your stomach with new vigor. As it finishes you feel(fullness status).
Effect: This biscuit effectivly digests a good portion of your stomach content and adds it to fatness as if done through resting/sleeping(maybe 50% of your total stomach content). Discovery rate: Common
-
Strange Biscuit(2)
Use Description:You bite into the biscuit, which tastes sweet like molassas and cinnimon. As it settles in your stomach, you begin to feel... a bit funny. You let loose a full and heavy belch, suddenly realising your feeling a bit stuffed, then realize that your stomach feels like it's expanding, and look on to see that indeed, it is filling out like a balloon. Whatever was in that biscuit seems to be growing! Within a few minutes your girth grows, your stomach sticking out (stomach measurement), before, with a final gurgle, it settles. (fulness status)
Effect: This biscuit effectivly fills up your stomach roughly 75% of it's total capacity, which puts heavy eaters at the risk of exploding if they get this one. Calorie value is decent. Discovery rate: uncommon
-
Strange Biscuit(3)
Use Description: You bite into the Biscuit, the flavor surprisingly meaty for something covered in frosting. As it hits your stomach, you feel a warm and tingly sensation throughout your body. You murmer in pleasure for a moment, before realising that your feeling a bit heavier, and watch in shock as suddenly you begin swelling up, though you feel no fuller then you did a moment before. Like a water balloon, your arms, legs and belly swell with jiggling fat, leaving a much larger (species) in it's wake.(Cloths bursting if applicable). By the time you stop expanding you are (weight).
Effect: Basically translates into a dramatic increse in fatness without adding or taking away fullness. Discovery rate: rare
Like, what happens if you get biscuit 1 on an empty stomach? Should it always be a percentage of what you've eaten, or should it do something like always do X hours of digesting instantaneously?
Should biscuit 2 always be based on your stomach capacity, or should it a flat amount? Like, if you have a very high stomach capacity then it might be the equivalent of devouring 300 apples, whereas at the beginning it may just be the equivalent of 5 apples, which means it's value varies between a couple dozen gold to perhaps several hundred, which may be a bit unbalanced. That's somewhat mollified by having the possibility of being defeated by it, but once people figure out it's percentage based then they know they're always safe if they eat it when under a certain % fullness, which I try to avoid having people feel safe about that.
And biscuit 3 is essentially fine, it's just sort of a matter of deciding what counts as "a dramatic increase" in fat.
Any of these options is fine, it just a matter of how good it is will dramatically affect how rare the encounter is. Really the second option is the one that requires the most thought, as depending on what it does can change the item from being rather useful/dangerous to being the most important food item possible in the late game. Having the effects of it be random also allows each individual effect to be somewhat more powerful as well. Just as a generalization for any item in the game, if 3 distinct items had really good effects then each item would be rare, but if a single item randomly could have each effect then the item can be less rare as you never know if it's effect will be helpful or not. Similarly, if there's several "good" possibilities and several "bad" possibilities for an item then the "good" outcomes can be more powerful, although there are limits to this either way.
In any case, I definitely like the ideas and I definitely want to add them to the game. Thank you very much :D
Biscuit 2: I'm not entirely sure how to work the system, but if you know a better way to work the program, by all means take it. The cost of the biscuits would be the same, and each relativly low as the NPC's wouldn't 'know' what they are. Essentually, the buscuits are supposed to be somewhat random and unpredictable, so that the player does not know which one he has when he recieves them, making eating one a risk (eating buscuit 2 when you're trying to digest for instance), and is meant to add flavor to the game.
I'm glad you like the idea, so feel free to play around with it. It gives the option for adding more effects to this 'random' item if your struck with inspiration. I was thinking of adding a possible enemy encounter to the discovery, something potentialy dangerous in the box which also comes into play at random, making the risk/reward more prominent. Havn't figure out what yet, so maybe at some other time.
I'm suggesting a cave, perhaps with some reward at the end, Money, Free Armour/Weapon, something or other.
"Venturing through the hills you spot a dark Cavern of sorts
Delve into it? >Y/N
*Random Enemy encounter*
Continue on with your Dungeon Raid?
Y/N
Y = You journey deeper into the Dungeon
N = You turn around and escape the Dungeon
The light blinds you as you step into the open/ A bright Moon welcomes you back into the open
Repeat x 4
As your raid finally ends, you come across a brightly lit room filled with valuables which will you take?
Gold = 50 Gold
Equipment = Leather Armour/Sword
Overly Large Chest = Dragon Berry (Dragons are rare things, might as well make people work if they want to become one.)
"As you place the item into the bag you hear many footsteps, other adventurers perhaps, you don't feel like finding out and escape"
The light blinds you as you step into the open/ A bright Moon welcomes you back into the open
Yeah that's most likely the best I can muster.
Love your game and keep up the good work!
Thank you very much :D
And the ideas I plan on adding each update are kind of on the whim of what I have in mind at the moment, so I'm not really sure what'll make it into the next update or not :x
Thank you very much :D
That said though, I think you've done a very good job on what you've already made.
Thank you very much :D
It should be in at some point, I'm still just focusing on a lot of the technical stuff so far.
-First, the player's stats need sense of scale. For example, how strong is 20 strength? Is that weak? Strong? Should the player be bench pressing trains for a workout? Providing this can both heighten the player's immersion and hive a good idea on how to balance encounters.
-Second, intellect seems kind of useless right now, but you could balance that by making it used to resist mental effects. For example, let's use the gingerbread house. Right now the "stop eating house" option is more like a submit button in disguise. Maybe you could change it into the mental equivalent of the mysterious feast event. Furthermore, you could change the witch's attack so that players with high agility can deflect her attacks but if they do hit they make an additional mental attack. If that attack hits the player s/he opens his mouth wide and the witch's next attack hits automaticly, otherwise it can be dodged as normal.
-Third, is an idea for a new store: the alchemist! This guy can refine the berries you find into potions of a specific species. He sell a variety of potions, from health, to potions that empty your stomach or alter your metabolism.
I've got a few more ideas, but I'll put them in separate posts, since they're the kind that others can build off of.
-Intelligence is just a stat that needs more supporting stuff to be useful. Those are certainly all good suggestions, I just didn't have a skill testing system when I wrote those things, which I do now. So it's certainly possible it gets added on to those things. Really it's just a stat that needs more events/combat systems that utilize it.
-That's also certainly a very good idea. It's just a matter of making a system of removing a series of items from your inventory, which shouldn't be all that hard. Magic stuff is just the sort of thing that requires special attention to balancing and all that.
Thank you very much for the suggestions. Anything else you'd like to add I'd certainly be very happy to hear about. Thank you very much :D
1. Level Scaling: enemies and challenges scaling to your character's level/stats, perhaps on a 100 point scale. (Ex. if your characters strength is X25, then a grab will be closer to the maximum number of turns while X75 will be closer to the minimum.)
2. Setting a hard cap on stats (maybe 255) and making a separate stat to govern further fat gain ( or make it take away from agility until you are immobilized.) note that this may mean having to re-balance the enemies and encounters to fit the scale.
Also, just a minor thing, but can you add the wait command to to when your character is grabbed, and make the appearance command available at anytime (so you can see how you stuffed you are losing to enemies and challenges.)
2.That's also something I kind of wanted to do. But I thought it'd be weird to have a separate sort of stat dictate mobility. Part of it is also making it easier to lose stats/harder to gain them. Because getting to 255 strength right now isn't really hard at all, and there's literally no way for those stats to ever go down permanently.
And there should be a wait button for being grappled in the next update. I just forgot it had a separate set of buttons for that :x
Now, I'm sure that people have suggested this before, but what if there was Magic in the game? It would be pretty basic in nature.
It would focus on Intelligence and Endurance. Intelligence would boost the damage and effectiveness of the spells, while Endurance would lessen the costs of the spells. There could be a Sorcery Guild in the Market Square of town, where you could pay for lessons from certain instructors. You'd be able to learn the Universal-grade spells the moment you get the prerequisite and cash, while the other schools of magic would be harder to get into, probably requiring quests and a hefty monetary cost.
Directions: It would be in the Market area, under the tag "Sorcerer's Guild".
Start:
"The guild is (heavily/sparsely, depending on time of day) populated by rather plump mages practicing their skills, or purchasing refreshing-looking drinks from a nearby bar. There's a surprisingly slim feline woman behind the information counter, wearing a smile that you could only assume was necessary for her job."
*Leave (Return to Market Square)
*Purchase a drink
*Talk to woman
If it is 12 AM to 6 AM:
"You notice that the guild is closed. There is a sign that says it will be open at 6 AM."
Purchase a Drink:
"A (random fur) walks past you, sipping from the delicious drink. As you reach the bar, a strong-looking horse meets his gaze to yours, and dons a smile not unlike the feline woman."
"Hello! Feeling thirsty? I'll get you a Mana Spritzer, pretty cheap! Only 10 Gold."
Possible Drinks:
-Mana Spritzer (Recovers a large amount of Stamina, and a little bit of Fullness) - 10 Gold
-Water Flask
-Nothing (Go back to Sorcerer's Guild (Main Area))
Talk to Woman:
"Hello! Welcome to the Sorcerer's Guild! Here you can learn new spells, or even challenge another student to a duel! Is there anything I can help you with?
*Learn New Spells
*Duel a Student
*Leave (Go back to Sorcerer's Guild (Main Area))
Learn New Spells:
"You are escorted to a large room, filled with mages of all shapes and sizes (mostly large)."
"I can bring you to one of the advanced mage masters, or I can add you into my Basic Sorcery Class, where you can learn the basic spells."
*Basic Spells
*Advanced Masters
*Leave (go back to "Talk to Woman" part)
Basic Spells:
"Of course. Which would you like to learn?
(List of Basic Spells, with their given prices. Once you have bought the spell, remove it from the list of things to buy.)
(Once done learning the spell, go back to the "Learn New Spells" part)
Advanced Masters:
"Of course! Which one?"
*Flame Eater
*Kinetic
*Empath
*White Wizard
*Blood Mage
*Leave (Go back to "Learn New Spells" section)
Flame Eater:
"She leads you to a table where a very fat, red-scaled Dragon is downing what has to be his twelfth Mana Spritzer."
If your Intelligence is 50 or more:
"Hm. Is there anything I can help you with?"
*Learn Pyromancy Spells
*Leave (Go back to "Learn New Spells")
If your Intelligence is 49 or less:
"He looks you up and down, before letting out a chuckle."
"Please. I have better things to do. Learn how to shape a proper Arcane Bolt before you ask for the big stuff."
(Go back to "Learn New Spells" section)
Learn Pyromancy Spells:
If you have done his quest:
"Sure, if you can pay."
(Shows list of spells in the same fashion as a marketplace)
If you have not taken his quest:
"Perhaps if we make a deal. (Terms of Quest)"
If you have taken his quest, but not finished it yet:
"Did I stutter? Finish the quest, then we'll talk about me teaching you."
(After each one, offer "Next", then Go to "Learn New Spells" Area)
Kinetic:
"She leads you to a table where a canine is digging into a tasty-looking meatball sandwich, occasionally licking his fingers."
If your Intelligence is 50 or more:
"Oh hello! What can I help you with?"
*Learn Abjuration Spells
*Leave (Go back to "Learn New Spells")
If your Intelligence is 49 or less:
"He looks at you inquisitively, before a doubtful expression meets your gaze."
"I'm sorry, I don't feel as though you're ready to learn my craft. Perhaps in the future, maybe."
(Go back to "Learn New Spells" section)
Learn Abjuration Spells:
If you have done his quest:
"Of course! I'll cut you a good deal."
(Shows list of spells in the same fashion as a marketplace)
If you have not taken his quest:
"Well, I'd love to, but see...I have an issue that needs to be resolved first. (Terms of Quest)"
If you have taken his quest, but not finished it yet:
"Oh, you've finished this quickly? Oh...sorry...just tell me when you've finished the quest."
(After each one, offer "Next", then Go to "Learn New Spells" Area)
Empath:
"She leads you to a table where a voluptuous fox woman is daintily sipping from some kind of cocktail."
If your Intelligence is 50 or more:
"Oh, well, look what we have here. Do you want to learn the magic of the heart?"
*Learn Enchantment Spells
*Leave (Go back to "Learn New Spells")
If your Intelligence is 49 or less:
"She upturns her nose a bit after looking you over."
"I'm sorry...but you aren't experienced enough at the moment. Come back when you have more...sophisticated tastes in the arcane arts."
(Go back to "Learn New Spells" section)
Learn Enchantment Spells:
If you have done her quest:
"Come, let me show you how to sway the hearts of friend and foe alike!"
(Shows list of spells in the same fashion as a marketplace)
If you have not taken her quest:
"Well, perhaps we can come to an arrangement... (Terms of Quest)"
If you have taken her quest, but not finished it yet:
"We had a deal. You scratch my back, and I'll scratch yours."
(After each one, offer "Next", then Go to "Learn New Spells" Area)
White Wizard:
"She leads you to a table where an elderly cat woman is nibbling on a pastry."
If your Intelligence is 50 or more:
"Oh hello, dearie. Would you like some assistance?"
*Learn Recovery Spells
*Leave (Go back to "Learn New Spells")
If your Intelligence is 49 or less:
"She looks at you with a sympathetic expression."
"I'm sorry, dear. But you aren't ready to learn what I have to teach. But don't worry, I'll be here for when you are."
(Go back to "Learn New Spells" section)
Learn Recovery Spells:
If you have done her quest:
"Of course. I will require a small fee, but it will be worth the cost."
(Shows list of spells in the same fashion as a marketplace)
If you have not taken her quest:
"I would love to, but I have a problem that is in need of solving. Would you please aid an old woman in need? (Terms of Quest)"
If you have taken her quest, but not finished it yet:
"Please help me with my problem. It isn't too difficult, is it?"
(After each one, offer "Next", then Go to "Learn New Spells" Area)
Blood Mage:
"She leads you to a table where a slender, fully-cloaked figure sat. There was nothing at the table, nor anyone else sitting there."
If your Intelligence is 50 or more:
"They look at you patiently and silently, waiting for you to make your purpose known."
*Learn Necromancy Spells
*Leave (Go back to "Learn New Spells")
If your Intelligence is 49 or less:
"They hold up a gloved hand, and shoo you away wordlessly. Apparently, they know you aren't ready to learn their craft."
(Go back to "Learn New Spells" section)
Learn Necromancy Spells:
If you have done his quest:
"They look at you...you think...as if asking what you would like to learn."
(Shows list of spells in the same fashion as a marketplace)
If you have not taken his quest:
"A gloved hand reaches into their cloak, and pulls out a sheet of parchment, with a set of instructions."
If you have taken his quest, but not finished it yet:
"You feel it's PROBABLY not a good idea to talk to them before you finish your quest."
(After each one, offer "Next", then Go to "Learn New Spells" Area)
Duel a Student:
"Of course! One moment."
"You wait for a few minutes, before a (random fur) walks up to you."
"So you're my opponent. Good luck, I won't go easy on you."
"You both move to the dueling ring, and the battle starts."
(A fight with the Student Sorcerer begins. He/she is a fairly tough opponent, with pretty high health, and the following abilities)
Name: Student Sorcerer
Physical Description: An apprentice sorcerer stands in front of you, a (random fur) with a youthful gleam in his/her eye and a fistful of arcane might. This battle won't be easy, but it will surely be fun.
-"The student attacks you with a fist crackling with arcane energy. (Deals (moderate damage value)/The fist is narrowly dodged, thank goodness)." (60%)
-"A wave of violet energy washes over you, and you feel a bit weaker." (Debuffs Intelligence, Strength, and Endurance by 2 points) (30%)
-"The student stretches out his/her hand, and murmers a few words. You immediately feel the effects of his/her fatigue spell take effect. (Stamina takes a solid hit)" (10%)
Victory: Your final strike hits the sweet spot, and the apprentice mage goes sliding out of the ring from the force of your assault. The referee calls the match in your favor, and a couple paramedics make sure the fur is okay as you walk towards the lobby. (Go to the Sorcerer's Guild (Main Area)).
Defeat: That last punch was a bit too much. The power floods through you, sending you flying back several feat, and onto your back. (You wake up in the Hospital)
"Wow, you took a beating in there! Sorry, sorry. Anyway, nothing too serious. You should be good to go. We took a small fee out for your bills, I hope that's okay."
Escape: "You decide that you've had enough. You raise your hand, and the referee calls the match in favor of the Student. After a sporting handshake, you both make your way back to the lobby." (Go back to the Sorcerer's Guild (Main Area)).
Example Spells:
NOTE: The name in parentheses is who you talk to to gain this spell.
Universal (Sorcerer):
Arcane Bolt: Light damage. Uses a low amount of stamina (around the same as a normal weapon attack).
Hit: You extend your arm, and a swirling ball of force hits the (monster) square in the chest. ____ Damage.
Miss: You throw a missile of force at the (monster), but it swerves off to the side.
Suggestion: End the battle (essentially, a guaranteed escape from non-boss battles). Uses a low amount of stamina.
Text: Your words become deep and booming, dripping with arcane energy. You ask the (monster) to seek prey elsewhere, and it obliges without arguement.
NOTE: This move cannot miss. If it could, then it would be pointless, as running away would be a more cost-efficient strategy.
Nourish: Fill yourself up quite a lot, and restore your stamina a little. One piece of food in your bag vanishes, and you don't get the effect of it.
Text: You pick up the (food item), and gulp it down, letting the taste linger on your tastebuds. Before it can be digested, you rub your stomach, feeling as if you had just eaten a 3-course meal.
Pyromancy (Flame Eater):
Dragonbreath: High damage, and may burn (damage over time). Uses a high amount of stamina.
Hit: You inhale deeply before belching out a swirling cone of flame. _____ Damage.
Miss: You take a deep lungful of air, but all that comes out is a puff of smoke. Oops.
NOTE: Burn damage would occur at a 25% chance, and deal about 1/3 of the initial damage for 5 turns, or until the opponent passes out, runs away, etc.
Abjuration (Kinetic):
Denial: Take 50% less damage. Uses a high amount of stamina.
Text: With some murmured words, a barrier of force surrounds you, sponging some of the damage.
Enchantment (Empath):
Morale Boost: Boost your weapon damage by 50%. Uses a high amount of stamina.
Text: You feel yourself grow more confident, putting much more into your attacks with each swing.
Recovery (White Wizard):
Revival: Heal 50% of your health. Uses high amount of stamina.
Text: An aura of arcane energy surrounds you, stitching your wounds and numbing your pain.
Necromancy (Blood Mage):
Vampirism: Deal medium damage and heal yourself for that much. Uses a very high amount of stamina.
Hit: Tendrils of energy entwine around the (monster), leeching its vitality for yourself. _____ damage.
Miss: Ebon tendrils of energy shoot out from your hand, draining the life from a particularly healthy-looking rock...
Possible Usage Mechanics:
An additional button on the fight screen. By clicking "Spell", "Magic", or something similar, you would access your list of spells, likely ordered first by the School it belongs to, and then by how powerful it is. After selecting it, the cost is deducted, and the effect happens.
But I certainly like all the ideas otherwise. Although I might condense down the spell schools somewhat for convenience sake.
A new enemy "Rainbow crest-rial dragon."
Location: deep forest
Chances of encountering it: 1 out of 45-60 chances.
Difficulty: hard to very hard.
lvl req: 12 to unlock this event.
"As you are walking/wobbling/waddling/lumbering/slowly lumbering through the thick forest, You notice something very strange. Like a little too strange. You see a very odd rainbow glowing liquid on the grassy floor. the Liquid smells like a combination of grape, cherry, raspberry, and several other flavors. this liquid leaves a small but a noticeable trail of this stuff. You wander if there is something out there."
Options: :leave.: "You decide to leave the trail alone and head back to the forest. You still wander about that odd liquid stuff on the floor that you noticed earlier. Unsure of what it does."
:Follow: "You follow the trail of this stuff and hope to figure out the cause of this stuff. As you are following the trail, you notice that you see even more of this liquid stuff. ON top of that, you also see both animals and adventurers lying on the floor sleeping on their bellies or on their backs. You can't help but see how they look so fat as if someone or something fattened them up to ridiculous portions. You begin to fear that YOU may be the next victim to be one of the others that got fattened up."
More Options: :leave: "You follow your instincts and leave the area. Thank goodness too as you leave the area of the scene, you see a very strange being that you can't get a full glimpse of it. the strange creature heads in a direction that is away from you. Feeling some relief, you go back in doing your usual business."
Follow: "Curious, you follow the liquid stuff further. Eventually, you come across a strange creature that is ether pumping an animal or an adventurer with it's substance by puking it into it's mouth. (30% chance that The creature is doing something to the poor animal or adventurer.) Or has already fattened the animal or adventurer. (70% chance that the creature already fattened the animal or adventure up.)
By chance wise: Type 1: "You get a full glimpse of this creature. The creature is a rainbow colored feral dragon that is very plump. Very plump it is. This dragon looks incredibly obese looking. the Dragon's eyes have a very odd look like a crestrial dark-blue colored eyes. It's eyes does not look like the Devil 's eyes, nor that of the angel's eyes ether but something out of this world. This dragon does not have wings but it is a 6-legged feral dragon that can out-run any but the very agile runners. The strange dragon is still pumping it's strange substance in the animal/adventure. This is your last chance to leave out of this area before it spots you."
By chance wise Type 2: "You get a full glimpse of this creature. The creature is a rainbow colored feral dragon that is very plump. Very plump it is. This dragon looks incredibly obese looking. the Dragon's eyes have a very odd look like a crestrial dark-blue colored eyes. It's eyes does not look like the Devil 's eyes, nor that of the angel's eyes ether but something out of this world. This dragon does not have wings but it is a 6-legged feral dragon that can out-run any but the very agile runners." The strange dragon spots you from a distance and comes towards you in a fast paced running. Curiosity kills the cat as now YOU are in big trouble. There is little choice now other than to fight, run, or submit to the creature."
:Fight: You bring up your fists/weapon and begin the fight of your life!
Rainbow crest-rail dragon: 200 Hp. This dragon has a very tough scaly armor that protects the dragon from harm, (30%-40% damage reduction from blows received by the player.)
enemy attack 1: The strange dragon uses it's Crystal like claws to hit you. (you take some damage.)
Enemy attack 2: The strange dragon spits out an odd fluid that hits your body. You feel sluggish..very sluggish. (agility and stamina damage.)
Enemy attack 3: The strange dragon lets out a very strange but frighting roar that makes you shaking in fear. (strength damage.)
Enemy attack 4: (Only happens when your character is at 20% hp left.) The strange dragon sense that you are now weak enough for the surprise. it lounges toward you to pin you down.
Miss: The strange dragon misses as you leap out of the way just barley. (high agility helps you dodge this attack. But even at extreme agility, you can still get pinned)
Hit: The strange dragon pins you right to the floor it wants you to be. It immediately regurgitates and starts pumping you with it's liquid substance. You are forced to consume this substance as resistance is futile. As you drink this odd but kinda tasty substance, you are starting to feel heavier as your body begins to swell with fat. You try to struggle as best as you can. It however begins to feel pointless as you begin to feel a but sleepy as this substance is starting to take effect on your body. eventually you fall into a very odd glutted slumber as you get pumped larger and larger by the strange dragon.
Defeat: "You wake up from your slumber after all that mayhem you went trough. You are still in the forest area surrounded by the substance that was pumped into you from that fight you had earlier. as you look around, you realize that your body was gotten a whole lot fatter than before. You finally understand the fact that this strange creature only just wants to enlarge/fatten other creatures up so they can never have to starve again. This new fatness that you gained from that strange creature feels different, as trying to burn off this new fat seems slightly harder to burn off than normal fat. After all that thinking, you just head back to the forest with the fact that you are jiggling with every movement you make,
Victory: "Your final attack damages the strange dragon to where it whelps in great pain, realizing that it can't fight anymore, the strange dragon runs away to get out of combat and into the deep woods to lick it's wounds. you feel like a champion for not just fighting it, but also defeating the strange creature. You let out a victory cry in triumphant. You walk back into the deep forest with a feeling that YOU can take anything on."
submit: "You lower your defenses and lower yourself to the ground, the Strange dragon sees this as you being submissive and it softly pins you in a delicate manner. It begins to regurgitate and starts pumping the liquid substance into your mouth. You drink the nasty but yet rather tasty substance gulping each time the creature pump the stuff into you. You sense that your body is starting to get fatter and fatter as you continue drinking this odd liquid substance. Soon you began to get sleepy as this liquid stuff takes effect on your body. you try to stay awake as much as possible to continue drinking the liquid from the creature's ever regurgitating mouth. eventually you fall into a glutted slumber as you get pumped with more and more of that stuff."
Escape:
Failure: (need 40 agility to at least have a chance to run away.) "You make a run for your life. the strange dragon chases after you and it catches up rather easily. It catches you and pins you right to the ground. it glares at you in a most strange but frightening manner. Looks like you have only two options now. Fight or submit."
success: "You make a run for your life. The strange dragon chases after you. the chase takes quite a while before finally the strange dragon finally stop chasing after you and lets out a roar that scares the birds and other animals. The strange dragon looks for another creature to fatten ti up. You are exhausted from the running. But at least it paid off. You wander into another part of the deep forest knowing that you will encounter that strange dragon soon enough."
That is all for now. Hope this idea will be a cool add-on to this great game.
So I think I played through most of the game by now so here's a list of ideas that came to mind as I played.
First off, I want to say that I LOVE, just LOOOVE how the game acknowledges the strange fact that metabolisms seem to be slowing and furs all over seem to be becoming gluttons and growing obese day by day. This I think should be the goal of the game; to find out how and why it's happening. Who or what is behind it?
Also, this is probably silly to mention, but maybe there can be a setting and password for an adult mode for 18+ encounters? Just an idea.
1. Fat Club/pressure plates - I was thinking maybe there's a club or society that you can't join unless you're fat enough/over a certain weight. In this club would involve much stuffing and gaining; members only ;) Maybe there's a temple or secret door that is accessed by standing on a pressure plate, again, only if you're fat enough will it trigger.
1. Pregnancy - I know this is a looong shot in a PG game but I still think you can have relationships and kids. Fable did it. =)
2. Pigs - I think this species is a must. Maybe it could be worked in so you can only become a pig through an encounter; it's a curse. After pursuing the antidote, it is then up to the player to change back or not.
3. Body type selection - hourglass, pear, top-heavy, apple, barrel-chested, stout, etc. at the beginning of the game. Maybe items/encounters to change this throughout the game.
4. Hair - Long, short, middle part, side part, pigtails, spiked, etc. A lot of details, but still an idea.
5. Class, jobs - Maybe you can take up a job or visit someone everyday to work for gold or rep or improve weapon/armor/spell/food making skills or something along those lines.
6. Udders - Would this be past PG? I think all species should be able gain an udder, not just cows, but cows with the most milk production. This brings me to milking. There's a milking barn but I'm not sure where you're going with it. I think the encounter would be as easy as "You enter the barn. You produced x amount of milk today and earned x gold. You leave the barn."
7. Species specific encounters - I think this would be fun and would make players want to find certain TF berries.
8. Slow progression - I think the TF personally is great and I'm glad it's in the game but to me it seems a bit fast. Instead of instant, maybe species can change overtime and with enough run-ins with other species and/or berries.
9. Paw - Even one encounter that included paw details would be great. A foot rub or something. =3
10. Drinking games - Have a bar with lotsa fat furs and drinking challenges. Maybe at first you have to drink the group under a table for them to respect you and/or become friends with you.
11. Slow gain - I think the gain is a little fast. Maybe there can be items or methods for people who are really fighting for their furs to stay fit. Running track just seems hardly worth it as of now. I want my girl to get fat eventually sure, but its fun to battle with it a lil' bit. ^^
So those are my ideas, take them or leave them. I just wanted to mention them in case anything seemed worth throwing in the game. If not, cool. I look forward to an update regardless.
Thanks for making this, again. ^^!
Although a lot of the ideas might be very tricky to implement :x
That's certainly sort of the overall plot of the game, I just need to plan things out in an actual linear fashion rather than just random wandering around :x
1- Possibly. Although people seem incentivized enough to gain weight as it is :x
1b- I'm certainly a fan of that kind of thing, but yeah, like you said, it's almost certainly not going to be in this game unfortunately. There's a distant possibility that I make another game with adult stuff in it, but if that ever even happens it won't be for over a year at least.
2- I certainly plan on adding that as another playable species. Although I'm not sure if species changes are the kind of thing I want to inflict on players necessarily :p
3- This has been the kind of thing a lot of people have suggested. I suppose it makes the most sense to set this at the beginning of the game, but at certain weights there's really no way of telling your body shape outside of round :x . And it's the kind of thing that's just logically weird to do through events/encounters. Not to mention the fact that character descriptions are so basic that you couldn't tell the difference at the moment anyway :x. Certainly body type is a thing I want to be more reflected in your description, I just need to find a good system for implementing it as well as redoing the character description thing in general.
4- Same thing with body type basically. It's the kind of thing that's part of adding on to character descriptions. Not to mention some species don't even have hair :x . I also don't usually think of furry characters of having particular hair styles, but that's just me :p
5- This is also definitely planned, and is sort of what quests are. But it's just another thing that's just sort of a matter of finding the time to do it.
6- I'm also a fan of udders, but it's another thing that's hard to add to a PG game. Not to mention once you let people milk udders then they want to milk their boobs and then guys are wondering why they have udders and the whole thing gets out of hand. Again, it's something I like, but it's also not likely to be added into the game. Although there's still plenty of regular cows to milk at least :p
7- I think this is also sort of interesting, but with so many species it kind of cuts out large swaths of players that don't necessarily even know that event exists. So it involves a lot of writing for something X% of players won't even see. I'm generally more in favor of just having encounters change at least aesthetically depending on species, it's just a matter of implementing it. Certainly people can just transform into a certain species, but I imagine a lot of people want to specifically stay their chosen species.
8- I also definitely want slower species transformations, but with as many species as there is, it's a bit hard to do. Just trying to transform into a dog you end up as 3 species of animal almost constantly. I certainly want transformation type stuff to be slower, it's just much much harder to balance with 30 species than it is with just 4 or 5.
9- Uhhh, possibly. It's just not normally the kind of thing I think about :p
10- Also certainly possible, it's just a matter of finding the time to implement/balance something like that.
11- That's also something I want to kind of try and slow down, but it's a hard sort of thing to balance. The most recent update should've made it harder, for better or worse, so hopefully that addresses it somewhat.
But yeah, thank you ery much for the suggestions, and I'm very glad you enjoyed the game :D
Rant: This new update where ' the fatter you are, the more calories you need to consume to maintain/gain weight.' That update is the worst thing that I have ever seen! Having my character's fatness to be 8500 was really high. now. it was forced to trim down to 900 fatness because the weight loss update thing. I can't have my character gain anymore weight than at that fatness which is no fun at all. I stopped playing this game after that update.
Suggestion: The weight gain/ weight loss thing needs to be balanced. what should be done is when it comes to gaining or losing weight, it would depend on several factors,
Metabolism: Metabolism is a key role on gaining/losing weight. metabolism is how fast can it burn fat over time. Metabolism is ether very fast or very slow based on these factors; Genes, specie type, environment, adapting to sirtan conditions, and other things.
other ways to lose/gain weight: This depend on how full you are. If you are only 25% full or lower, you begin to start losing weight. IF you are at between 26% to 50 full, you weight is maintained or very slowing gaining weight. and when you are 51% full or higher, you begin to gain weight at a steady rate will your fullness hits 50% or lower.
Add-ons: if someone wants to gain/lose weight at a rapid rate, they can take a consumable food item or drink that helps contribute to gaining/losing weight. This is make it so if players want to stay fit or keep getting fatter, they can do it with a little waiting to get the full effect.
species: Some species are more towards a leaner life style. (such as foxes, rodents, some bovine, sharks, and some dragons.) while other species are towards a more plump/ bulky life style. (such as other dragons, orca, other bovines, and just a few others.)
IF you want to suggest something else, then go on ahead. I just want to get my word out there and hope that it can be heard.
I don't share the opinion that this game is the "worst thing I have ever seen" or that it is "no fun at all". I know you and several other people think so, but you want to play a game I have no interest in making.
Certainly metabolism is the kind of thing I want to affect this. Currently it's only based on fatness, but in the future I want it to also include muscle mass, but strength is harder to make self correcting in the same way as fatness is. Not to mention I want to cut down on the number of hidden stats. But in any case, whatever system I'd make up for metabolism would result in a similar if more complicated system that exists currently. Really the main thing I'd want to change metabolism for would be to make it even harder to gain weight than it is now.
You can't really have weight gain/loss based on how full you are because it doesn't really make sense. If your stomach is 100% full of water, why would you gain weight? If it's only 20% full of pure lard, why would you lose weight? In either case shouldn't the weight you gain be based on how much you actually digest? If you digest a stomach full of cake from 99% full down to 98% full then it makes sense for you to gain weight, why would it be different for digesting from 10%-9%? Either way you're digesting 1% of your stomach's capacity worth of food, why should you gain weight in one instance but lose it in the other?
Also there's already items for gaining weight, it's food. If you want to gain faster then eat more higher calorie food, if you want to lose weight then eat lower calorie food. It's just a matter of changing the numbers associated with food to wherever. Currently there's not enough food to effectively gain weight after a certain point. Later on in the game's development there'll be higher level food that'll make it easier to gain weight. Eventually you'll be able to eat your enemies which'll allow you to gain even more weight. At the moment though, the game is more or less balanced around starting characters. And in any case, by whatever system that eventually is put in place, you will always lose weight over time, it's just a matter of whether you can gain weight faster than you lose it.
Having it based on species has some merit, but I don't want people to be locked away from being certain body types based on their species, so again, it's the kind of thing that'd make only a 10% difference in either direction anyway.
I know you're annoyed this game isn't what you wanted. I hope you can find what you're looking for somewhere. I'll probably upload a separate version of the game at some point where all the weight loss/immobilization is removed, but that'll only be a reflection of the main game with those two specific aspects removed. That's about as close as it'll get.
IT's just that when that new update fully kicked in, it killed MY fun in making my massive character even more massive. I was furious when it happened. That is why I was being aggressive Towards you and I shouldn't have done that to you.
And the fullness thing. I didn't fully think about that one. Being full of water would not make you gain weight, while being full of lard/ filled with food would make you gain weight.
There is got to be a way to balance the gain/loss thing. maybe when I reach a sirtain fatness of 1000-2000 and up, it begins to get harder to keep on gaining. But not to the point to where my character can't gain anymore weight. (like the diminishing returns when you reach over 100 strength. It gets a little harder to raise that stat then before.)
that's all for now.
Really metabolism at the moment is just a sliding scale. Right now you just lose 0.003% fat per minute. So the higher it is the faster you lose it, which is basically the diminishing returns for fatness. The only problem is that right now there's not a calorie dense enough food that let's you gain weight faster than you can lose it. So if right now the most calorie dense food would make you gain 1 fat per minute, then you'd reach equilibrium at 33,333 pounds. At the moment though there's no food that causes you to gain weight that fast. At some point in the future there will be, but it has to build up to that point. At the moment if you stabilize at 900 fat then you'd be gaining .027 fat per minute and losing .027 fat per minute. So at some point there'll be food that let's you gain .054 fat per minute, at which point your weight will even out at around 1900 fat. So you technically can gain more weight now, you just burn it off faster.
There's just no real game progression at this point is all. So I could change that 0.003% number around based on whatever, but that wouldn't really accomplish anything. I could also have it be based on how much you exert yourself, so if you do nothing all day then you lose almost nothing, but once you go out traveling around and exploring you start losing weight. That's probably the ideal system, but it's significantly more complicated implement.
Although, like I said, I might just upload a second copy of the game with those things taken out. It's just that I can't have the system work optimally if nobody tests it in the first place. And it's ostensibly pretty close to how I want the system to ultimately be, the only problem is that until there's more advanced weight gaining items/events then it's a lot more annoying to deal with. But the only way I can plan out future content is if I know what the pacing will be like. So it's important for me to know that with current content you can stabilize at 900 fatness or whatever so I can more smoothly pace out other stuff that gets added.
Malevolent Milk Machine
This mechanical monster has found a new container to store it's harvest in. (Hint: it's you)
-Statwise, it's supposed to be a defensive beast (huge HP and Defense), but extremely slow.
-It only has one attack: it grabs you with it's robotic pincers and pumps you with milk. It's basically the same as the syrup vine's attack, but a bit harder to break free of. (1-5 turns, with five only if your stats are really low.) Furthermore, all that warm milk your drinking is bound to make you sleepy (lowers strength, dexterity, and intellect, and if one/ all of them get too low, you fall asleep and lose the battle.)
-maybe part of a quest where the farmer bought it to help out, but it went rouge, and he needs the player to disable & return it.
-If you lose, instead of the usual death, you wake up in the barn either immobilized or near-bursting (whichever comes first)
-Drops: milk jugs and bottles
Blueberry Blob
Am extremely beefed-up version of the Lemon Slime, now with three flavors of attacks.
-the normal blast of slime, stronger the the lemon slime's, but less accurate.
-hurling a blob of jelly at you feet to slow you down.
-a very inaccurate attack where it attempts to engulf you. If it hits, it's a 3-6 turn grapple that is twice as effective as the slime blast.
*If your engulfed or lose, then the game's text and portrait get tinted a dark blue to reflect that.
Last but not least is the final enemy to add to the plains.
A Clown
This nimble little fellow would be happy to sell you a balloon, but he's out, so you'll have to do instead.
-Has only one attack, to fill you with helium that, in addition to the usual, temporarily lowers your weight.
-If your weight gets too low, you loose the fight and are sent floating off to random locations until you deflate.
Also, you could remove the Meat Man and add an enemy from the plains to the area.
Comments and Critique are appreciated.
I'm also definitely a fan of the blueberry enemy. Although it's worth noting that grapple times are based on player vs enemy stats, for however much that's worth, so it's not strictly speaking a number of turns type thing. I can certainly balance it out so that for a certain range of player stats that it lasts that number of rounds, although if you're much higher/lower than the enemy, then it'll affect the length of grapples in the same fashion. Also I can't particularly color code the game in that specific a fashion. I mean, I technically can, but it's the kind of thing that adds a lot of time and possibility for error without adding a lot gameplay wise :x
Also clowns are terrifying so no
Although someone has suggestion a helium tank item already. I just need to figure out a system for how inflation works as it's kind of different from how food and liquids work :x
But otherwise I'm a very big fan of the enemies and I'll be very glad to add them to the game. Thank you very much :)
The turn number refers to my suggestion for rebalancing grab attack on the main game comments, I can repost it if u want. Helium is supposed to work as I described it : a zero calorie stuffer that digests quickly and temporarily reduces weight. Also, if you get light enough via the helium tank item you can float back to town.
One more thing: the milk machine seems kinda OP. It usually hits for around 20 damage and pumps you with a lot of milk when he grabs you. This makes him way tougher offensively than I had in mind. I meant for him to be really weak offensively, but incredibly hard to kill, with the fight only getting tougher as it drags on. Also, it should be in the hills.
And the problem with adding gas inflation is really just that it requires new systems. Write now the function for consuming stuff has food/drink/calories, with both food and drink adding positive volume and positive weight and digesting at the same rate. Gas inflation requires a function where something has positive volume but negative weight and "digests" at a different rate. Obviously I could just add that in, it just requires more consideration for how much -weight per volume it should be and how quick is "quickly". And presumably there'll be some form of gas inflation that does add calories so I have to account for that system and how it relates to digestion rates etc. I could certainly put a system in rather quickly, but the regular digestion system went through a lot of problems before it got even as far as it is now :x
And yeah, I sort of ended up making him relatively more dangerous than the other current enemies because I wanted more variety in the difficulty of the enemies rather than have them all be approximately the same. I suppose he wasn't suppose to have an actual physical attack originally, I think I added that in as a testing measure kind of :x . I think it was also so he could be more dangerous against super high stomach capacity people, although I think the whole stat reducing thing kind of deals with that problem anyway. I can definitely remove his physical attack. And grappling is currently based on strength so he just sort of ended up hella strong. I guess sort of the problem is that even as a high hp/def type monster, I didn't want the fights to be 50 rounds long whenever you fought him, which is especially possible when X% of the fight you won't be able to do any damage at all since you're grappled. Obviously I can rebalance him if you want me to, that's just all sort of what my though process was at the time. There was kind of a few gaps I had to fill in :p . Also, yeah, I was kind of assuming he'd be in the plains since he comes from the farm and I didn't notice if you specified he was to be in the hills before. I could certainly move him if you want, my thought process was just to have all dairy farm quests be related to stuff in the plains.
And certainly the whole grappling system needs some rethinking. The only problem though is finding a way to balance it so that it's neither impossible nor trivial to break free depending on what your relative stats are. Right now when you get grappled, a variable is set to (??? x Some stat). The milk machine specifically is (2 x It's strength). Every time you struggle, that number is reduced by an amount = to your strength.
So more specifically, the milk machine has 30 strength, so when you're grappled, the grapple variable is set to 60 (2 x 30). When you struggle, you reduce that number by your strength. So if your strength is 60 you break free in 1 turn, if it's 20 you break free in 3, etc. . I suppose writing that out makes me notice that the 2x multiplier should be higher, but that's how it works currently. I kind of want to change that system, but I think I like how the basic premise works. I definitely agree that I should make you get hit at least once while you're grappled, so that'll probably change at least. I think I just need to raise the base multipliers in general for grappling.
-Make berries less common, I would think your choice at the beginning is what you would want to be considering it has no noticeable impact on play
-Make resting only restore health/stamina if you have more than 0% fullness
-Make it so you can only use the training area if you have more than 0% fullness, as it is I can go get fat then burn all 800 pounds in one sitting (which is fine by me really, it's just overpowered)
-Possibly make returning to town a menu option instead of a random event (or streamline it somehow, one click instead of two)
-More clothes options and lines of text for when they rip (ex. submit to a syrup vine, where your stomach status would be add in something like 'the buttons on your shirt pop off as your belly swells' )
-Make stomach a visible number and possibly make it a little easier to raise considering how high it has to be to beat certain encounters
-Add a submit option to the mysterious feast
-Potentially a button to attempt to eat the fat/obese enemies (they can eat all 1200 pounds of me without fail but I can't eat them?)
-A chance for submitting to a fat/obese enemy to fail because you are too huge and they just give up fighting/leave
-Don't have immobilization happen until you're like 500+ fatness, getting glued to a spot after a battle and having to mash wait til you can move again doesn't sound fun
-More weapons/armor with higher cost and stats
-More things to spend money on
I'm sure some of these have been suggested already
It just feels really spaced out, like unless you spend all your time upgrading stomach there are a lot of encounters you can't beat
It's hard to maintain over 100%, even with items, especially when they only give you like 2% fullness and resting once takes away 3%
Maybe change the names of weapons
Fighting a wolf with an axe seems like a bloody affair, but when defeated the text says he just passes out
If I can knock out a wolf with one swing I would think it would be pretty grizzly
Maybe change them to types of clubs instead of blades
Finally managed to eat the alpha wolf just now though, brought me to 107% from empty
Bug:
If a meat monster grapples you and you wait until his health goes to 0%, submit and wait do nothing and bring up a blank screen (attacking finishes him off and play continues normally)
Encountering an obese bear in the forest makes the lemon slime picture appear when the encounter starts
Neither bother me, but I would think you would want to know
Level 24 now
Still can't beat the witch unless the chocolate syrup isn't supposed to be beatable
Dont tell me the necessaries, I wanna try and get to it myself from trial and error.
It requires stomach leveling though right? XD
When you black out from overeating the house or trying to run after starting to eat enough time passes that a stretch fruit will wear off and you'll be immediately overstuffed
-And that's also possible, although beating them into unconsciousness is pretty brutal anyway. Ultimately it'll only seem grotesque if you think of it as grotesque. Mario crushed turtles to death under his boot heels and nobody seemed too perturbed by that. Now people want to eat wolves alive and condemn them to slowly dissolve to death in stomach acid. Really, most rpgs don't deal well with overthinking them frankly, least of all this one.
Also, congratulations on eating your first wolf :D
-Yeah, I hadn't plan for that to happen originally. It should be fixed in the next update. Although the bear getting the lemon slime picture is a bit weird. I thought I had fixed that. It'll hopefully be fixed in the next update
-And the chocolate syrup isn't supposed to be beatable. It is the thing that happens after you have already lost.
In any case, thank you very much for all the comments :D
-It used to work that way, but it made it possible to fall into a pit trap where you were at low health and had no food, so you needed money to buy food, but to get money you had to fight monsters, but you were at low health so you couldn't fight monsters. Also what happens if you run out of stamina and have no food? You can't move anywhere so what do you do? Mostly it just made for awkward situations without adding a whole bunch to gameplay necessarily. At some point it may negatively affect how quickly you regain health/stamina, but I don't want it to block it off completely.
-Kind of the same thing as resting really. Hunger may also negatively affect how quickly stamina drains and what not, but it basically adds extra checks and hidden restrictions without necessarily adding that much to gameplay. Really I just want to limit how much you can gain from that area, there just aren't any other higher level place to train, so it's kind of just a place holder sort of thing right now.
-I wanted for you to get lost in those areas so there's a sense of danger for getting stuck out there, which obviously doesn't work if you can just leave whenever. There's certainly better ways to handle it, and I could certainly make it be less buttons to do the event, but I do want it to be sort of a dangerous thing to go out exploring.
-I certainly want to add more to clothes ripping, the problem is that there'll eventually be so many clothes that the only feasible way to have the text work is to have each item have a specific phrase attached to it when those sort of events would trigger, which might get kind of generic sounding after a while. I certainly want to do more with them, it's just that at the moment they don't really serve a particular purpose so I haven't given them much development time :x
-I certainly plan on making the stat more visible in the next update. Although I'm kind of wary of making it easier to raise, as against many enemies it can quickly become an auto win stat.
-I certainly plan on adding that at some point. The problem is figuring out how to have the scene play out really. Most obviously I could just have it be very similar to the losing scenario, but that's kind of boring. Although one way or another, the "submit" option will still make you lose that event. So whatever happens after you submit, you wind up back at 0 food/calories consumed.
-That's also been planned for a while, it just requires writing out scenes for every possible enemy, so I've been putting it of for a while. There's also going to be enemies at some point where it doesn't really make sense, like fighting mechanical or insect enemies :x . It's still definitely something I want to do, it's just a matter of writing out scenes for it.
-That's also possible, although again I want the submit button to always lead to you "losing" in one fashion or another. The only reason it doesn't inheritly make you lose against the food type enemies is because it's basically a "vore" option in disguise. Although when I ever get around to actually creating a vore option, they might get special loss scenarios for submitting also. I haven't really figured that all out yet.
-I forget what the math was on it originally, but you could get relatively high up there in weight on starting stats. Although at the time there was a button that just made you rest until you lost enough weight anyway. So whenever immobilization gets back in, there'll only be one button you'll have to press.
-
-Those are both certainly planned. It's just a matter of writing them into the game. There's just only so much real estate to particularly fit things right now :x
It's in the journal, although it's not particularly easy to find :x
Enemy Formats:
Name: [Random gender] [Random Color] Dragon
Physical description:
A large [gender] [color] quadruped dragon that is [skinny/average/overstuffed/recently fed], it towers over over you with a hungry appetite as [he/she] drools, licking [his/her] chops with a pink tongue.
---
Victory Description:
The A large [gender], [color], [skinny/average/overstuffed/recently fed] quadruped dragon stares at you in sheer victory, before walking forwards and clamping [his/her] drool-covered maw clear over your body. with a flick of the head, the dragon tosses you into the air and opens [his/her] maw wide, letting you fall down into the throat and letting gravity and momentum drag you down [his/her] bulging throat. In a matter of minutes, you slide into the cauldron-like belly and wait in the pitch darkness for your inevitable fate.
---
Defeat Description:
The A large [gender], [color], [skinny/average/overstuffed/recently fed] quadruped dragon pants from exaustion. Before you can strike the last blow to claim your victory, the dragon roars, disrupting your focus, and taking the opportunity to fly off to fight another day.
---
Attack Descriptions:
The dragon runs over and sweeps [his/her] tail under you, knocking you off your feet and dealing [X] Damage.
The dragon swipes you with [his/her] claws, dealing [x] damage.
The dragon flaps its wings and knocks you off your feet, slowing you down in the process.
The dragon runs over in an attempt to clamp its jaws over you
Choice: Dodge
[Low agility = minimal chance of escape] The dragon grabs you in its jaws before you can even bend your knees. with a flick of the head, the dragon tosses you into the air and opens [his/her] maw wide, letting you fall down into the throat and letting gravity and momentum drag you down [his/her] bulging throat. In a matter of minutes, you slide into the cauldron-like belly.
[High Agility = higher chance to escape] You jump out of the way in the nick of time, the dragon getting dirt in its mouth instead as it coughs and growls at you.
Choice: Wait.
The dragon grabs you in its jaws. with a flick of the head, the dragon tosses you into the air and opens [his/her] maw wide, letting you fall down into the throat and letting gravity and momentum drag you down [his/her] bulging throat. In a matter of minutes, you slide into the cauldron-like belly.
[If eaten with available HP remaining]
Choice: Escape
[Low strength] You try as hard as you can to pry the enterence open, but as hard as you can, all you manage it wearing yourself out. you fall into the pool below you and pant, waiting to catch your breath. [take damage per turn]
[High strength] You try as hard as you can yo pry the enterence open. Its sealed firmly, however you wedge your fingers in between and wedge it open enough to force your way back up the throat. You climb, resisting the waves of muscles as the dragon attempts to swallow you back down, before climbing into its maw and slicing at its pallet, forcing it to roar in shock as you take the chance to jump to safety.
Choice: Submit
You sigh in defeat as you flop onto your rump in the pool of the dragon's stomach. After a while, the oxygen the dragon swallowed with you becomes stale and in a matter of moments, you close your eyes and fall unconcious.
---
Player escape:
[Low agility] You attempt to run, but the dragon jumps over you and bars your way.
[High agility] You attempt to run, and as the dragon jumps to bar your way, you switch directions and run into the [grasslands/rocks/trees] escaping the dragon's view. You run and dodge through obsticles of your surroundings, until you find cover and hide as the dragon scans the surroundings from above, passing you by.
High Strength
other stats vary on type of dragon.
==============
Idea for struggles:
[If eaten with available HP remaining]
Choice: Escape
[Low strength/ No stamina] You try as hard as you can to pry the enterence open, but as hard as you can, all you manage it wearing yourself out. you fall into the pool below you and pant, waiting to catch your breath. [take damage]
[High strength] You try as hard as you can yo pry the enterence open. Its sealed firmly, however you wedge your fingers in between and wedge it open enough to force your way back up the throat. You climb, resisting the waves of muscles as the [enemy] attempts to swallow you back down, before climbing into its maw and slicing at its pallet, forcing it to roar in shock as you take the chance to [jump/climb] to safety while its distracted.
Choice: Wait
you wait in your dark confines, finding it rather suthing listening to the heartbeat and breathing around you. You take the moment for a breather as you decide on what to do next. [recover stamina] [Take damage]
Choice: Submit
You sigh in defeat as you accept your defeat in the pool of the [enemy]'s stomach. After a while, the oxygen the [enemy] swallowed with you becomes stale and in a matter of moments, you close your eyes and fall unconcious.
========
Idea for eating enemies after battle:
Choice: Eat
[If stomach level is too low / overeating causes 0|0 health]
With a grin on your face, and instincts telling you otherwise, you grab the head of the unconcious [enemy]. You take a deep breath and stuff it down your throat as quickly as possible before it awakens. However, your stomach groans and sharp pains convince you it is not worth it.
[If stomach level is high enough / health remains from overeating]
With a grin on your face, and instincts telling you otherwise, you grab the head of the unconcious [enemy]. You take a deep breath and stuff it down your throat as quickly as possible before it awakens. With several long, wet gulps you finish with only its tail hanging out, your belly [status of belly depending on enemy] and you are [Hunger depending on stomach level] as it comes to life moments later as your most recent meal thrashes around in vain.
Added Note: These meals would be different from normal food. They take a few hours to fall unconcious, and only THEN does the Fullness meter begin to deplete. There should be messages everytime you rest with a full meal.
Choice: Rest
[If meal is concious between 2 to 12 hours after eating]
Your stomach churns and sloshes as you rest. you watch it move about in front of you as you listen to the gurgles and muffled yells of your recent meal. [fullness remains unchanged]
[If meal falls unconcious]
Your stomach falls silent as you rest. You finally begin to enjoy your meal in full.
For a bonus to this, there could be benefits of eating live meals, while the Wait before you can enjoy the meal and take the benefit is one of the cons.
Note: Various enemies that you attempt to eat require a certain stomach level to eat, otherwise it will fail. The bigger the enemy, the higher the level needs to be and the resulting status of the stomach becomes.
Example:
Fat wolf:
Level 1 stomach:
Fullness: 150%
[you fail and the fat wolf escapes]
Level 2 stomach:
Fullness: 125%
[Overstuffed]
Level 6 stomach:
Fullness: 80%
Dragon:
Level 10 stomach:
Fullness: 200%
[you fail and the dragon escapes]
Level 25 Stomach:
Fullness: 125%
[Overstuffed]
The only thing I can think of is more clothing options and enemies that also get stronger to balance things out, and maybe Test Area being a legit area, just with a random effect.
P.S. Am I the only who thinks that Lemon Slimes are adorable?
When it comes to being eaten alive by bears, wolfs, and cats, IT will depend on your size. (I.E. weight.)
IF you are between the weight of 125lb to 500lb, They can consume you whole with little to no problem at all.
If you are between that weight of 501lb-1100lb, The animals that try to consume you whole, will have trouble trying to consume you in one whole gulp. There will be a chance that you might not get eaten all the way and you survive the process of being eaten, You just slowly get out of the animal's jaw and you carry on your normal business.
And if you are at the weight of 1101lb and up. (my female blue dragon weighs 14500lbs.) The animals that try to consume you whole will more and likely die, as they try to eat your whole tail up and your lower body. the animal begins to choke on the food that it was trying to eat as it cannot cram its gut into a creature of a monstrous size. It dies and you are the victor. After you forcefully get out of the dead animal that is.
IT would make a lot more sense when your at a monstrous size, the bear would totally be screwed when it tries to consume you whole and it chokes to death as its stomach does not have the capacity to fill a creature of a monstrous size.
For example, in the event that one submits: "Sighing in defeat, you resign yourself to your fate as the hungry maw of the (insert species) draws near. With no will to struggle, you close your eyes as the (insert species) consumes you whole with reckless abandon. After the last of you has slipped past (his/her) lips, however, something appears to be amiss. It seems you were far larger a meal than (he/she) had thought and (he/she) realizes they've made a grave mistake and eaten far beyond their limits. From inside, you hear (him/her) groaning in pain as (his/her) stomach stretches around you in vain to accommodate for your massively (insert physique type) form. The (insert species) groan becomes a scream as suddenly you hear a loud *poof!* and, in a flash of light, find yourself back (on the road, on the forst floor, what have you)."
........or something to that effect.
Also, I have a suggestion regarding how you'd gauge stomach capacity in a visible way.
Let's say if your supposed stomach.gauge is at zero when you create a character, then naturally, being 100% full is max capacity for you. But if the stomach gauge reads, let's say 100, then what was 100% for the brand new character would only be about 10%. And the stomach gauge would level up whenever "your stomach has stretched from being full for so long" appears, but not from eating stretch fruits or leveling up your other stats.
Does any of that make sense or sound like a good idea?
Although I'm not entirely sure what you mean by the stomach gauge part :x
As for the extra necessary scene, how about this, after falling unconscious or submitting:
"The hungry (insert species) happily takes advantage of the situation and opens his/her jaws wide to devour you... only to find that he/she can't get his/her mouth anywhere beyond your neck! It appears your body is simply too massive to be eaten whole. After a few more unsuccessful attempts, your assailant dejectedly takes his/her leave. You awake a while later to find you're still in one piece."
And the alternate defeated scene still requires you waking up in the hospital one way or the other so it'd probably have to have something to do with you being knocked out by them, as normally you only pass out as a result of being eaten. But one way or the other there's certainly ways of doing it, it's just a matter of actually going in and doing it. Really though it's the kind of thing I've been putting on the back burner since ultimately it's only a cosmetic difference and isn't meant to affect actual gameplay.
The game is great so far, good job.
Unintentionally, I did some artwork of myself playing around with sertain setttings and clothing themes I inculded in a flash experiment, one of which looks like it would fit in your game: https://dl.dropbox.com/u/62708851/T.....G%20outfit.JPG
I could do sceneries like that, close ups of the buildings in the town, or anything. I think it'd be fun.
Also, it might have been suggested in comments or you already may have this idea, but when I read a description about distant mountains, I wanted to go there. Perhaps there could be more treacherous opponents there.
And one more thing. I'm not sure if I noticed or not, but will there be an avian species option? .x.
And the mountains are certainly planned to be explorable in the future, it's just a matter of filling in content leading up to there, which I've been admittedly slow on :x
And depending on when you refreshed the submission page, there should be avian options there already :x
I'll definately try the forest and farm, see what I can come up with for the hills, and if there's anything else I get an idea on, I'll let yuh know.
That's good to know the mountains will be a place to go to. I'm sure this is also been suggested (I'm too lazy to go through all the comments :C ) but there's a great number of zones and other towns or cities that could be added too, but that's all probably getting way too far ahead.
Ah, I thought it was there already. I didn't pay as close attention as I thought I did. Maybe it was the descriptions of overloaded guts >>
Here's somehing else I was wondering. (I keep thinking up more XP sorry). Your characters always comes excruciatingly close to bursting, but it never happens. Is blowing up something you'd consider a possibility, or even if it's non-gory, more cartoony belly bursting, would you consider it inopropriate? xD If it were, it doesn't have to happen easily, more like it would happen if you over ate by an extreme amount.
And it's certainly possible to have bursting in the game at some point, but basically yeah it's a matter of whether people will be put off by it or not. Even if it's non gory I could imagine people being rather put off by it happening. People already have problems with getting eaten and/or being eaten by characters of the "wrong" gender, so I kind of expect a lot of issues :p . That said I'm certainly not against the idea, I'm just still skirting around it at present.
Location: Forest
Chance: 30% (night only)
Event occurs under the following conditions:
Level: Below 10
Strength: Below 50
Agility: Below 50
Endurance: Below 30
Event Name: Drowsy Sorceress.
As you traverse your way through the forest, you start to notice that the familiar noises of the native fauna start to disappear, and the flora around you has become remarkably thick. You recognize less and less of the area, despite using your inner compass to find your way, and become seemingly lost, until you find a small open area in the middle of the wood.
As you are walking in the small field, you notice a presence seemingly produces itself instantly behind you! You turn around quickly to see a feminine being short in stature with an aimless sense of balance. She struggles to stay standing.
As soon as she starts to stumble in your direction though, an unearthly glow begins to emit from her body, and she only utters one word.
"Teddy..."
Options:
Fight
Submit
>Fight
Enemy Description: A strange, glowing young woman who seems bent on catching you in her grasp. Despite her cute appearance, a discomforting feeling sweeps you over.
HP: 1
Strength: 0
Agility: 0
>Attack
You’re surprised by how far and how easily she tumbles backward from your strike. You are surprised again, however, by how soon she comes back up, standing fully upright and choking up. She suddenly begins to wail something in incomprehensible drivel . You stare in disbelief at what you are seeing when you feel something forming over you. You look up only to see a dark plume of clouds furiously hovering over you. You curse briefly.
The pain you go through can be described as a continual wave of vibrant, caustic shades of righteous gold and white, seething and burning your body thoroughly throughout.
As your steaming body hits the ground with a loud thump, you see the figure running back into the forest, hands over her face, still bawling over what had just transpired. You slowly lose consciousness, wondering what just happened…
*Death. Go to church
>Wait
She wanders over to you slightly, while you back away. Her brow shows brief dejectedness, but she continues to pursue you.
>Run
You decide to run from the mysterious being, but before you can, you hear from her a quiet “sleepy…” and she drops to into the grassy field without struggle. You walk over to her side to see that her unnatural glow has subsided, and she has peacefully fallen asleep. Confused at this strange string of events, you shrug, and continue on your way, hoping to make it out of these parts.
>Submit
*This applies to the button that appears before the fight as well*
The being slowly stumbles up to you. Terrified of what she will do to you, you can only hope you are going to be eaten and forcefed. She raises her hands in your direction. In her palm is a circle, containing many glyphs and shapes you have no time to comprehend before you are engulfed in a strange energy.
>Next
Your body absorbs the energy, and you feel a comforting, warming sensation. You’re almost comfortable with it when your arms suddenly heat up much more so than the rest of your body, and you see your muscle begins to bulge out of their natural limits. The rest of your frame is also engulfed by this feeling, as your entire self begins to grow outward. You also see that your body is being slathered and covered in a large layer of fat as well. Your clothes, unable to take the stress, rip and burst off of your figure. You balloon out until you cannot see your feet.
>Next
While you express the utmost shock over the changes of your body, you see that your torment has not yet ended. Your feel your bones begin to shift around inside you. You grow taller, and your massive brawn grows along with you in scale.
Your forearms and your extrinsic legs become as wide as logs, and claws almost entirely replace your hands and feet. Your tail also extends, becoming long, and whip-like, and an itching sensation comes from under your skin. Light brown fur grows wildly on your body, and your face rearranges itself into the form of some reptilean creature. The figure of the girl becomes smaller and smaller as you grow more and more gargantuan.
>Next
As your growth finally begins to slow, you sigh with relief. However, as if to spite you one last time, you feel something strange happening on your head…
Two little black horns push their way through your skin on your scalp. Pressure begins to build up under the two spikes, and they suddenly elongate dramatically. The Coup de grace finally pushes its way out of your head and ends the transformation.
You look over your body. Though you are indeed quite fat, you are surprisingly mobile after all that has happened to you.
>Next
The mysterious female then starts to climb up your body by grabbing tufts of fur, causing a small pull of pain with each grab. She quickly makes her way onto the top of your head, and sits between your two new horns.
“Sleepy...” She utters, as she loses consciousness right on top of your head.
She remains unresponsive for several minutes. Puzzled, you again make your way through the wood.
*at this point, the player can continue exploring the wood, though they are unable to encounter the following events:
Mysterious Feast
Forest Store Room
Gingerbread House
Temporary Stat Changes:
*Strength 300
*Agility 100
*Endurance 100
*Fatness 600+x
*Stomach Level: Maximum
*loss of weapon
*loss of armor
*loss of top
*loss of bottom
**Also, instead of the message “You find a clearing ahead. As you approach closer you find it is one of the roads out of the city! Do you want to leave?” There should be a message “You find a clearing ahead. As you approach closer you find it is one of the roads out of the city! Unfortunately, as you are now, you would probably cause quite a fright. You return to the woods.” With the option of “Next.”**
Upon morning:
As the sun comes up over the horizon, you hear the sound of a yawn from the top of your head. It seems as though the sorceress who changed your body has awakened. When she looks down, she yelps in fright, and suddenly enters a panic. She leaps off of your head and runs around for several minutes before she bows down and begins to apologize profusely.
“Ohnoohmy, did I do this to you? Oh no, I’ve been sleep walking again! Oh, why do I do this?! I apologize! I’m really sorry! Please, let me help you!”
Before you can say anything, she again raises her palms to you, and the process near instantly reverses. You have returned to normal.
>Next
“I’m really, REALLY sorry! My pet ran awhile some time ago, and I have been wandering the woods at night looking for one, and I occasionally turn someone into his visage. Again, I apologize… (though that was the best night of sleep I’ve had in weeks). Here is my penance for my actions.” She takes your paw and puts some gold into your palm.
“Sorry again!” She disappears in a puff of pink smoke.
However, you soon notice something feels off about your body. You look down and see that you lost all of your equipment through the ordeal. Along with that, your body has become quite chunkier – and taller - than it was before. It seems that she either didn’t remember what you looked like before the transformation, or she didn’t fully reverse it. Nude and hungry, you find a road to the village and walk/wobble/waddle/lumber/ back to town.
Overall Changes
*loss of weapon
*loss of armor
*loss of top
*loss of bottom
*Height +12 “
*+10 strength
*+10 endurance
*+30 Fatness
*+2 Stomach
She gives you 50 gold for your troubles.
Gaining 1 foot of height every time I do this event so many times, It would make me a giant real fast. and that can be insane! It would make a lot more sense if you only gain 2 to 4 inches of height. It makes a lot more sense and you will become giant sized in a slow manner.
This event should only occur every 3-4 days only after you submit to the sorceress. So it CAN STILL be fun enough to get bigger and stronger for submitting to her. But in a way that is not too frequent to make it too easy for all the other things to fight.
Other than those factors, this idea is GREAT!
By the way, when you say 3 to 4 days, do you along with the above conditions of level, strength, etc.? I was intending this event to sort of help with underlevelled players to gain some strength.
Maybe there could be a way to have it again at a higher level version, just in a very low frequent occurrences while the lower level encounter can be frequent enough to help out the lower level characters.
It's just my opinion.
Can you make it when you try to save your game, it says this. "Are you sure you want to override your saved game?" the options are YES or NO.
I say be a bit tedious on saving but it helps ensure that you don't accidentally override your other character from a different saved game.
A new location a castle in the hils.
And some new food items pezza and chocolite.
Would the point of the sweatpants and sweatshirt to fit on an expanding figure longer?
What would the point of the castle be?
And there is the point I'm thinking myself of some food granting more fat than others. I would like to see a food that gives you a lot of fat too.
The castle could be like the farm area or a new town to vist.
The suggestion for pezza and chocolite I made could be more fattening.
and with the witch, there could be an option to become her apprentice (for a fee...maybe for either all the food in your inventory or for 75-100 gold) and she could teach you how to do that one voring move that she does on you
also, when you get captured by the wildlings give the option of escaping (with a 5-10% chance of escaping) and either choosing to escape or explore the wildling vilage, if you choose to escape then you might escape and get out of there, but if you choose to explore then you could sneak about, but theres always a high chance of running into wildlings and maybe no chance to rest until you get a message saying that your hidden very well and that could be when your given the option of escaping if you felt like you've pushed your luck, while you explore theres a chance you could find some good items (like ham sandwichs or steaks or stacks of sausages or maybe a stash of 100 gold if your very lucky)
anywho thats just some ideas =)
And it's kind of hard to expand to the witch event in that manner at the moment since it kind of makes future interactions a little weird. Although there certainly might be some fashion of making that possible in the future, it probably won't be done through that specific event.
And the wildling thing is also certainly possible, but it requires sort of a very large number of events to make it meaningful in any fashion, and given how obtuse it is to end up in the kidnapping scenario in the first place, it's probably not worth spending time on it at the moment until that entire location gets expanded upon in general. Obviously I plan on doing more with the wildling village at some point, there's just a very very large number of things I've been planning on doing :x
Start
As you wander about in the hills, you notice a cavern. While walking closer you notice the smell of cake that seems to come from inside.
*Enter*
*Walk Away*
Walk Away
You decide not to wander into a dark, spooky cave.
Enter
As you enter the cave, a large mole walks out and stands in your way. "Hey, I haven't seen you here before. What are you doing at the Cake Mines?"
*Tell him you're exploring*
*Tell him that you're a miner*
*Leave*
*Attack*
Tell him you're exploring
"Well, this cave is off limits. Get lost!"
*Attack*
*Leave*
Tell him that you're a miner
"Ha, yeah right! I know everyone who works in these mines. Get lost!
*Attack*
*Leave*
Leave
You not to risk angering the mole and leave.
*Back to the Hills*
Attack
*Enter battle*
If you win
You continue into the mine, noticing that the hill seems to be made entirely of cake.
*Wander in the mines*
Low chance event
After wandering in the mines for some time, you come across a cavern that seems bigger than the others. You look in and see a mole that's easily twice as big as the other ones you encountered. You can hear him gleefully shouting to himself. "Finally! I've found it! The master will surely award me for my hard work! Hey wait, what are you doing here?"
*Enter battle*
Enemies:
Mole Miner
Enter Battle: A large mole lumbers over towards you, carrying a dangerous looking pick-ax. "You're a bit scrawny, but you'll do well enough as a snack!"
Physical Description: Rather short and fat, but still kind of strong. Wears a mining hat and carries a pick-ax
Victory: You knock down the mole miner and triumphantly stand on top of him for a moment. However, he starts to groan and come to, so you decide to run.
Defeat: The mole whacks you in the head with his/her pick-ax, stunning you. He/she walks over and picks you up, dusting you off lightly before cramming you into his/her wide maw.
Escape: You run away as fast as you can. The miner follows you for a bit, but stops and leans on his/her pick-ax and and contents him/herself with shouting at you angrily as you run.
Mole Foreman:
Enter Battle: The huge mole rushes at you, stumbling a lot but surprisingly fast for his size. "An intruder, eh? Well, I'll just make a quick snack out of you!"
Physical Description: Bigger and fatter than the normal moles. He's strong, but not that agile.
Victory: The mole foreman crashes down with a massive thud that echoes through the caves. He suddenly vanishes in a flash of light, leaving behind some mysterious object (no idea what yet or the role for it in the future, but it's important.).
Defeat: The foreman marches over to you, a look of malicious delight on his face. He picks you up and then swallows you whole.
No Retreat
or even making the whole game a zelda-style rpg with the help of gamemaker. (too much?)
color and shape do help a lot.
and well, with the vore stuff, not a fan of the one being eaten, I rather the table gets turned for that one in certain situations sometimes. :)
1.) I know this has been submitted before but what about a vore button where the chances of actually eating the enemy are calculated as follows:
((Belly Size + Strength/2)) - ((HP of Enemy Remaining + Strength of Enemy)+((Hp of Enemy Remaining + Strength of Enemy)/2))) or maybe something along those lines. And maybe if an enemy tries to eat you but your weight is too high he fails and you have a chance to eat him using the same equation as above?
2.) Maybe Music? I mean sure, I love killing morbidly obese animals to the tune of Cough Syrup by Young the Giant as much as anybody but it sort of doesn't fit with the theme of the game. I understand if this doesn't get put in as it has no real use, and people would probably prefer their own music if any.
3.) I know this has been mentioned before but how about magic? Roasted fat wolf sounds good right about now. Maybe it could have a mana system where each spell costs an amount of mana based on how much it does. Like a lvl 1 heal spell could heal 20 health points and cost 10 mana while a lvl 3 heal 60 and cost 40. Maybe the vendor could be a random encounter in the deep woods/the grasslands/lost in the hills where you find a tower and you can either choose to:
A.) Enter the tower
B.) Leave
If you enter the tower it takes you to the top where you're greeted by a [random species(owl maybe?)] Who says something about magic ... elements ... and other things most people probably would just skip to buy the fireball spells and what not. He then could turn into a vendor who sells spells and after you buy one spell the spell of the same type that you can buy from him goes up 1 lvl to a maximum of lvl 3. Here's a possible spell list:
Fireball lvl 1: 15 damage, 10% Burn Chance (5 damage each turn for 3-5 turns), 25 mana.
Fireball lvl 2: 25 damage, 15% Burn Chance, 40 mana.
Fireball lvl 3: 35 damage, 25% Burn Chance, 65 mana.
Cure lvl 1: 20 heal, 5% Cleanse (Remove all Debuffs), 10 mana.
Cure lvl 2: 40 heal, 10% Cleanse, 25 mana.
Cure lvl 3: 60 heal, 15% Cleanse, 40 mana.
Blizzard lvl 1: 5 damage, 50% Chill (Half Enemy Agility and Strength (Probably over powered sorry)), 5% Deep Freeze (Target skips next turn unless physically attacked) , 25 mana.
Blizzard lvl 2: 10 damage, 75% Chill, 10% Deep Freeze, 40 mana.
Blizzard lvl 3: 15 damage, 90% Chill, 10% Deep Freeze, 70 mana.
Poison lvl 1: 70% Poison (10 Damage each turn for 1-3 turns), 10% Blood Rot (15 Damage until death), 5% Bad Batch (Heals enemy 5 hp each turn for 2-3 turns), 30 mana
Poison lvl 2: 80% Poison, 10% Blood Rot, 5% Bad Batch, 60 Mana
Poison lvl 3: 90% Poison, 15% Blood Rot, 0% Bad Batch, 90 mana
Berserk lvl 1: Deal 2x as much damage, Take 50% more damage, 15 mana
Berserk lvl 2: Deal 3x as much damage, take 2x as much damage, 20 mana
Berserk lvl 3: Deal 4x as much damage, take 3x as much damage, 30 mana
Blood Pact lvl 1: Take 20 damage, restore 20 mana, No Cost
Blood Pact lvl 2: Take 20 damage, restore 30 mana, No Cost
Blood Pact lvl 3: Take 25 damage, restore 50 mana, No Cost
Life Steal lvl 1: Deal 20 damage and heal that amount, 10% Illness (Inflicts Poison), mana 20
Life Steal lvl 2: Deal 30 damage and heal that amount, 10% Illness, mana 30
Life Steal lvl 3: Deal 40 damage and heal that amount, 10% Illness, mana 40
Summon Undead lvl 1: Summon Skeleton (Deals 1/2 of your damage), 50 mana
Summon Undead lvl 2: Summon Zombie (Deals 3/4 of your Damage), 100 mana
Summon Undead lvl 3: Summon Demon (Deals 1.5x your damage), 50% paralyze summoner, 200 mana
Could there be a possibility of having intelligence affect max mana, and mana regeneration while waiting as well as having of percentage of your intelligence increase the damage(10% maybe?). There could also be a training dummy to test your spells on ... he could be set up like this:
Name: Test Dummy
Hp: 1,000
Damage: 0
Victory: "You just slew an inanimate object ... you must feel so proud of yourself."
Defeat: "You were just slain by an inanimate object ... you should probably rethink your choice of jobs because adventuring obviously isn't your thing."
Hit with Fire: "The dummy vanished in a puff of smoke ... what did you expect he is made of wood and straw."
Submit: "The dummy falls on top of you, sticking thousands of splinters into your body, you died, how sad."
Run Chance: 100%
Well ... that's probably going to be EXTREMELY complicated to implicate so I honestly don't expect to see anything like what I just described coming anytime soon.
4.)Maybe new weapons:
-Staff (low damage, on basic attack small chance to cast fireball or blizzard, high cost)
-Stave (Mid Damage, chance to dizzy(enemy may damage itself) enemy, low cost)
-Claymore (High Damage, low accuracy, mid cost)(The sword not the explosive)
-Crystal Ball (Breaks if used in basic attack, decreases chance of negative effect on spell by 10%, very high cost)
-Shield (Mid Damage, Increases defense, mid cost)
5.) Maybe some new armor classes to go with the weapons:
-Chest:
-Robe (Increases Intelligence and mana regeneration while waiting, no armor, high cost)
-Archer's Vest (Increases Agility, slightly more armor than leather, mid cost)
-Arms:
-Hand Wrappings (Increases damage from bare hands, no armor, low cost)
-Gloves (Increases Intelligence and mana regeneration while waiting, no armor, high cost)
-Archer's Arm-guard (Increases agility, low armor, mid cost)
-Gauntlet (High armor, low cost)
Pendants:
-Pendant of Health/Belly/Strength/Agility/Endurance/Intelligence (Increases corresponding stat, very high cost)
Boots:
-Boots (Increases Intellect and mana regeneration while waiting, no armor, high cost)
-Archer's boot (Increases Agility, low armor, mid cost)
-Greaves (High Armor, low cost)
6.) Could there be a possibility of other towns and each of the other towns having faction quests. Like going south of town takes you to [insert town name here] where the mage's guild is, here you get one quest then after you complete that you get the mage's guild ring which could give a +3 bonus to intelligence, the warrior ring for strength in the west and the archer ring for agility in the east.
7.) Maybe Enchanted weaponry drops or random treasure chests in the areas you fight monsters. Let's say I have a sword of strength, it would increase strength but if I have a sword of fire it would have a small chance to inflict a burn on the target.
8.) Would it be possible to have some random encounters in the grasslands and the hills
Grasslands:
-You meet a cow that escaped from the nearby farmers field, what do you do?
A.) Lead the cow home
Text: "You lead the cow back to the farmer, in thanks he gives you 50 gold."
B.) Eat the cow (Fills by 85)(Uses code in first suggestion, if fails a bloated lion or cheetah shows up eats the cow and fights you)
Text: "The cow tasted delicious, it was worth missing out on that reward."
C.) Ignore it
Text: "You ignore the cow and as you walk away you here the growls of a lion and the terrified moo-ing of the cow."
- You accidentally stumble across a pride of fat lions ... this may not end well. (A fight between you and 3 obese lions ... one at a time of course)
- You find a river with fat fish flowing through it and an obese bar off in the distance you see a strange plant nearby. You gain a [random race] berry.
Hills:
- You find a cave where other adventurers are camped out, what will you do?
A.) Enter the Cave
A.) Text: ""Hello fellow adventurer, come sit with us at the fire." said the [species] adventurer. You look around the cave seeing they've been here for a while as there are used sleeping bags and leftover bits of food strewn about the ground. You wonder whether or not to listen to the first adventurer.
A.) Sit at the fire
Text: "How do you fair out in these harsh lands adventurer?" asked the other adventurer, a [species]. The other one proceeds to ask whether or not you would like some food.
A.) Yes
Text: "Ok here, have some of our rations" *the adventurer then gives your character a random food item* You and the adventurers talk for hours until you decide it's time to return to your town. *sends you back to the hills*
B.) No
Text: "Your loss." The adventurers talk with you for hours until you decide it's time to return to adventuring.
B.) Attack the Adventurers
Adventurer Enemy: (x2)
Hp: 150
Damage: 15 base damage
Attacks:
1.) The adventurer jabs at you with his knife dealing ___ damage
2.) The adventurer poisons his blade and attacks you dealing __ damage (25% chance of poison)
Victory: The adventurer falls, knocked unconscious.
Defeat: You are knocked out. *at the hospital* "Looks like you were bested by an adventurer, good thing he was kind enough to drag you back here otherwise you may have died, he said something about forgiving you before he left." (Just in case you see them again ... wouldn't make sense if you came back after you had tried to kill them now would it?)
If you win the battles you loot the camp, getting 100 gold and a random piece of armor or a weapon.
C.) Leave
B.) Leave (I really REALLY hope I didn't over-complicate this section ... I have a bad tendency of doing that :/)
- You stumble across a slime force-feeding a [species] adventurer. Before he disappears he notices you and tosses you a [S./M./L. Potion]. The slime notices you and attacks.
9.) I noticed people complain about there not being a size reference past 'whale-like' I was wondering why not things like 'gargantuan' or 'planet-like'.
10.) Maybe you could decrease the likeliness of running into the path that takes you back to town in the grasslands and the hills because that's all I tend to find. .-.
Well ... most of this I expect to never be put in there just figured I'd put this out there. A Critique of these ideas would be appreciated. Probably shouldn't have re-requested stuff but I'm too lazy to go back and remove them now. .-.
1. This is a thing that I've currently (very slowly) been working on. The thing with enemies failing to eat you;
If it's the mid-fight vore attack, I'd probably just have them miss the attack or have them do a different attack instead if you're obviously too large.
If it's the end of fight vore scene then that's a bit different. At that point you've "died" and there's a scene describing what happens. In a lot of enemies' cases they eat you, but if they can't eat you then you still "die" there's just a different scene that gets displayed for it.
So you being too large to eat will probably be addressed in one way or the other, but the end results of those changes should end up basically the same way, is all.
2. That has been suggested before, but I was basically of the same opinion that people would rather listen to their own music, plus it adds to the files size, plus I have to figure out a whole new area of programming. I definitely like the idea, but there's just a lot of hurdles in the way and so many easier alternatives, and so many other things to focus on that it's ended up pretty low on the totem pole.
3. I definitely like all those spell ideas, although the problem is that some stats don't get used on one side or the other which makes balancing somewhat weird. Like the syrup vines do no damage at all, so taking extra damage from berserk is meaningless. That's not necessarily a bad thing since obviously spells are going to be better in some situations than others, it's just a matter of keeping that in mind when balancing stuff. But certainly in a general sense I like all those ideas. Also eating something you just poisoned is a bit funny to me :p
There's a vague secondary problem of people wanting to use spells out of combat which can get a bit weird. People start wanting to cast fireballs to solve out of combat problems. This is a thing that basically happens in most games and you just have to accept that just because you know fire spells doesn't mean you get to burn down the starting village. I just have to hope that people accept the fact that some things work the way they do because otherwise it wouldn't really be a game anymore :p
All the system around magic sounds good although that's obviously a thing that requires forward planning to make sure everything balances out, but the magic system will probably look something like that. Although I'd probably want whatever location you get magic from to be static so that it's less tedious, considering "fighters" get to just walk to the store and buy weapons whenever they want. Obviously it's a little different from that, but I'd still want people to be able to easily get some spells out of the gate if they wanted to play the game as a caster.
And I definitely like the test dummy idea a lot, just for testing in general. But it provides a convenient way of testing your progress and how much damage certain things do and what not. Although I probably wouldn't have a submit button for it :p
4. I definitely like all those ideas, although obviously there needs to be a magic system already for some of them :p , but I definitely want to add more various types of weapons and such.
5. I definitely like all those ideas as well. I definitely want armor to affect stats as that adds a very convenient way to add a lot of different types of armor without it just being which one has the higher defense number. It's just a matter if finding a system for stat affects, which I think I have a pretty good handle on now. Adding very specific affects like changing stamina regeneration and stuff like that isn't necessarily all that difficult either, but it's the kind of thing that needs to get implanted in certain parts of the code which can make things very confusing compared to just adding numbers to stats. I definitely want to do that as well, it just requires some more careful planning.
6. That is basically the exact same idea I had originally, it just requires a whole lot of added text for those areas to seem relevant. But definitely if those walls weren't at the ends of the roads there'd be towns (with absolutely nothing in them at the moment). Although one of them was going to be dedicated to eating rather than agility :p
7. I definitely like that idea as well although it has similar concerns to point 5.
8. And I also like those ideas. I definitely want more scenes of npcs and enemies interacting with each other, it's just slightly more complicated to parse out in a way where there's no narrative lose ends. Although I kind of want to avoid putting animals in the way of direct harm (unless it's by the player) since it's kind of a downer for sort of pacifist players. Like it's fine in a general since to know that lions eat the cows, but it's a bit different to be around when it happens :p . Also I kind of want to avoid persistent random npcs when possible and just treat them like they're different people every time. Like every time you ran into the adventurers it'd be different ones every time with the same scene playing out. It just gets awkward with npcs either holding or forgiving grudges all the time and it doesn't necessarily add much unless there's some reason to care about your reputation with them or whatever :x
9. And that's certainly possible, although the whole system needs to be redone anyway, so it's all sort of a placeholder at the moment :x
10. I definitely want to do that as well. I need to somewhat better refine the random event system anyway, but I also had plans to significantly reduce the chance of the "leave" event of happening and adding an item that significantly increases the odds of it happening, like a compass or something, so that you have more control of when you enter or leave the forest.
In any case I basically like all of those idea. Obviously the update schedule hasn't been at all consistent lately, but those are probably all things that could get added in one form or another, certainly. Thank you very much for taking the time to write all that out. I've kind of been picking up steam lately, so hopefully I can get around to adding some of those ideas in sooner rather than later :D
(Although still no guarantees :x)
3.) I guess it would make more sense to balance it, maybe instead of mana for a berserk-like spell you deplete a percentage of your health or depending on the enemy maybe fill up your belly a considerable amount. Poison is a seasoning right? ... right?
For the secondary issue maybe it's just as simple as only showing clickable buttons for magic during combat and if you'd like to see what level spells you have then just open up the appearance menu? I don't know, never was very good with programming. I think people playing a game like this should already be able to comprehend that even in games where you can defy pretty much every law of physics there are still limitations. For example, in Skyrim you can't just throw a fireball at wooden house and watch it burn to the ground (Though it'd be hilarious to hear the little digital people scream as their house burns to the ground ... morbid humor yay!), it'd ruin the game. Hopefully people would understand that concept of games before playing yours.
After I re-read it I noticed it really should be static, I wholeheartedly agree. Though if we wanted to play as a spellcaster early game then either the starting money needs to increase, the cost for armor needs to decrease, or the cost for weapons needs to decrease either that or the player could just skip out on buying either the armor piece or the weapon. I was wondering what you wanted each spell to cost? Maybe class specific spells like Berserk (useless to spellcasters) or Blood Pact (Useless to warriors) could cost very little whereas very versatile spells like Cure or Life Steal could cost exponentially more.
Maybe it's also possible to have a magic system based off of stamina rather than mana denoting more of an aura-based world rather than one with a mana system. When spells are cast maybe it could read something like this: "You channel your aura into the palm of your hand, feeling the heat flowing through your body as your hand reaches near painful temperatures you snap your fingers and a small fire burns on your finger tip. You point at the [enemy name] and the fire shoots from your hand to the [enemy name] growing in size as it flies until it's a small inferno. It explodes on impact causing [him/her] to [yelp, scream, whir, roar] in pain as it take ____ Damage." Intelligence could fit in as a stat that acts as a damage modifier rather than a stat dictating how much mana you have.
The test dummy idea is my second favorite idea on my list. It already has a place where it fits in perfectly. It works great as a way to test how much damage 2 weapons deal. (I'm still stuck between the sword and the axe) I would keep the submit button ... I'd just love to see how many people mention their personal failures there.
4.) Ok yeah I was getting WAY ahead of myself with some of those weapons but yeah something like a spear, halberd or a pair of iron knuckles would do the trick.
5 & 7.) Alright so that'll be really cool to see in the future.
6.) All I can picture now is a morbidly obese adventurer in monk clothes rolling over an enemy to kill it.
8.) I completely understand how some people would not want to read about the cow getting eaten by a lion and then with the adventurers your idea is much better,
9 & 10.) That'll be really amazing to see those when they come out.
As for the time it took for you to reply don't worry about it; I spent the time playing the game and getting my character to 50 tons. Just noticed how I spent infinitely more time on the 3rd bullet rather than all the others ... lulz ... well can't wait to hear what you think.
Also it would be great to be able to create a savegame in a separate file. Of course it needs to be in the same folder as the SWF to be restored for security reasons - who would like a flash file access your entire HDD without restrictions?
That said, I certainly like ideas like that, just... within reason I guess.
And I've been sort of looking at other alternatives for backing up saves, but a lot of the simple options would still cause the saves to be wiped on way or the other so I have to look at more complicated things so it's just all another thing I haven't really figured out yet :x
With SWF files from the web, you can generate files just fine, but you can't load any files which are not exactly in the very same and local directory of the SWF File. This prevents that an SWF put on a webpage could access any personal files of the people watching the page. There is no workaround. What can be done is that you create a file and the user needs to download the SWF into the folder with the file, then the SWF can access it if it is started from there.
From a webpage, all you can do is to obtain data from the keyboard, the webcam and the microphone. You could print a 2D barcode to be scanned by the webcam or beep the data out acoustic coupler style and reload it by recording it. Then the user must capture the sound and replay it using the audio recorder or something. Or you do it like the classic Video games by creating a code to print and retype but this would be horrible long even when compressed.
"As you enter the dark cavern, the sweet scent of sugar fills your nostrils. As you venture deeper, your reach into your bag to pull out a torch, only to find that it isn't needed. In fact, you can see as clear as day thanks to the numerous crystals growing from the ceiling and walls. They come in a large variety of colors and upon closer inspection you can almost swear they look like rock can... wait a minute. You take a tasting lick and find that it is indeed rock candy! You suddenly realize that almost everything in this cave is made of sugar, as if it was a natural mineral deposit. Could this be the working of magic? All you know is that curiosity and hunger overtakes you as you venture deeper into the caves."
As for enemies, I was thinking possibly thinking of creatures like Overstuffed bats, Gummy Bears and Gummy Worms. And as for special items, I think the rock candy Crystals could be used as a battle item, when if an enemy has 5 hp or less left, using that item will transform them into a rock candy statue of that crystal's color/flavor, which the player can then either leave or eat.
this is only a concept so let me know what you think
Anyways, I certainly think it sounds like an awesome idea one way or the other :)
---
Soda Fountain (dexterity): "As you enter the chamber, you see a mysterious fountain sitting in the center, its spouts spraying various flavors of soft drink into a small pool overflowing with fizz. As you walk forward to get a better look, something even more foreboding happens: the fountain starts to make an ominous hiss as its spigots start pointing at you!"
Escape (fail)- You move quickly, trying to dodge several sudden streams of soda. As you sidestep another stream of soda, a blast of [flavor] soda catches you in the jaw. You stumble back, coughing and sputtering, as you swallow a mouthful of the sugary drink.
(Pass)- You summon all of your agility and make a mad dash to the exit. You duck and weave your way through the fountain's volley of soda shots, managing to reach the exit before several shots catch you in the back and bowl you over. You get back up, tired and sticky, and leave the chamber before the fountain can resume its onslaught.
Succumb- As you're nailed with burst after burst of soda from the fountain, you fall to your knees in exhaustion. The sudden jolt only aggravates the soda in your stomach. The surge of carbonation, combined with the sheer volume of soda, stretches your gut to its limit and you let out a loud belch. You roll onto your back and start drifting off even as you see a hose emerge from the top of the fountain and make its way to you.
[Player rests automatically until either he is at 50% stomach or is no longer immobilized, whichever comes first.]
You wake up sometime later, the fountain having apparently run out. The first thing you notice is your gut, now swollen and stuffed to the size of a [size]. You let out a loud belch and exit the chamber, tired, sticky, and silently cursing yourself for not being more nimble.
Submit- Deciding that you could use something to drink, you lower your arms and open your mouth wide to catch a stream of [flavor] soda. The fountain, seeming to detect your submission, the fountain stops firing and a hose snakes its way out of the top. You eagerly grab it and start sucking down mouthful after mouthful of [flavor] flavored soda. Eventually the weight of your swollen gut is too much and you roll onto your back, falling asleep to the sound of soda fizzing and your belly growing increasingly large.
[Player rests automatically until either he is at 50% stomach or is no longer immobilized, whichever comes first.]
You wake up sometime later to the rumbling sound of carbonation in your stomach. Judging from the shape of your belly and your newly gained weight, it looks like you've been out for quite a while. You yawn, stretch, let out a belch, and continue exploring hoping to find something else as delicious as this.
Also, if losing to a trap results in you using up your rests, you get a message where the cave collapses on you and you die.
I've got a few more ides for this if everyone is interested. This idea seems like it would be perfect for others to build off of so feel free to give ideas/critique.
There's a 1/100 chance the cops will show up every turn you fight in town. Even then, there's a 1/2 chance they'll take your opponent instead. So if you DO manage to get in jail, it will be similar in effect to hibernating a few days, besides getting your weapons and mysterious items confiscated. Possibly some kind of Prisoner enemy or item would be there, but I didn't have much remarkable in mind.
Thanks for replying. :)
I'm certainly happy with the police thing in theory, but I'd want to use it more as a result of failing some sort of test, type thing. Like, you try to break into a restaurant, and if you succeed you get in and if you fail you get arrested, that sort of thing. It just requires more events to be planned out and what not for them to have a specific purpose. :)
And I just meant lore-wise prior to the setting of the game. Since things have started getting wacky they've probably started having their hands full with gluttonous thieves and relentless drunks as well as missing persons reports and whatnot :p
Ooooohhh... well I'm not sure then. Maybe they're just getting suspicious of everything that's going on?
Although obviously I can't guarantee I'll put it in, but I'm always glad to hear suggestions for anything. You may just want to give an outline before you get too in depth with it :p
- Growth or shrinking (body wise). Perhaps an enemy of sorts that shrinks you in an attempt to easily pluck you up and eat you, but if you defeat it, it will drop a potion or an item to increase your size (variable) times. I also imagined that if you submitted to this enemy, it would shrink you, consume you, and enlarge you whilst inside it, so when you respawn, you are big, but slowly return back to normal size or an inch or so taller than before. If i had to come up with such an enemy, I would imagine it being a Werewolf Magician or a Greedy dragon.
- Muscle growth coconut (or an item that increases the size of the character's muscles) but it would probably be a rare chance thing, being most of the time increasing fatness.
- Sky City. Perhaps some city very high in the mountains or a floating cloud with a village with bloated folks. Would probably give the inflation-fans a place to have a little fun with floatynes and expansion. Would probably imagine that if there were thieves there, too many stabbings = deflation = being kicked out of the city until the player expands again...still thinking of this idea
I'll keep thinking of stuff~
Might start doing some doodles for FTA in gimp... these might be fan art or submissions, but my art skills aren't that great.
-That's theoretically possible, but it's hard to have your muscles increase independent of your strength stat, which means it'd have to be a strength increasing item, which is really hard to make balanced gameplay wise.
-That's also certainly an interesting idea, although I've barely utilized the locations on the ground, so that'd probably be a long time in coming :p
In any case, thank you very much for the ideas :D
You might start out with a spell that increases your capacity, well only by 5-10%. Later on that same spell could increase your capacity by a greater amount for the same amount of mana, or just unlock capacity II.
2. We need something to increase/decrease height. Decreasing your height would be like attempting to lose weight in this game, unfortunately. I'm guessing you could be an absolutely rotund, elastic like a balloon mouse sized tiger or something I suppose? The real meat would be in increasing your height Not only does this put more room in your gut, but you could eventually eat small groups of enemies?
I've thought of an elegant solution to the companion system. If only a placeholder for now, you could replace persistent companions with those well-read, long winded scenario's where you bump into a ritualist or something of that nature, and convert them to be your feedee. Maybe as you grow in height you could carry a living thing in your backpack to serve as food.. though this is getting ahead of myself. I think eventual height and weight increases into the next digit space would require an expansion to the game (lol)
2.That's certainly possible, but I don't think I'd have height be tied to stomach capacity at all. Otherwise it sort of stops being the height changing item and just becomes the capacity changing item that has the side effect of changing your height. It also means that having height increase your capacity would mean being short would decrease your capacity, and I don't want to punish people that want to play shorter characters. But I think if I made height more of an interactable thing, I'd probably have it act more as a player species kind of thing where it doesn't actually affect gameplay, but it gets referenced in scenes or what have you.
Thank-you for your great work so far
My character is to highly skilled to be stung with out submitting to them.
And just wondering if dino characters would be ok to put in as character select, like an Iguanodon or something.
Also, it'd be nice if we could decide on age and height upon character creation. With reasonable limits, of course.
This seems like the sort of thing that only major role-players would actually enjoy.
Regarding height: As with age, it probably wouldn't make much difference in gameplay. Either of these options would more than likely just clutter the character creation screen.
For instance, when my character (a 1300lb fox) gets a swim shirt and a pair of swim trunks tailored to fit his weight, it still says "built for any normal-sized being" and "designed for most normal sized furs" in their descriptions.
Fruit Dryad:
Standing before you is only what you can describe as an otherworldly beautiful female *Species*. She is a definite pair shape, in a long flowing gown that flows over her features effortlessly. In she wears a wooden tiara brimming with delicious looking fruit, though to be honest hey appear as if they are literally growing from her head rather then simply decorative. She chants a beautiful melodious song in some language you cannot identify. You are entranced for a few seconds before the oddest sensation comes over you. You look down and see that your *fur, feathers, scales, etc* are starting to change color, starting from the base becoming a brilliant *Color*. You also feel a gurgling sensation in the pit of your stomach, which you can only describe as ‘funny’…
…
Attacks
Chant:
-The Dryad continues its beautiful melody, which echoes about like a heavenly choir. You feel the sensation in your stomach growing at a steady pace, as you continue turning *color*. You body swells with a gurgling slosh, your features filling out as whatever strange power continues its work on you. You feel heavier and slower from the unaccustomed weight and pressure this strange effect is having on your body.
(Effects: Drain on strength, endurance, stamina, and agility, increase on fullness[juice])
Charm:
(Int save)
Fail: The Dryad turns its gaze on you battling her eyelashes as she looks you in the eyes as she continues her song, which becomes exceedingly sweet. As you bare your *weapon* at her, you feel the sudden compulsion to stop, and find yourself backing away unable to think about harming the innocent creature, even as your body continues to swell and change *color*, growing bigger and heavier by the moment. You have to shake your head to clear it before preparing your next move.
(Effects: Skip your attack, Drain on strength, endurance, stamina, and agility, increase on fullness[juice])
Success: The Dryad turns its gaze on you battling her eyelashes as she looks you in the eyes as she continues her song, which becomes exceedingly sweet. Unphased by the haunting innocence, you continue your assault, though even so you feel the gurgle in your stomach as the melody continues working it’s magic on you, and you continue changing *color* as your body swells.
(Effect: Attack as usual, Drain on strength, endurance, stamina, and agility, increase on fullness[juice])
Knock Back:
(occurs often when attacking, unavoidable, does not occur if using magic)
-As you charge the Dryad, her music still echoing in your ears, an angry expression crosses her features as she raises her hand. A bright flash blinds you momentarily, and a force knocks you back off your feet. You land squarely on rump. Though you try to balance yourself, your stomach gurgles as it grows even bigger, sloshing back and knocking you back with the inertia the blow generated. Your feet flop in the air as you are pushed flat onto your back before your stomach settles. You feel heavy and unbalanced as you continue swelling, and struggle to find purchase to pull yourself up before your bloated body pins you to the ground.
(Effect: Drain on strength, endurance, stamina, and agility, increase on fullness[juice], effect is akin to a grapple, though unavoidable, taking away your attack and giving you the struggle option, though you can still use items.)
Struggle:
(Strength, agility, and endurance check, all three needed to succeed. Based on weight/fullness- bigger you are the harder it is to get up)
Succeed: Rocking yourself, you manage to pull yourself upwards as your body sloshes and jiggles, swelling as you do with the Dryad’s melody. You rise to your feet, ready for your next move.
(Effect: Return to standard attack, Drain on strength, endurance, stamina, and agility, increase on fullness[juice])
Fail(Strength): You rock and shimmy, trying to budge your self from your prone position. Your body giggles with the motions, sending undulating waves though your growing features. However, as much as you try, the weight is too much, and your muscles give out before you muster enough power to push yourself up, plopping back onto your back as you gasp for air. With this short rest, you’re here the Dryads sweet chant, and watch as your stomach rises before your eyes as it swells even larger, your *fur, etc* becoming ever more *color*.
Fail(Agility): You rock and shimmy, trying to budge yourself from your prone position. You manage to build up a bit of momentum, but as you almost get purchase past your swelling features, you suddenly come to a halt as the pressure between you at your gut brings your movement to a halt, sending you right back onto your back with your gut once again pushing you back and pinning you down. In this brief interval, you see yourself swell even larger, your *fur, etc* becoming ever more *color* as the Dyrad continues her chant.
Fail(Endurance): You rock and shimmy, trying to budge yourself from your prone position. You build up momentum, sending your body swishing this way and that, like a strange ocean of blubber and flesh. Quickly though this motion starts to recede, and you see you are loosing ground. The waves become smaller and smaller until you a left once again stationary on your back, panting and sweating from the effort of trying to heft your growing bulk. As you compose yourself, you see yourself swell even larger, your *fur, etc* becoming ever more *color* as the Dyrad continues her chant.
(Effect(All three): Return to struggle, Drain on strength, endurance, stamina, and agility, increase on fullness[juice])
Run:
Success:
-You turn and run, your belly sloshing with every bound as you attempt to escape the Dryad, who calmly follows after, singing all the while. However, you manage to outdistance her, and soon her singing fades away in the distance, and you feel the strange sensation begin to fade. As you watch the swelling recedes and the color starts fading back to your normal hue. That was a close one.
Failure:
-You turn and run, your belly sloshing with every bound as you attempt to escape the Dryad, who calmly follows after, singing all the while. Unfortunately, your growing frame has put you off balance, and a misstep sends you tumbling onto your growing stomach. You rise to your feet, but the Dryad is upon you once more.
Win:
(Reduce Dryad to 0)
-As your last attack hits, the Dryad stumbles, her song coming to an abrupt end as she grasps at her wound. He looks at you briefly, anger blazing in her eyes, before she turns toward the nearest tree, and sprints gracefully into it, sliding into as effortlessly as if it was air and is gone without a trace.
You begin to feel somewhat normal again as the last of the Dryads words fade from your mind. You look at yourself and see the color staining your *fur, etc* starting to fade as your swelling subsides. Within a few minutes your back to you original shade of *Original fur color*, though your still feeling *fullness* from whatever the Dryad was trying to do to you. However, it does look like the Dryad dropped something during her escape.
You got (random fruit).
Losing:
(Ways to loose: Overfilled, Reduced to zero on strength, agility, or endurance)
Overfilled:
As the Dryads song continues to echo around you, the pressure in your swelling gut starts to overpower you, sending you to your knees as you clutch at it, as if you could stop it from getting any fuller by doing so. Even so the Dryad doesn’t let up, her features looking triumphant, reflecting in her chant as it picks up tempo. The pressure builds and you fall to the ground, losing consciousness as you continue swelling, your *Fur, etc* becoming completely *Color* the last thing you see before blacking out completely.
Zero Strength:
-As the Dryads song continues to echo around you, you feel yourself swelling even more becoming heavier and heavier as you do. As you try to muster your next move, your movements become sluggish, slowing to a crawl before you find your limbs weighing down on you. Panicking, you pour all your energy into budging yourself, only to find yourself losing ground, your movements managing only to send waves of rolling flab through your *fur, etc*. You find yourself rolling onto your back, pinned underneath the weight. Your frantic motions generate less and less of an effect, until even all of your might doesn’t cause even a ripple through your bloated frame. You are helpless to listen to the Dryad chant and watch as you grow larger and larger with each passing moment, your *fur, etc* becoming completely *color*. When you reach a *body size* size, you finally pass out from the pressure.
Zero Agility:
-As the Dryads song continues to echo around you, you feel yourself swelling even more, the sensation of heavy thickness weighing on you. As you try to move, you find resistance daunting every attempt to bend your extremities as they swell and grow beyond your now limited dexterity. Even your face feels like its bloated and tight as your *fur* turns a complete shade of *color*. You frantically try to cause some motion in your body, but only manage to roll onto your back, the pressure in your body building as you swell and swell. You are helpless to listen to the Dryad chant and watch as your body becomes (body size), before finally the pressure overwhelms you and you lose consciousness.
Zero endurance:
-As the Dryads song continues to echo around you, you feel yourself swelling even more, weighing you down and making every move difficult. You find yourself soft of breath, your sagging arms and legs sweating as their load only grow greater with every moment. Even as you try to make your next move, your limb rebel, and you sag onto your back like a bloated water balloon, panting as your frame continues to spread. Even as you try to muster the energy to try and move, any attempt just leaves you lightheaded and panting. You are helpless to listen to the Dryad chant watch as your body continues to bloat outward, your *fur* becoming completely *color*. When you become (body size), the pressure is finally to much for you, and you pass out.
Submit:
-You relax and take in the music, ignoring the sensation throughout your body as you swell and change color. Slowly and steadily you swell outward as the Dryad serenades you with the haunting and beautiful melody. Your legs fill out first, becoming thick and heavy as your stomach grows outward the effect works it’s way up your body, all the while your *fur* changing to a vivid *color*. You soon it reaches your arms and face, which fill out and sag, becoming heavy and sloshy. From here it intensifies, and your body begins rapidly expanding. Your legs are forced apart as they become as thick as tree trunks while your belly surges out like a tide. Pretty soon, even the slightest motion causes you to wobble, and you finally lose balance, toppling backward. Your body wobbles back and forth like a great tide as it becomes completely *color*. You begin to think that maybe, just maybe, you may be in trouble, as you watch your body grow. When you are *body size*, the pressure becomes too much for you and you pass out.
(Effect: Over filled)
Aftermath:
(Regardless of how you lose, the following occurs)
-As you begin to regain consciousness, you become aware of an extremely bloated sensation all over. As you try to shift, you can only feel the sensation of muscle working, but you get no sense of motion out of any part of your body You are almost afraid to open your eyes, but realize that there is no escaping it. As color floods back into the world, you notice an overwhelming amount of *color*. You are confused for a moment, before you realize that what you are looking at is yourself. You don’t recognize yourself, as you resemble little more then an enormous blimp. Every feature about you is bloated beyond anything you thought capable. Your cheeks resemble beach balls for all their size. You hands and fingers are thick little ball incapable of movement, and your arms and legs are little more the tires half swallowed up by your body. You enormously round body. Your stomach and chest have blown outward, until they are almost spherical in nature, encasing your limbs in a vice-like grip which makes any attempt at motion an impossibility. Honestly with your vibrant *color* hue, you resemble a giant piece of fruit more then anything else. You attempt a scream, but only get a muffled mumble, your head too bloated to talk, let alone make such a yell.
Your eyes dart about, for the first taking in your surroundings after the shock of finding yourself in this state. Wherever you are, it seems very green, there are trees, plants and vines everywhere, though the configuration seem a little more structured then one would expect from wild undergrowth. The vines above form a natural cathedral ceiling, trees acting as pillars, while their roots carpet the ground, forming tiers around the central feature of the area, a pit in the center that all the roots and vines seem to gravitate towards. How deep it is you can’t tell, as it is filled with some sort of multi-colored liquid that swirls about in different shades of the rainbow.
Your also not the only one here. Littered about, you see a number of giant fruit-like spheres of different colors. You suddenly realize you’re not the only one who has ended up in this predicament. Everyone seems to be at different stages of bloat. You see a *Random species* that seems halfway full, gut spreading outward over the ground like a water balloon with short limbs wobbling helplessly, while others, like you are little more then rounded balls. Then there are the Dryads, many of them wandering about and inspecting their ‘harvest’ of helpless fruit people. Occasionally, you see them singing to a fur, and watch them slowly fill out. Then you see the Dryad that you had faced, inspecting you. “You look about ripe,” she says, before she begins chanting one more.
(Next: This part is divided into the ‘pop’ enabled and disabled)
Disabled:
-As the chanting begins again, you feel the pressure in you intensify, as if it could get any worse, and your features swell even more, swallowing up your limbs and almost swallowing your face in the folds of your cheeks. That is not the only thing happening, as the vines in the ceiling come alive, snaking their way through the air towards you, encircling you and lifting you even as you bloat outward, your insides sloshing violently. It carries you toward the center pit, wrapping around you again and again before tilting you towards the pit, where you can see the colored liquid swirling. You pick up a sweet fruity smell, and recognize it as juice. You view suddenly becomes blocked as your swelling body envelops your head, and just as you think you are about to burst, the vines start squeezing.
The vines around your middle start tightening, both ends of you bulging as your inside are force both ways. You feel the pressure building even more, before the vine at you bottom end start tightening as well, forcing everything one way towards your top end. You feel a surge of liquid flowing outwards, and finally, it erupts from your mouth like a geyser, shooting into the pit like a fire hose of *color* water. You taste a huge amount of fruit juice as it if forced out of your body, the vines constricting gradually as you feel the unbearable internal pressure lesson slowly. Like a deflating balloon, your body sags and shrinks, slowly starting to regain some of its features. And the vines squeeze more and more out of you, juicing you until the flow starts to recede, first to a slow stream, then a trickle. Finally, only a few drops fall from your mouth, even as the vines shake you downward. Seemingly satisfied, it deposits you onto the ground, disorientated and shaking on the ground nearby. You feel drained, and you can see that you are considerably thinner then you were before, as if whatever process you went through took a bit more then just juice. Even so your *fur* is still a *color* hue, an apparent side effect staining your *fur*. Exhausted, you fall over and pass out.
(Effect: fur/feather/scale colors are changed to the color you turned during battle, lose a percentage of your fatness, lose all fullness, wake up in hospital or church)
Enabled:
-As the chanting begins again, you feel the pressure in you intensify, as if it could get any worse, and your features swell even more, swallowing up your limbs and almost swallowing your face in the folds of your cheeks. That is not the only thing happening, as the vines in the ceiling come alive, snaking their way through the air towards you, encircling you and lifting you even as you bloat outward, your insides sloshing violently. It carries you toward the center pit, holding you there as the pressure in you builds tremendously. You feel a gurgle in the pit of your stomach, and a strange stretching sound like an overfilled balloon. Your cheeks start enveloping your head as you feel liquid rising from your throat. You taste juice as it begins dribbling from your mouth and nose, even as you begin tearing up, you see the same color flowing from your tear ducks.
The pressure surges even more, and the flow of juice from your orifices, intensifies, as your body swells outwards one last time, and the vines drop you. You fall, your body suddenly springing leaks, juice spraying violently before you hit the surface of the juice filled pit, exploding in a tsunami of juice like a water balloon.
(Effect: fur/feather/scale colors are changed to the color you turned during battle, lose a percentage of your fatness, lose all fullness, wake up in hospital or church)
This would be a forest enemy, and is meant to be a difficult one to beat, sort of like the hydra is for the beach. It is meant to be one fought more by magic users rather then muscle, giving the game a bit more variety in its challenges. I also thought the scenario would cater to the ‘blowing up with juice’ scenario that seems popular, and the change in color would be a nice change of pace. In future maybe they’ll be a way to change the color via dyes or a hair saloon, so wither or not the scenario ends with you being permanently blue(or red) or not is all up to you. I also though the reduction in fatness may be a good penalty, as generally it seems there are no scenarios that end with you loosing it. I do not know what the final plans for the story are, but the Dryads could be considered for a reason why everything is growing so abundantly (pulling extra nutrients out of adventurers), of course this is only an option and need not be acted on. Anyway, hope this at least gives some ideas for additional context, and if not, it was cool to write. Feel free to edit anything you need.
Encounter
You come across a sunken ship. The sails are torn, only a few shreds still hanging from the masts. By the looks of it, you can explore it.
>Enter the brig
>Leave
Leave
Thinking that there may be booby traps around, you make the wise decision to swim away from the ship. (Back to Ocean)
Enter the brig
You gather up your courage and swim down inside the brig.
>Next
Next
You swim inside the brig. It's very dark in here, and by the looks of seaweed here and there, it seems that the ship has been sunken for quite a while. While looking around, you come across a treasure chest!
>Open treasure chest
>Leave
Leave
Thinking that there may be booby traps around, you make the wise decision to swim away from the ship. (Back to Ocean)
Open treasure chest
Opening the treasure chest, you trigger a booby trap connected to the chest's lid. The entire ship begins to creak and rumble, wood splintering and dust clouding up the water. You only have enough time to take one thing from the chest!
(Here there are a few random items that are chanced to appear in a chest. There will only two items there at a time, so what's actually in the chest will vary.)
Items:
Spectral gem (Rare chance of occurring)
Bag of gold
Oxygen tank
Description: A tank filled with about an hour's worth of oxygen. A small hose is attached to it.
Additional information: The oxygen tank can be used to increase the capacity of your stomach with each use. However, it will always fill your belly 100%, and you will have to rest to lower the size back down. If your belly is filled above 80%, then the tank will kill you.
Use: You put the end of the hose in your mouth and turn the knob on the tank. Air begins to flow out of the tube and down your throat, slowly creating a feeling of pressure in your stomach. You continue to suck air out of the tube, your stomach inflating like a beach ball as you do, until finally, you reach your limit, your stomach now [size]. Now with your belly filled completely with air, you close the tank's valve, toss aside the tank, and continue on your way.
Death description: Your already-full belly can't take much more pressure, and as soon as you start releasing the air from the oxygen tank, you are already regretting it. Your stomach begins to inflate past its boundaries, growing progressively bigger and bigger. You experience great pain as you clutch your colossal stomach, which continues to swell invariably of what you try to do. You realize that you need to u begin to black out, too much in pain to reach the valve stopping the air flow. The last thing you see before you finally lose consciousness is your swelling belly taking up most of your vision.
Trident
Rapier
Sandy box
Book of crystals
(No matter which option you choose, there is a 35-50% chance that you do not make it out in time, in which case you will die.)
>Take [x]
>Take [y]
>Leave
Death
Before you are able to do anything else, the boards of the ship begin to crunch, and all of the wood, masts, and metal collapse in on itself, crushing you in the process. Your vision slowly fades to darkness.
Take [x/y]
You take the [x/y] and swim out of the ship, just before it finally collapses and is claimed by the depths of the sea. (Back to Ocean)
Leave
Not wishing to take anything, you exit the brig and leave just as the ship falls apart behind you. If you had stayed for much longer, you would surely have been trapped in that wreckage-- or worse.
Let me know what you think!
There's a couple of other things that have a similar effect, but the stretch fruit can't be bought and it can only be gotten by chance in one zone, so you're limited by how often you can find it so you can't count on it always being up, it also only affects 1 stat so it doesn't necessarily make the entire game easier by having the buff up. And there's also the restaurant, but you can only get that buff by actually going to town which isn't always possible when you're lost in the wilderness, and you can't stockpile that buff and carry it around with you at all times, so that buff also won't be up all the time. But a buyable item that buffs all of your stats is something that you'll basically want to stockpile literally the entire game, which is a bit hard to balance for. It's also a bit tedious in that you basically have to make sure the effect is up all the time. To say nothing of the "can't lose from going over 130 fullness" thing which renders something like 1/3 of the enemies completely ineffective.
So unfortunately, it'd probably have to change pretty significantly to be implemented in :x
One promising, but so far a little undeveloped aspect of gameplay is description of character's appearance. It has been very noble of you to try and make do with a single variable descriptor that leafs through an entire thesaurus on the word "fat" and a numeric measure that isn't all that evocative when you get down to it, but I think that a few auxiliary variable descriptions would have been better on top of that. Considering the intended audience and purposes of creating this program, any extra imagery that the game manages to conjure would increase the enjoyment for all interested parties, so I propose adding a dimension to that field by elaborating further on the characters' state.
There are two ways that I can see it being implemented. The first one would involve grafting additional lines of description onto the original field as the character's Fatness stat increases; these lines would talk about particularly outstanding bits of anatomy, and could be gender and species-specific, capitalizing on stomach growth in case of males, hip and breast swelling in case of females, and mentioning tails of dragons and such. Strength and Agility stats could also affect those descriptions. These additional lines could also address dynamics, mentioning how the characters carry their current weight, how they breathe, fight, walk or rank according to the setting's standard of beauty and fitness.
It would look something like the following chart:
Fatness || Descripion lines
F = 0-25: Base(the orginal waist measurements, weight and the body type)
F = 26-50: Base. Additional 1.
F = 51-75: Base. Additional 1. Additional 2.
F = 76-100: Base. Additional 1.1(a development of the previous description more befitting the current weight level). Additional 2
F = 101-125: Base. Additional 1.1. Additional 2.1. Additional 3
...etc.
The second method of going about it is to allocate a few fields describing individual parts of character anatomy that get updated as your F-stat progresses, making the appearance field feature the following:
Fatness:
Description lines
F = 0-25:
Basic(general fitness/lack thereof, grace, presence)_1.0
Head and neck_1.0
Chest, arms and back(optionally wings)_1.0
Abdomen, pelvic area and hips(optionally tail)_1.0
Legs and feet_1.0
F = 26-50
Basic_1.1
Head and neck_1.0
Chest, arms and back_1.1
Abdomen, pelvic area and hips_1.1
Legs and feet_1.0
F = 51-75
Basic_1.1
Head and neck_1.1
Chest, arms and back_1.1
Abdomen, pelvic area and hips_1.2
Legs and feet_1.1
F = 75-101
Basic_1.2
Head and neck_1.1
Chest, arms and back_1.2
Abdomen, pelvic area and hips_1.2
Legs and feet_1.1
F = 101-125
Basic_1.2
Head and neck_1.2
Chest, arms and back_1.2
Abdomen, pelvic area and hips_1.3
Legs and feet_1.2
...etc.
To avoid having to write ponderous volumes of descriptions, the appearance section might get diminishing returns in often it updates in regards to the Fatness progression, like you have with the general descriptive adjective. Of course, having a hard cap on how heavy can a character get would be a great help in that department too, since it seems that the new descriptions stop at about 3000+(whale-like), and I've been unable to get further than "person-sized" in the stomach department.
I am willing to try my hand writing a number of descriptions for either of the schemes I mentioned, and while I've read your submission policy and have preemptively resigned myself to potential rejection or lack of any response whatsoever, I still need a clue as to whether you'd be interested in something like that at all, and if so, that what variant would you prefer me to stick to. Thank you for your time in any case !
And you can get your waist to be "enormous" and "big enough to reach the ground", but they're just a bit harder to get to :p
And I'd gotten up to "enormous", but felt intimidated by the sheer numbers to press on with the dedicated wildlife decimation.
Moving onto the more vague suggestions that I am not too sure about being capable of facilitating, and so they don't warrant anything more than a quick skim. I apologize for any game features that I might mistakenly accuse you of not having implemented - even though I've gotten to being able to defeat beach-dwelling Hydras reliably, there seems to be a lot more to your creation that I've been able to discover so far.
In relation to the general descriptiveness, the NPC impressions of seeing the player character could change according to how diligent said character's player has been in grinding Fruit Driads: for instance, Fat Wolves may go from shooting wicked grins at their potential prey to widening their eyes in wonder and thanking their lucky stars, oozing drool all the while, to being intimidated and having second thoughts about consummating their predatory intent, to cowering and whimpering at the gargantuan apparition before them. Feeder-type monsters of lower levels could pass you by if your Fatness('F-stat' henceforth) is high enough, figuring that "this one's had enough already", restaurant waiters may start complimenting the character or offering bulk discounts, tailors would start viewing you as more of an archnemesis than a client, and muggers could conjecture you to be an easier target.
The implications of carrying a couple of extra metric tonnes could, and should(and in certain areas, already do), go a bit beyond being decorative. The most obvious effects of obesity on the characters' stats would be the gradual loss of Agility and Strength and increased Stamina drain. To balance it out, I think having a high F-stat should influence either Defense or Health for the better, help build up Endurance(although the way the Training mechanic works, it's covered) as well as decreasing the effectiveness of enemy stunning abilities. Smaller predators like wolves and cheetahs should have trouble making a meal of the player character if the latter is too large(if the game setting's moratorium on bloodshed is enforced), to the point of experiencing similar fainting penalty as the player character does when attempting to devour something unmanageable; alternatively, low level predator monsters could just bolt at the first sight of you, knowing when to fold it. The effects like not being able to fit through a window, putting furniture through Hell and ruining clothes are already implemented, and it would be only fair to develop along these lines.
With the abundance of edibles in the game, it would be natural to accompany each use of a food item or any restaurant course with at least a brief description of the culinary merits of the dish consumed, so it's something to consider.
Future spells could include some incantations that would engage the game's gastronomical mechanics in addition to the more common D&D/Elder Scrolls enchantments that are currently available(stomach capacity changes for Alteration, instant digestion for Destruction, cancelling recent weight loss for Restoration, and so on).
Adventuring zones could be broken into subsections relevant to magnitude of danger and rewards they promise, with players having an easier time finding their way back to the roads. For instance, the Hills zone could be divided into Flat Hills(safe, weak monsters), Far Hills(challenging, stronger monsters, more frequent random encounters) and Steep Hills(deadly hazards and end-game treasures), with the navigation pad looking as follows:
[Flat Hills] [Back to the road] [Flat Hills]
[Flat Hills] [ Flat Hills ] [Flat Hills]
[Flat Hills] [ Far Hills ] [Flat Hills]
The Far Hills zone could then have a regular homogenous navigation pad, with exits to Flat Hills and Steep Hills occurring as random encounters.
To avoid making starting zones exploitable in terms of weight gain, the dining mechanics could be updated with a Food Quality/Nutritional Value inhibitor that would prevent the character from gaining weight indefinitely from the same early game nourishment sources like Syrup Vines. After attaining a certain level of lipid saturation, characters could start requiring fancier foods and stronger feeder monsters in order to advance further, not being able to derive any weight gain from simple sustenance. Likewise, certain food items increase the character's fullness like any other type of food despite not being nearly as nutritious, so it is possible to reach high F-stat values just by drinking water.
There is an interesting distinction in the game between getting knocked out by a predator monster and submitting to the same beastie, since in the former case you wind up in a hospital instead of the resurrection altar at the church as one could have imagined(maybe the monsters see no sport in eating an unconscious prey?). In any case, the ease of getting back from the brink of death felt a little strange(even though it shouldn't have, considering the adventure genre tendencies), so perhaps a steeper fee could be extracted upon the player character dying. There could be a system of moral merits that would revive the deceased characters if their standing with the church's doctrine is well enough, and deny them a second life if they'd exhausted the clerical charity quota. For instance, there could be an appropriate stat - Karma, for instance, and the new characters would have some initial pool of it, allowing for a few harmless fatalities. All the virtuous moral choices during the game(letting drunkards and thieves go instead of devouring them, abstaining from breaking and entering and food theft, saving folk from predators instead of watching them get gobbled before pinching their leftover stuff) would result in Karma increasing, with possibly a once-a-day prayer and a donation to help matters, while all the rotten decisions would incur a penalty, potentially leaving the character without a safety net. Like the Nutritional Value idea, it would probably unduly overcomplicate the gameplay, but it's an idea all the same.
Related to the previous paragraph: considering the game setting's somewhat fluffy nature with an air of contentment and plenty permeating everything and even tragedies being on a lighthearted side in their portrayal, perhaps such a concept as "smart digestion" could fit in as well ? It would mean that some predators would be capable of draining nutrition from your bodies during digestion without causing catastrophic damage, expunging you back after meeting a certain quota, effectively penalizing the player character a certain value of F-stat instead of sending their immortal soul flying for the sacred ground. Likewise, players could do the same thing to the creatures their characters manage to ingest. It's a wild and dangerous idea, but it's still holds its own against the notion of revivification costing the same as a bistro meal.
A choice of species could be lent a deeper meaning by providing each race with an inherent special ability in addition to the starting stats and appearance: once a day or once a combat, skunk characters could spray their enemies, debuffing or frightening them, birds could fly up and instantly find roads back to civilization during adventuring or escape an engagement, pigs and badgers could root for bonus food, dragons could have a breath attack as well as a flight capability at the expense of some stat penalties, aquatic types could get a hefty advantage when adventuring in the Ocean zone, horses could outrun their enemies for a guaranteed getaway, weasels could rig their grapple rolls, wolves could howl, bears could roar... The same abilities could be used by the Wilding NPC's as well, which would probably spice up combat scenes and make the Species-Lift berries that much more useful.
In conjunction with the nutritional threshold idea, different species could also have different values extracted from eating different type of fodder, with herbivores thriving on vegetation and sweets, predators getting more out of prepared meats and devoured foes, and the omnivorous characters would straddle the fence in terms of stats.
That's about it for now. I apologize for the volume of my verbiage.
The restaurant was kind of tacked on and I hadn't quite figured out what I wanted to do with it yet, so I haven't fleshed it out particularly well, unfortunately. I do plan on going back to it and filling it out better, but I've just sort of been focusing on working on new things is all :X
There's really an enormous amount of effort glowing throughout the game, and it's amazing that you still find time to respond to the equally terrifying number of feedback messages left on the submission file proper and in various journals.
Thank you again for your hard work, and sorry for my previous imperceptive remarks !
I wouldn't worry about it :p
In relation to the general descriptiveness, the NPC impressions of seeing the player character could change according to how diligent said character's player has been in grinding Fruit Driads: for instance, Fat Wolves may go from shooting wicked grins at their potential prey to widening their eyes in wonder and thanking their lucky stars, oozing drool all the while, to being intimidated and having second thoughts about consummating their predatory intent, to cowering and whimpering at the gargantuan apparition before them. Feeder-type monsters of lower levels could pass you by if your Fatness('F-stat' henceforth) is high enough, figuring that "this one's had enough already", restaurant waiters may start complimenting the character or offering bulk discounts, tailors would start viewing you as more of an archnemesis than a client, and muggers could conjecture you to be an easier target.
That is certainly doable, but it requires a lot more writing, which just means that a lot of the time I'm going to add new stuff instead of fleshing out old stuff, unfortunately :x. It's certainly something I want to do, but I'm not sure how much I want that kind of thing to affect game play, as it becomes slightly hard to balance. Especially since weight isn't really restricted by stats, which can make some combat changes weird.
The implications of carrying a couple of extra metric tonnes could, and should(and in certain areas, already do), go a bit beyond being decorative. The most obvious effects of obesity on the characters' stats would be the gradual loss of Agility and Strength and increased Stamina drain. To balance it out, I think having a high F-stat should influence either Defense or Health for the better, help build up Endurance(although the way the Training mechanic works, it's covered) as well as decreasing the effectiveness of enemy stunning abilities. Smaller predators like wolves and cheetahs should have trouble making a meal of the player character if the latter is too large(if the game setting's moratorium on bloodshed is enforced), to the point of experiencing similar fainting penalty as the player character does when attempting to devour something unmanageable; alternatively, low level predator monsters could just bolt at the first sight of you, knowing when to fold it.
I don't really want your weight to negatively affect stats as that becomes another kind of weird thing to balance, and it also sort of makes it difficult to advance their character in the way they want. Although higher weight does cause faster stamina drain already, at least in regards to traveling places. But with as wildly variable as a player's weight can be, it's hard to balance it where at high levels it isn't overwhelming while having it not be meaningless at lower/middle levels. I definitely want it to have more secondary effects, such as increased stamina costs etc., but I don't want it to affect stats directly as I sort of want character stats to be sort of a reliable indicator of your characters capability.
I also want to have your weight affect enemies eating you, but only in a purely storytelling way, as it were. Otherwise you just become immortal against certain enemies and not others, which is a bit weird balance wise. And having some enemies run away from you is a bit of a weird thing to balance as well, as sometimes it might put you in a strange spot where you have to level up to advance, but lower level enemies you want to grind keep running away from you. Obviously you can just make the gap larger, but hopefully there's just more incentives to fight higher level enemies in the first place as they offer better rewards rather than encountering lower level enemies in the first place.
Future spells could include some incantations that would engage the game's gastronomical mechanics in addition to the more common D&D/Elder Scrolls enchantments that are currently available(stomach capacity changes for Alteration, instant digestion for Destruction, cancelling recent weight loss for Restoration, and so on).
Those are certainly theoretically possible, but I want to make sure I don't go too over board, because it's pretty easy to just make magic be the dominant strategy if it fills too many niches (Much like D&D and Elder scrolls :p ). I also want to avoid a lot of out of combat buffs in general as it leads to the rather tedious situation of keeping up with your buffs all of the time. The other long term buffs in the game currently have some sort of location/randomization restriction on when you can get them, but if it's a spell that buffs your stats then you feel almost required to keep it up all the time, which leads to awkward game balance and annoying game play.
Adventuring zones could be broken into subsections relevant to magnitude of danger and rewards they promise, with players having an easier time finding their way back to the roads. For instance, the Hills zone could be divided into Flat Hills(safe, weak monsters), Far Hills(challenging, stronger monsters, more frequent random encounters) and Steep Hills(deadly hazards and end-game treasures), with the navigation pad looking as follows:
The Far Hills zone could then have a regular homogenous navigation pad, with exits to Flat Hills and Steep Hills occurring as random encounters.
That's certainly a fine idea, it's just that the regular hills don't even have anything in them at the moment :p . It's just another matter of having enough content to actually fill the area. I certainly want to add more areas like that, it's just that currently it's just been focusing on adding new zones/adding on to current zones, so I didn't really have much need to expand the currently underutilized areas.
To avoid making starting zones exploitable in terms of weight gain, the dining mechanics could be updated with a Food Quality/Nutritional Value inhibitor that would prevent the character from gaining weight indefinitely from the same early game nourishment sources like Syrup Vines. After attaining a certain level of lipid saturation, characters could start requiring fancier foods and stronger feeder monsters in order to advance further, not being able to derive any weight gain from simple sustenance. Likewise, certain food items increase the character's fullness like any other type of food despite not being nearly as nutritious, so it is possible to reach high F-stat values just by drinking water.
That is certainly a consideration. Earlier I had you burn fat fast the more you weighed, which would necessitate finding better quality food in order to keep up. Although this led to a lot of complaints, so I took it back out. My main goal to help prevent people from "exploiting" starter zones is just to have it be more worthwhile to go to higher level zones. (Also drinking water can never make you fatter :p )
There is an interesting distinction in the game between getting knocked out by a predator monster and submitting to the same beastie, since in the former case you wind up in a hospital instead of the resurrection altar at the church as one could have imagined(maybe the monsters see no sport in eating an unconscious prey?). In any case, the ease of getting back from the brink of death felt a little strange(even though it shouldn't have, considering the adventure genre tendencies), so perhaps a steeper fee could be extracted upon the player character dying. There could be a system of moral merits that would revive the deceased characters if their standing with the church's doctrine is well enough, and deny them a second life if they'd exhausted the clerical charity quota. For instance, there could be an appropriate stat - Karma, for instance, and the new characters would have some initial pool of it, allowing for a few harmless fatalities. All the virtuous moral choices during the game(letting drunkards and thieves go instead of devouring them, abstaining from breaking and entering and food theft, saving folk from predators instead of watching them get gobbled before pinching their leftover stuff) would result in Karma increasing, with possibly a once-a-day prayer and a donation to help matters, while all the rotten decisions would incur a penalty, potentially leaving the character without a safety net. Like the Nutritional Value idea, it would probably unduly overcomplicate the gameplay, but it's an idea all the same.
The difference between going to the church and going to the hospital is purely story-based. Game play wise they're both completely identical. The main reason is that the "deaths" you get are closely tied to your option settings, and I didn't want the game play to be affected by your options settings. For instance, If there was a vore option and you had it turned off, when you got defeated by an enemy you'd just get knocked out and wake up at the hospital. Whereas If you had vore turned on and got defeated by that same enemy, you'd get eaten and be resurrected at the church. So I don't want their to be actual differences between defeats as far as waking up at the church or the hospital is concerned.
I definitely want to have steeper penalties for defeat, it's just a matter of properly balancing/implementing them. My current idea is to have there be a fatness loss penalty, as that seems to be what people really care about, although I also expect that to create a pretty big backlash, so who knows. I also had plans to have the result of your defeats be based of hw much gold you had and your ability to donate/pay hospital bills. But that's kind of a hard thing to balance as it's kind of arbitrary how much gold you have and how much gold it should cost you, and I have to figure out what the penalties would be without causing a cycle whereby dieing causes you to be more likely to die again. (Although I should also say that the higher power watching over you isn't a particularly moral one by the common meaning of the word :p )
Related to the previous paragraph: considering the game setting's somewhat fluffy nature with an air of contentment and plenty permeating everything and even tragedies being on a lighthearted side in their portrayal, perhaps such a concept as "smart digestion" could fit in as well ? It would mean that some predators would be capable of draining nutrition from your bodies during digestion without causing catastrophic damage, expunging you back after meeting a certain quota, effectively penalizing the player character a certain value of F-stat instead of sending their immortal soul flying for the sacred ground. Likewise, players could do the same thing to the creatures their characters manage to ingest. It's a wild and dangerous idea, but it's still holds its own against the notion of revivification costing the same as a bistro meal.
Unfortunately, I think I'd have an easier time balancing the current defeat system rather than figuring out a way to explain/implement that concept, I'm afraid :p
A choice of species could be lent a deeper meaning by providing each race with an inherent special ability in addition to the starting stats and appearance: once a day or once a combat, skunk characters could spray their enemies, debuffing or frightening them, birds could fly up and instantly find roads back to civilization during adventuring or escape an engagement, pigs and badgers could root for bonus food, dragons could have a breath attack as well as a flight capability at the expense of some stat penalties, aquatic types could get a hefty advantage when adventuring in the Ocean zone, horses could outrun their enemies for a guaranteed getaway, weasels could rig their grapple rolls, wolves could howl, bears could roar... The same abilities could be used by the Wilding NPC's as well, which would probably spice up combat scenes and make the Species-Lift berries that much more useful.
In conjunction with the nutritional threshold idea, different species could also have different values extracted from eating different type of fodder, with herbivores thriving on vegetation and sweets, predators getting more out of prepared meats and devoured foes, and the omnivorous characters would straddle the fence in terms of stats.
It is an interesting idea, but ultimately I kind of want the character's species to be based on the players preference rather than game play choices. Meaning, if Person A wants to be a horse but thinks that their bonus is worthless, I don't want them to feel like they're being penalized for playing the species they want to be. Similarly if the naked mole rat somehow ends up with the best ability, I don't want people to feel like they're handicapping themselves by not playing a weird species that happens to have a good ability. It's also an extremely hard thing to balance well at all, with so many disparate abilities, invariably one will be awful and one will be preposterous and it becomes a very awkward frustrating thing for players to interact with from a roleplaying/game playing perspective. I certainly want to do more with character species story wise and have more varied interactions, but I don't want people to feel constrained as far as playing the game is concerned by playing their preferred species.
That's about it for now. I apologize for the volume of my verbiage.
No problem :p . I'm always happy to hear other people's ideas. Thank you very much for taking the time to write all of this out :D
It would indeed be a lot of trouble, so probably it's best to leave it for the later stages of game development. If and when you get to it, though, I would suggest making the F-stat a multiplier for Health, so players would know what to do when they come up against the hard-hitting hydra or other adversaries that hit too hard for either their hit points of the armour to withstand. That way, even if corpulence would hamper a few of combat stats, it would be a viable to choice to bulk up for certain situation. Later on in the game, the player characters invariably turn into demigods of destruction, so any weight penalties would be overcome by the high numbers in the other stats' fields, anyway.
If you choose to implement something like that, the way player characters accrue base Health is also something worth looking into, since doing the old munchkin "Oblivion" trick of maxing out Endurance first guarantees you staggering health pool later.
Otherwise you just become immortal against certain enemies and not others, which is a bit weird balance wise.
Speaking of which, characters with Agility>200 are all but invulnerable to Malevolent Milking Machines and Syrup Vines, since neither can grapple you unless you wear out the "Wait" button.
And having some enemies run away from you is a bit of a weird thing to balance as well, as sometimes it might put you in a strange spot where you have to level up to advance, but lower level enemies you want to grind keep running away from you.
There could be the restrictions of basic running away mechanics in play, meaning that the enemies who elect to abscond must also present a stellar Agility certificate, or else stay and suffer whatever player characters may choose to inflict on them. In case, say, a Bloated Lion opts for a strategical retreat, the "Attack" button may change into "Overtake/Pursue". The player-initiated grapple locks could also be integrated into the devouring mechanics.
The other long term buffs in the game currently have some sort of location/randomization restriction on when you can get them, but if it's a spell that buffs your stats then you feel almost required to keep it up all the time, which leads to awkward game balance and annoying game play.
In that case, it would be needed to limit the power of the spells in question without completely negating the utility. There could be a "Poor Man's Stretchy Fruit" spell, or something of the kind. The Strength-bolstering spell already in the game seems a little awkward since its effect doesn't scale with Intelligence, and if it did, it would make mage characters essentially into warrior characters that can do more stuff. It is tricky, no doubt. Still, there's a lot of options for new instant effect spells.
I certainly want to add more areas like that, it's just that currently it's just been focusing on adding new zones/adding on to current zones, so I didn't really have much need to expand the currently underutilized areas.
Fair enough, all in its good time. There are a lot of mainstream game industrialists who overindulge in the expansive approach to developing their products before balancing out what they already have.
Also drinking water can never make you fatter :p
A matter of personal interest: exactly how did you code that into the game ? I noticed that you can't gain weight through confrontations with Water Elementals, but sometimes after having acquired a formidable Fullness on water, I'd have my character eat some real food, and the F-stat would start climbing. Is there a stack that keeps track of what characters have been eating, or are there base mechanic overrides for individual types of food ?
I also had plans to have the result of your defeats be based of how much gold you had and your ability to donate/pay hospital bills.
I think a percentage of your total on-hand gold would be a better choice for the church and hospital in order to give players incentive to both avoid getting knocked out(unless they can afford it) and make use of their room storage area. Muggers in the street could still get a percentage of your wealth on winning an engagement or having the player submit to them, but the "Ninja Pinch" combat move they pull sometimes really ought to be a small fixed amount.
Although I should also say that the higher power watching over you isn't a particularly moral one by the common meaning of the word
Makes sense, considering the world the game is set in. Do you intend to introduce some sort of background flavour descriptions or even an overarching(or underlying) plot to the game at some point ? At some very, very remote point, that is ? If so, I could offer up some ideas - but only after I've gotten through the body descriptions.
It is an interesting idea, but ultimately I kind of want the character's species to be based on the players preference rather than game play choices.
The abilities in question could be either cosmetic or not powerful enough to give a particular species an edge(a "Once A Day" frequency of use limitation would do the trick, I think), just as long as there would be button for it in or out of combat(or they could reside among the spells, like in "Might & Magic" series). The thing is, the considerations of competitive balance are only poignant enough in online or/and multiplayer gaming, since there is team, achievement and reputation pressure involved, but a in singleplayer game, even the character classes with vastly inferior but thematically appropriate abilities could be embraced to the player's bosom, so to speak, exactly *because* they are the underdogs of the roster. Gamers routinely come up with more "hardcore" modes for old games that have long been finished on the Ultraviolence setting in order to get more challenge out of the deal. Besides, people pick a particular species because they have some sort of attachment to it, be it aesthetic or something else, and I doubt that a mechanical disadvantage would change their choice as long as it doesn't outright lock them out of game content.
But you know your audience better, and it may be a important issue that I'm not aware of the full depth thereof. It is great to know that you are planning on increasing the literary role of the character's choice of species in the game, though.
My profound gratitude for responding to my feedback, and clarifying every single point that I'd been wondering about ! And thank you again for creating the thing that warrants feedback in the first place !
If you choose to implement something like that, the way player characters accrue base Health is also something worth looking into, since doing the old munchkin "Oblivion" trick of maxing out Endurance first guarantees you staggering health pool later.
Those are certainly possibilities. It's just a thing that requires a lot of balance considerations. Somebody else did have a suggestion for health increasing health/armor that I though was interesting, so that might get implemented in some form or another. And you're definitely right about the endurance -> health thing, I just was trying to find more ways for endurance to have an effect, but it's probably not a very ideal implementation.
Speaking of which, characters with Agility>200 are all but invulnerable to Malevolent Milking Machines and Syrup Vines, since neither can grapple you unless you wear out the "Wait" button.
The syrup vines always have at least a 10% chance of grabbing you. The milk machine is also supposed to work this way, except I forgot :x . Although in either case the minimum chance should probably be at least a little higher. I just meant immortal in the sense that several enemies "kill" you by eating you, which means being too large means those enemies don't have a way to "kill" you. Although most people make that suggestion thinking that if you're too large to get eaten then you should automatically win the fight, which obviously doesn't really work game play wise. Although it occurs to me that you might not have been suggesting it in that fashion anyway :p
In that case, it would be needed to limit the power of the spells in question without completely negating the utility. There could be a "Poor Man's Stretchy Fruit" spell, or something of the kind. The Strength-bolstering spell already in the game seems a little awkward since its effect doesn't scale with Intelligence, and if it did, it would make mage characters essentially into warrior characters that can do more stuff. It is tricky, no doubt. Still, there's a lot of options for new instant effect spells.
I just mean, even with something like "the poor man's stretch fruit", the game starts to become about making sure that spell is always up, which becomes tedious over time. It also eventually become something like: The effect being on isn't a benefit so much as the effect being off is a punishment. So for example, if you have a capacity of 30 and the spell increases your capacity to 35, you're like "Sweet, 5 more capacity!" but the longer you play that turns into you thinking of your base capacity as 35 and when the spell expires you're like "Damn it, I just lost 5 capacity!" which can lead to annoying gameplay if you lose because of it.
And the strength boosting spell doesn't scale with INT specifically to avoid the awkwardness of mages that can just become warriors when they want. It's designed for warriors to use to be able to utilize their mana and become better warriors rather than for mages to use to become a different class, as it were.
A matter of personal interest: exactly how did you code that into the game ? I noticed that you can't gain weight through confrontations with Water Elementals, but sometimes after having acquired a formidable Fullness on water, I'd have my character eat some real food, and the F-stat would start climbing. Is there a stack that keeps track of what characters have been eating, or are there base mechanic overrides for individual types of food
Thinks you consume just have a separate calorie stat. So an apple is 3 food and 1 calory, Water is 3 drink and 0 calories, Watermelon is 4 food 1 drink and 2 calories, etc. So if you consume a bunch of water you have 10 fullness and 0 calories. If you the consume an apple you have 13 fullness and 1 calorie. In either case, as you digest what you've eaten, the calories you consumed also turn into fat at the same percentage. So if you had 10 fullness and 2 calories, after digesting half of it you'd have 5 fullness 2 calories and 1 fat. If you had 10 fullness and 6 calories, after digesting half of it you'd have 5 fullness 3 calories and 3 fat. Some fat gets burned off over time though so it's not always a 1:1 ratio for calories to fat over time, but that's basically how it works.
I think a percentage of your total on-hand gold would be a better choice for the church and hospital in order to give players incentive to both avoid getting knocked out(unless they can afford it) and make use of their room storage area. Muggers in the street could still get a percentage of your wealth on winning an engagement or having the player submit to them, but the "Ninja Pinch" combat move they pull sometimes really ought to be a small fixed amount.
That's kind of a possibility, but it's still a little weird. It makes you get more use out of your storage which is definitely good, but it's also a bit tedious to have to go to your storage all the time to save money. It also is a bit weird that if two identical characters get defeated, the amount it costs to bring them back is different just based on how much gold they're carrying. It seems like it should be at least somewhat based on character stats in some fashion.
Makes sense, considering the world the game is set in. Do you intend to introduce some sort of background flavour descriptions or even an overarching(or underlying) plot to the game at some point ? At some very, very remote point, that is ? If so, I could offer up some ideas - but only after I've gotten through the body descriptions.
I certainly want to, but it's kind of a hard thing to do in small measures. and you have to find a way to distribute the information without it seeming like info dumps. And I don't want to paint myself into a corner at the beginning and have to retcon things later. I definitely should do it, but I'm just a bit slow at committing to it is all. Certainly any ideas you had I'd be glad to hear, but overarching plot is probably something I'm a little more restrictive on :p
The abilities in question could be either cosmetic or not powerful enough to give a particular species an edge(a "Once A Day" frequency of use limitation would do the trick, I think), just as long as there would be button for it in or out of combat(or they could reside among the spells, like in "Might & Magic" series). The thing is, the considerations of competitive balance are only poignant enough in online or/and multiplayer gaming, since there is team, achievement and reputation pressure involved, but a in singleplayer game, even the character classes with vastly inferior but thematically appropriate abilities could be embraced to the player's bosom, so to speak, exactly *because* they are the underdogs of the roster. Gamers routinely come up with more "hardcore" modes for old games that have long been finished on the Ultraviolence setting in order to get more challenge out of the deal. Besides, people pick a particular species because they have some sort of attachment to it, be it aesthetic or something else, and I doubt that a mechanical disadvantage would change their choice as long as it doesn't outright lock them out of game content.
Eh, it's not so much about being competitive, I just don't want players to have to feel like they're choosing between the game being easy or being personally engrossing. And a lot of times when someone is handy capping themselves for fun, they sort of have to go out of their way to do it. It's usually, they pick an underpowered obtuse weapon because they think it's funny, or pick a crappy ability to see how they can break it, or what have you. But with something like this, if you want to be species X and species X is bad but you don't want to intentionally handycap yourself, then you're kind of boned. With most other games, people don't really represent themselves outside of the game as a Half-orc or a Dwarf or a Mandalorian (usually). But with this game, people specifically want to play their own horse/wolf/fox/whatever character that they created years before I even made the game. So I'm certainly fine with somebody handycapping themselves in game by doing something like, "Can only punch people", or "Fight everyone naked", or "Only level up stomach capacity" or whatever. But with something as personally important as species, I don't want people to think they have to choose between playing their own character or playing an easier character.
My profound gratitude for responding to my feedback, and clarifying every single point that I'd been wondering about ! And thank you again for creating the thing that warrants feedback in the first place !
No problem :p . And thank you very much once again :)
Flavour-wise, Endurance could be made to contribute in a very small way to the character's ability to withstand extreme stomach strains without fainting - say, a +1% to the food ingestion limit per 20 points of the stat. But I agree that it's a difficult stat to give meaning to, no matter the system.
The syrup vines always have at least a 10% chance of grabbing you.
I must have been on a lucky streak, then. It's a moot complaint on my part, anyway, since a player could always submit to the said monster in order to benefit from the entailing nutrition.
I just meant immortal in the sense that several enemies "kill" you by eating you, which means being too large means those enemies don't have a way to "kill" you.
If a low-level predator would trust their chances with an oversized character, it might be capable of knocking said character out even if upon emerging victorious, the monster would realize that it can't really do anything to the defeated prey - that way the player character will awake in hospital rather than the church. Alternatively, the predator might try to devour the its fallen opponent anyway, and suffer the same swooning penalty as when a character attempts to make a meal of something too large.
Relevant to this whole situation, random encounters with bands of rangers patrolling the hostile areas could be added to the game if only to give some credibility to the logistics of knocked out characters from a battlefield to the hospital; these safety camps could also provide limited vendor services and maybe even a saving point, but it's only a non-committal suggestion.
It also eventually become something like: The effect being on isn't a benefit so much as the effect being off is a punishment.
Your explanation of the phenomenon is very accurate, and I must defer to the fact that it indeed works that way for most. It's just that personally, I tend to go for convenience or roleplaying integrity over efficiency in games, and I'd generally just ignore any buffs that are annoyingly pesky to keep up, only resorting to them when its vital. I've made observations about the Feather-type spells in "Oblivion" effectively breaking the encumbrance system before, so I agree that there shouldn't be any prominent duration-based spells increasing character stats.
Things you consume just have a separate calorie stat.
Thank you for that explanation, everything about how the game functions makes a lot more sense now; I had thought everything was calculated only using the fullness number, and the actual mechanics turned out to be much more sophisticated and realistic than that.
It also is a bit weird that if two identical characters get defeated, the amount it costs to bring them back is different just based on how much gold they're carrying.
It could be flimsily justified by the more affluent character having to maintain their reputation by lavishing the more money upon their saviours the richer they are. But yes, it's probably better to leave it as it is. Perhaps the cost could be linked to the character's level instead(after all, a level 20 warrior or mage would have a much easier time earning back the revival expenses compared to a level 2 jack-of-no-trades).
Certainly any ideas you had I'd be glad to hear, but overarching plot is probably something I'm a little more restrictive on :p
Obviously, no storyline could be imposed on the game's world against your wishes. My ideas would only be general suggestions, such as maybe exploring the world's fetish-enabling spike of fecundity and richness, deciding whether it's a bounty bestowed by benevolent forces, or a subversive curse that an evil entity of some sort is using to soften up the populace before launching an invasion. The quest givers could send players on various research field trips, collecting rare drops off defeated enemies or exploring suspicious locales of high magical potency, like the dryad juicing shrines in the forest or the nest of the Wildlings' patron. But I'm not prepared to give this subject much thought as of yet - later, perhaps.
But with something like this, if you want to be species X and species X is bad but you don't want to intentionally handycap yourself, then you're kind of boned.
The reasoning behind your objection to that idea is quite sound, and it would be a hell to balance out properly(especially with such abundance of choices). However, since in the current version characters of different species have no special abilities and are expected to be able to tackle all of the game's challenges(each in their appropriate time), adding such abilities would not degrade any given character's chances of advancing relative to their current ones, even if their individual gifts would significantly vary in effectiveness(which they shouldn't do). The potential increase in the significance of species choice is supposed to enhance the experience for people who have strong connections to their preferred creature kind, not inconvenience them. It could even be something as minor as having an associated Favourite Food type that particular species can get more calories from or can eat more of it with a smaller than usual increase in fullness.
A bit about balance: after having played from start to vague semblance of endgame, I have to say that it's a little too challenging in the early stages and a little too easy past the point of becoming capable of comfortably dealing with Fruit Dryads. Even without adding any new monsters, you could change the numbers around a little, perhaps lowering the monster encounter frequency in the forest area to give beginning characters a chance recuperate after a fight, and then give boss-level characters like the witch and the lizard wizard a little more oomph and power. Since there is already a mechanic for multiple monster combat(the Bloat Bees), players could start encountering wolf packs, dryad covens, meat golem squads, lion prides, orca schools and Wildling scouting parties at higher levels - at least until the new monsters are written into the game.
During my recent playthroughs, I've noticed something I'd been missing previously: the wonderful location and time of day descriptions upon traveling around the city, especially with the mentioning of jubilant citizens roaming the streets and a bit of trivia about the city itself. That, along with the other logistical narrative throughout the game really add to the immersion, and scale well with the player's imagination. This feature could be further improved by adding short randomized ambient narration pieces changing after each use of the "Wait" button: birds chirping, city life bustling, wind blowing, rain falling, beasts howling in the nearby thicket, gastrointestinal sounds appropriate to the character's current level of satiety, and so on. I realize this is not something to ask for, so I may try writing a few lines for each location later on.
Thank you again for your correspondence, and apologies for the neverending stream of bothersome suggestions ! The game is just too well-done to leave it alone.
That's certainly a possibility. I didn't want to draw too much attention to it in case I change my mind about how I wanted defeats to work. But that's ostensibly how it's supposed to work anyway. At the minimum I could pretty easily just add lines of text to the defeat events about the person who rescued you.
A bit about balance: after having played from start to vague semblance of endgame, I have to say that it's a little too challenging in the early stages and a little too easy past the point of becoming capable of comfortably dealing with Fruit Dryads. Even without adding any new monsters, you could change the numbers around a little, perhaps lowering the monster encounter frequency in the forest area to give beginning characters a chance recuperate after a fight, and then give boss-level characters like the witch and the lizard wizard a little more oomph and power. Since there is already a mechanic for multiple monster combat(the Bloat Bees), players could start encountering wolf packs, dryad covens, meat golem squads, lion prides, orca schools and Wildling scouting parties at higher levels - at least until the new monsters are written into the game.
That's probably true. I definitely need to spread out the enemies power levels some what. Part of the problem is that a lot of the enemies attack in ways where stats don't necessarily matter, so it's a little weird to balance. And there's not strictly speaking a system for multiple enemies per se. It's ostensibly just a single enemy whose attacks are based on how much HP it has. So making a group of enemies is basically the same as making a whole new enemy. It's slightly easier since there's at least a little less writing to do, but there's not necessarily a super quick way of doing it.
During my recent playthroughs, I've noticed something I'd been missing previously: the wonderful location and time of day descriptions upon traveling around the city, especially with the mentioning of jubilant citizens roaming the streets and a bit of trivia about the city itself. That, along with the other logistical narrative throughout the game really add to the immersion, and scale well with the player's imagination. This feature could be further improved by adding short randomized ambient narration pieces changing after each use of the "Wait" button: birds chirping, city life bustling, wind blowing, rain falling, beasts howling in the nearby thicket, gastrointestinal sounds appropriate to the character's current level of satiety, and so on. I realize this is not something to ask for, so I may try writing a few lines for each location later on.
That's certainly possible, it's just a matter of writing stuff out :p
Thank you again for your correspondence, and apologies for the neverending stream of bothersome suggestions ! The game is just too well-done to leave it alone.
No problem, it's been my pleasure :p . Thank you very much :D
"As you are walking at the Hills, you see a *random gender**random species* dressed in a brown robe with a big backpack standing at a top of a small hill looking at you with a smirk on his/her face."
-Leave
-You leave him/her where he/she is and continue your exploration, but you're still quite curious why he/she was there...
-Approach
-As you approach the stranger, he/she also starts going down the hill to talk to you. As you finally are close enough, the stranger begins to talk to you:
"Hey there lady/gentlemen(depends on your character gender), care for some of my products?"
-Sell
-Works as usual
-Ask
-You ask what in the world he/she was doing there. He/She replies: "I was just setting myself for camping here and then you appeared so I thought: "Maybe he/she wants to buy something" and then I walked towards you."
-Buy
-The travelling merchant puts his/her backpack down and shows a variety of items
-Chocolate milk bottle - 3 gold
"A nice cold bottle of delicious chocolate milk. As you hold it, you think how in the world does that thing continues cold no matter what." Fills a little bit more than normal milk and is about twice as fattening
-Chocolate milk jug - 14 gold
"A dark metal jug filled with cold chocolate milk. You wonders how it manages to not spoil." 5x Chocolate milk bottle
-Small Etheral potion -8 gold -Fills the same and is as fattening as a regular small potion. Restores: 30 health and 25 mana
"A small vial of a white and shiny liquid"
-Medium Etheral potion -24 gold -Fills the same and is as fattening as a regular medium potion. Restores: 50 health and 25 mana
"A vial of a white and shiny liquid"
-Large Etheral potion -60 gold -Fills the same and is as fattening as a regular large potion. Restores: 80 health and 40 mana
"A small jug of a white and shiny liquid"
-Etheral Blade - 75 gold -3d6 + 50% INT piercing damage
"A thin, white blade that seems to be able to cut through solid rocks easily. It seems to be a good idea to not touch the blade"
-Leave(after buying or selling)
-The merchant says as you are walking away to continue your adventure: "Goodbye ma'am/sir, have a nice day!"
East town is a more eastern style orient type setting with a sumo academy and a bamboo forest to get lost in, while north town is a snowy place with a frozen peaks mountain range.
I'm working on descriptions and the like, but my Internet is shotty so it may be some time before I can actually post it in it's entirety.
And the mountains are all in the east and south, the north is basically just a forest nobody's ever found the other side of :x
Just so this post isn't a complete waste, if it hasn't been suggested already, learning the witch's spell from reading the book would be nice. My idea would be a spell that deals damage, and if it's the finishing hit, you gain fatness (or stats, or something, it does say it empowers the caster, which is suitably vague for anything) based on how much eating them would've given you.
And I kind of plan on having the book be a quest item type thing, I just haven't gotten around to doing anything with it. Although I kind of wanted to get across that it was EVIL, and shouldn't be messed with. Although what's evil or not is probably pretty up fo debate at this point anyway :p
Anyways, I'll get to work on more mountain stuff. I'm thinking slightly-mad wizard's tower and a cave hideout of magically experimented-on furs.
Although managing immobility in a way that doesn't garner massive amounts of complaints is a bit hard to do, but I might try to work it out at some point and just make it an in game option or something :X
Also, I'm curious: Have you been getting other things to use in a mountain area than what I've sent in? I'd be amused if I manage to populate the entire area.
And I'd have to double check, but I think most of the other mountain suggestions so far have just been "You should add mountains!" and while I appreciate the enthusiasm but it that isn't really helpful :p . I think a couple of people were working on some mountain things, but I haven't actually heard anything from them recently :x . I also had a couple of plans myself, but I haven't been particularly active on the creative writing front :x
Expect another submission in the mail once I write yet another Devour message and all its possible outcomes.
-East Town: Located at the east end of the map at the end of east road.
-Theme: Icy Town at the base of a mountain.
East Town Gate:
-As you walk down the path, the temperature gets steadily cooler, and ice and snow begins falling, blanketing the area in a white blanket. The trees become more sparse, and the mountains start to rise before you. You see ahead the twinkle of lights as you come across the gate to east town, buildings permanently decorated with a layer of snow and icicles.
-You walk into town, leaving a fresh trail of footprints as you pass. The buildings rise to meet you, as does the mountains that loom closely, towering over the village.
Key Features:
-Aurora Salon: A place for characters to change their fur color, no items needed, just a the option to change main/belly fur to different colors or to natural(default) Color.
-General Store: Selection of new foods: Banana Split, Hot Cocao, Soup, Ice Cream Cone,
-East resort: A resort you pay to get into, has skiing(training for strength and endurance), message(training for stomach size), and cafeteria(pay for decadent high calorie food).
-Frozen Peaks: Exploration location, an icy mountainous area, perfect of overfeed yetis, ice cream golems and other chilly foes.
Aurora Salon:
-You notice as you walk into the building the brightly colored sign that sticks out in the white that blankets everything. Walking through the door you are greeted by a myriad of colors as you watch as the staff and other people going about usual business, sporting fur and feather colors unusual for their species. You notice the large showers in the back, and rows upon rows of bottles filled with colored dyes. A rather obese <Species> steps out there fur a brilliant <Color> hue. One of the attendants greets you, “Welcome to Aurora Salon, how can we help you today?”
--: This store gives you the option to change your fur/feather colors for a modest fee. It features two sets, one for body, one for belly, as well as a ‘Dye Rinse’ that returns your fur/feathers to it’s natural color. The number of dyes there are depend on how much of the spectrum you want to go, normal colors, or extending into the rainbow or metallic colors. That option I’ll leave to you.
East Town Resort:
-You walk up to fancy looking gate. The attendant at a small window looks eager as you approach. “Welcome, I’m sure your looking for a little relaxation, for a small fee, I can let you in.”
Options:
-Pay
-Leave
Leave:
-“Maybe next time?”
Pay:
-You hand over the money and the man pulls a lever, the gate door opens a little, allowing you entry. As you walk in, you smell warm mist you associate with a spa, and notice it is warmer on this side of the gate. You see numerous other people relaxing in natural hot springs, which accounts for the relaxing atmosphere. You also see several buildings lining the resort, as well as a large slope of the mountain dedicated to skiers.
Options:
-Hot Spring
-Massage
-Ski Slope
-Cafeteria
-Leave
Hot Spring:
-Getting changed quickly, you go and slip into one of the hot springs, feeling the heat melt away your tensions. After leaving you feel invigorated.
: Heals stamina, health, and removes status effects, also provides a temporary buff to speed and intelligence.
Massage:
You get changed and enter one of the message booths. Climbing onto the message table, you are treated to an exquisite full body message, ending with a wondrous belly rub. By the end of it, you feel a bit looser in the stomach department.
: Increases stomach size. It does not drain stamina, rather it drains your fullness meter quickly as you digest faster. If you are at 0 fullness, you gain no benefit. And get this message instead
- You get changed and enter one of the message booths. Climbing onto the message table, you are treated to an exquisite full body message, ending with a wondrous belly rub. You feel pampered and relaxed.
Ski Slope:
You grab a pair of ski’s and head for the slope and take a couple of runs down the mountain.
: Trains up strength and endurance, drains stamina, fullness, etc, like regular training. When out of stamina:
Though having fun, your just too tired to take another go at it. You feel more like sitting down for a bit.
Cafeteria:
-You walk into the Cafeteria, drawn by the smell of rich and fulfilling treats. As you walk in, you notice the extra fee for a plate at the café, though looking at their buffet spread with decadent cakes, rich pastas and sauces, and exotic treats, you can see that it is well worth it.
Buy Food:
-You pay the attendant and step up to the buffet, taking a plate and loading it with whatever takes your fancy. You savor the rich flavors as they tantalize your tongue. Soon your plate is empty, and your left licking your fingers as you ponder about another course.
Leave:
-You head back into the center of the resort.
Leave(Resort):
-You head back to the gate and leave the resort, shivering slightly as you return to the cold and snow. “See you next time.” You hear as you pass the attendant.
Frozen Peaks:
Heading past the town, you start climbing up the mountain until the town is little more then twinkling lights in the distance.
: Enters the frozen peaks area, much like the beach, you can return to East town at any time as you can see it down the mountain.
East Town:
-You trudge back down the mountain until you are back among the houses of the small town.
Frozen Peaks(finding nothing):
-You wander about the snowy peaks, but find nothing but snow and ice.
Frozen Speaks (Hot Spring):
As you wonder about the mountain, you stumble across a small alcove. Billowing steam rolls out of a small hole, around which the snow has melted. You realize you have found a small hotspring. Examining it close, you see a small bottle floating in it. Scooping it out, you see it is full of the hot slightly cloudy water of the spring.
You got Hot Spring Water
: Hot spring water revives stamina, and removes status effects.
Description:
-A bottle of hot spring water, it is warm to the touch and you wonder why it never seems to cool down.
Use:
-You drink down the hot water, which has a slightly mineral taste. You feel all warmed up inside with new vigor.
Enemies:
Wolves and bears can make an appearance here.
Ice Cream Golem:
-Standing before you is what appears to be a large snowman, however, rather then made of snow, it seems to have been made of 3 scoops of ice cream. It’s foundation is a large scoop of chocolate, it’s middle strawberry, and it’s head is vanilla. It’s face has cherries for eyes, and a banana for a nose. On top it has a dollop of whip cream drizzled with chocolate syrup and nuts. It’s arms appear to be made of wafer cone. It seems to size you up as it prepares it’s assault.
Attacks:
-Bash-
-The golem lurches, swinging its wafer fist at you, dealing you (#) damage.
-Feed-
-The golem scoop a part of itself into one hand, packing it like a snowball, hen flings it with uncanny accuracy into your open mouth. You instinctively swallow the cold mouthful of creamy goodness, shivering a little.
(Increase fullness, high calorie, speed debuff due to cold)
-Brain Freeze-
The Golem lets forth a stream of ice cream into your open mouth, forcing it down your throat faster then you can handle. You clutch your head in pain as you gain an instant headache that occupies your attention.
(Increase fullness, stun for a few rounds)
Defeated
-As you swing you last blow, the ice cream golem topples backwards, it’s scoops falling apart and rolling down the mountain, accumulating snow as they roll. In a few moments you have lost sight of them as they blend in with the rest of the mountain side. It looks like you’ve won!.
Submit
-You relax, opening your mouth and licking your lips. Seeing this, the golem seems to grin at your willingness to comply. It lurches forward, scooping helping of itself into your mouth as you suck down more and more of the sweet creature. You revel in the flavors of rich chocolate, smooth vanilla and sweet strawberry. As it forces scoop after scoop into you, it gradually begins to get smaller and smaller, even as your stomach grows with each new bite, feeling heavy and creamy from the dairy overload.
Win
-Soon the golem is little more then a few scoops of ice cream, , and with a final gulp, you slurp it down, leaving nothing left but it’s wafer arms, which you are quick to much down as well. You let out large belch afterwards, rubbing your cold stomach, which is slightly numb from the icy treat. As feeling returns, you feel (hunger level). Looks like you won!
Lose
-All too soon though you feel yourself reaching your limits, your pace slowing as there is less and less room inside you for all this ice cream. The golem however does not slow, determined to stuff you silly, even as you struggle to swallow your next mouthful. All too soon, you grown from the tightness in your stomach, rolling onto your back in an attempt to relive some pressure. In this new position though, the golem simply forces it’s wafer arm into your mouth, and you feel a jet of ice cream forcing it’s way though it as the golem forces more and more ice cream down your through, numbing it with cold as your belly swells even larger. Too much for you to take, you finally pass out.
Run
Success
-You take off, quickly racing though the snow. Luckily you are able to outpace the golem, losing sight of it after the first few ridges.
Failure
-You take off, but slip in the snow, landing with a soft crunch in adrift. Though unhurt, the ice cream golem is back on top of you.
Hope you enjoy.
*entering the restaurant*
As you walk into the local restaurant, you seat yourself at one of the tables as you wait for a waiter/waitress to come. Out of the corner of your eye, you see one of the chefs standing outside the kitchen door, complaining about something.
Options:
-order breakfast/lunch/dinner
-talk to him
-leave
Ordering and leaving will basically have the same dialogue as normal.
Talk to him:
-You stand up from your seat and confront the disgruntled chef, a stout (gender) (species). You catch his/her attention and inquire, and he/she begins explaining his/her plight to you. "It's my food! Some crazy wizard-looking maniac came a few days ago, and stole most of my meat! Now he's got those meat things running around in the hills, stuffing everyone senseless! I swear, it's giving my restaurant a bad name, because we're famous for our steaks and smoked sausages. I can't have my own food running around force-feeding everyone! Say...Are you an adventurer? Perhaps you can help me solve this tragedy?"
Options:
-yes
-no
No:
-"Oh...I see...Well, it can't be helped. I'll just wait for another adventurer to come, so don't worry yourself too much about me." The chef sighs sadly as you just return to your seat.
Yes:
-"Oh thank you so much! Listen, get rid of as many as you can. That crazed wizard gets his meat from here, no where else. This time, the other employees and I will be guarding this place from top to bottom! Once you dispose of enough of his mockeries, we'll settle the score with him ourselves..."
To finish the quest, you just have to defeat 10 meat golems. May seem a lot, so probably change it to a lower number.
Returning:
-As you walk up to the chef, he/she sees you and smiles brightly. "So, did you manage to do it?"
Options:
-yes
-no
No:
-"O-oh, alright then. Just, don't forget to finish up, alright?" You nod your head as you return to your seat.
Yes:
-"You did!? Good! That punk will be coming back here for more meat pretty soon then. Here, take this as a token of our appreciation. It may not be much, but it's all we have to spare as your reward. Please, if you're ever feeling hungry, come back here any time!" He/she happily gives you a bag before practically skipping into the kitchen. You look into the bag and find some interesting things in it. There's some gold, a sausage, and a shiny gem.
Obtained 100 gold! Obtained a sausage! Obtained an Unidentified gem! Quest complete!
So, what do you think? Pretty good, huh?
also add some npcs that you can be friends with, maybe complete tasks for them and they will eventually become your bff-s ,so they could help you in battle, you can speak about different topics and maybe ask them to bring you food
Is it possible you could turn Stamina from a percentage into a numerical stat like health or MP? I'm getting the idea of physical characters being able to use it as a resource for special attacks like how spells use MP. Might allow for some Monk-type stuff, too. If you like the idea, I'll try to come up with enough actions to make it worthwhile.
How feasible would it be currently to tie the availability of an attack to the type of weapon you use? I might want to sort special attacks by weapon type if it's not a huge issue, but if it is, I'll just go more basic. Just exploring boundaries here.
Jackals.
Physically they're like foxes, though I'd expect them to sacrifice strength in favor of endurance and a little agility.
That also could bring a mechanism : When your pregnant each baby drain fat to grow, each babies add stomach capacity according to how big they are. Character can choose to give birth when the babies reach a certain size (To keep it PG the birth is done at the hospital). If there is no more fat left babies drain life.
The custom species would be a balanced class with no outstanding stats.
For it you fill in a name for your species, choose the descriptions such as feathers, fur, smooth skin, etc., and type in colors for sections of the body (i.e: mauve furred stomach). This way, people can have whatever species they want.
Also, have you thought about making a new journal page for content suggestions? Cause this one looks pretty filled up already.
And yeah, I should probably make a new journal :x
Thank you :D
But in any case, to give sort of a behind the scenes background thing of what's in my mind; all the gods in the church are actually fake. People attribute things that happen to these idols and treat them as real gods, but it's ultimately just superstition. There are 2 real gods, but they don't really have any desire to serve the interests of mankind (furkind?) and are of highly dubious benevolence. Nobody in the cities has any knowledge of the true gods and the only people that have an inkling their existence are the more magically inclined characters as well as the wildlings, although even they don't actually know much of anything.
So you could definitely write some stuff up I think, but ultimately they wouldn't be real gods. So for instance; while the city-folk may worship the goddess of the harvest, what they're really paying tribute to is the God of selfishness and gluttony who's also responsible for the growth of the dangerous syrup vines. And while Oswald believes that you're being saved by the goddess of courage, you're actually just being resurrected by the same "god" of the harvest so you can be eaten again by the gluttonous animals of the wilderness.
So it'd definitely be interesting to write up the various gods worshiped by the people of the city, but the actual back story might put a bit of a wrinkle in you plans :p . But for instance, paying tribute to the god of battle might increase your strength. People believe the purpose behind this is to make you win more in battle, but the real reason your offerings yield results is because the real god just want you to be strong enough to defeat and devour your opponents.
I don't know if that still piques your interest or not, and I might have to change the balancing behind a lot of the tributes. But if you wanted to at least elaborate on the deities the city folk worship, then you should certainly feel free :D . I could elaborate more on the actual gods if it'd help, but my ideas aren't necessarily 100% concrete on them yet so it'd have to be in PMs :x
Add donuts from to one of the shops.
That is all.
Finally, the arc itself centers round the Magitech institute, an over-guild of sorts that works with arcane and mundane sciences. Picture a mix of the mages guild, a think tank, an for a lack of better words an ‘industrial’ site, plus a mercs company and you will have a good idea of what they’re like. The institute potentially would be placed to the south of the main city. In an ideal world, they will offer player hp + mp regeneration pots, some armor, and the spells already in the game. If a player steals a bunch of wyvern eggs for a fatty vixen taur. They will get the opportunity to buy spells endemic to the institute. Players can aid a phoenix taur as well, starting a quest line that involves the wildlings. Culminating in players pacifying or straight up eat one of the dragons in the grassland. Plus swag, you can never enough swag. Once the players finish up, they can get a quest that takes them to a place called the mystic desert via hyper long teleporter as part of really-really-really hard quest. That is in the vein of fallout 3’s the pit, fallout New Vegas dead money, and honest hearts. During this quest they become temporarily stuck in the area until they complete a series of quests. At the same time they don’t have access to their normal weapons, armor, or supplies. Instead they have to scavenge, craft, and buy what they need from a magical vendor using the gold they brought with them. In a perfect world, I would love to see a temporary change in the save system during this segment where players could save at the starting location of this quest. Then be forced to reappear there or make them reload after losing a fight/passing out from over eating as part of the hardcore aspect I am going for. This will of course be reversed once the quest is finish. At that point players can come and go as they please via a teleporter in the institute. Of course, there will be more work the player can do in the desert once their done. Then again if this is too much of a pain to code, I've written the quest line is such a way that I can easily go back and bring it back in line with the norm. Thank you for reading this over. I look forward to response and advice on how I can make this a better piece for your wonderful game.
Perhaps somewhere there could be an encounter with a female (random species) anthro who would take you under her care for a while and then stuff you until just below 130% of your stomach's capacity. Like, maybe she's a bit delusional and thinks you look underfed each time you encounter her?
There could be a stable where you could A) do some time consuming labor for some extra moneys or the more complicated B) purchase a mount, which you keep at your home and care for or ride around town or into the wilderness (save for the ocean or important locations).
I've really been hopin' to see something like this in this game thus far and maybe it would be a nice touch... ?
I have no coding experience so there's nothing I can do besides suggest the idea. I hope you might consider adding it too the game some time. =3
I had an idea for where everything beyond Wall that borders the Hills and Forest would go. There would be a cave village that sell crystal-based items (ex. Crystal Sword or Crystal Armor). Also there would be a Metal Worker that can improve you weapons. From the cave village you can go along a trail that lets you enter the Hills or a Crystal Cavern. You would have a chance to find crystals in small mounds in the ground (Like the beach), but instead of Areo (Arial?) Pearls you would find Strange Crystals. I'll let you decide what they do. Also, there would be Precious-stone-based enemies, like Mad Gem Forager or Crystal-covered Worms.
As for special encounters, you could have a chance to approach a Platinum Castle, which you would enter to go either left or right. If you go left, you would find the Platinum Sorcerer, which would drop Platinum that you could sell or take to the special metal worker to strengthen your weapons and armor. If you go right, you would find a fur attached to a large metal hose and he/she look like their about to explode. You can't enter the room because it has a magical barrier around it, and you need a high enough intelligence level to enter. If you turn back, then you get attacked by Armored Beatles. If you attempt to free him, then you get attacked by the Platinum Feeder. If you die/submit to him, then he attaches a pump to you and you die/pass out. If you defeat him, than you free the fur from the hose and leave. He/she rewards you with around 250 cash or a crystal.
Another would be the Crystal Room, and if you choose to enter, you get attacked by Rock-Candy monsters (3 to 6 of them). They either force feed you by pinning you to a wall or launch razor-sharp spears at you, and hurt you unless you have special armor. If you beat them, you access a chest that either reveals Rock Candy (increases any skill by 1).
And that's all I have for now. If you think it's a good idea, than respond and I can add on a few other things if you want.
Haven’t seen as many story updates for a little while, so I thought I’d give something a shot.
New Area:
Dessert Island Resort
How to get to: I’m thinking you can get to the island from the dock but require to purchase a ticket from a store, or you could be awarded it for a quest.
Item: Dessert Island Ticket
Description: A ticket to a fancy island resort. Wait, ‘dessert’ island? Is that a typo?
When you go to the dock to travel with the ticket in your inventory, a new option would turn up.
-Show Resort ticket-
You pull out the ticket and show it to the ferry man. “Oh, so you’re wanting to go there? Sure, I can give you a lift.” He says, “I get a few guys who head out that way every so often, cuts me in on a bit of the business on the side. Bit of a weird place if you ask me, but hey, I’ve seen stranger. I’m ready to pull off whenever your ready.”
----
You’re given the option to leave, which will return you to the town, or:
-Set Sail-
You board the ship and the captain shoves off. Pretty soon the land shrinks, and your left surrounded by blue ocean.
(Insert a travel dialog)
Finally you see a speck in the distance, which grows larger as your course takes you closer and closer. You soon make out a small island with white beaches, a lush forest, a great mountain and… a giant cherry on top? You can hardly believe your eyes, as the closer you get, the more the mountain begins looking like a giant scoop of chocolate ice cream, fluffy cloud looking like dollops of whip cream, with… yes a giant red cherry sitting on top. As the boat pulls closer, you can smell a myriad of sweet aromas on the sea breeze, as if you had just stepped into a candy store at the height of business.
The boat slows to a stop some distance from the shore, and you see that there is a small resort on the beach, where the visitors to the island gather. “This is as far as I go,” the Captain says, tossing you an oxygen pill. “I’ll be about here when you need a ride back.”
----
At this point your given the options to talk, swim to shore, or set sail:
-Talk-
-There used to be a dock here, but because of the effect of this place, it didn’t last to long before it collapsed under the weight of some of the more indulgent visitors. Now we just pick and drop them off here.
-I once tried pulling up to shore to pick up passengers, almost sank my boat. Since then I’ve stayed outside the boundary so everyone is back to normal size.
-Generally I don’t fish off the island, not that there isn’t fishing to be had, but all you can get are these weird gummy fish that melt into sugar once you leave the area.
-Set sail-
You give the captain the signal that your ready to leave, and he pulls away from the island. You watch as it shrinks and vanishes over the horizon. (Insert Travel dialog)
-Swim to shore-
Swallowing the oxygen pill, you jump off the boat, making a splash as you hit the water and begin paddling towards the shore. As your draw nearer, you feel a change in the consistency of the water. Suddenly the saltiness of the sea is replaced by a sweet, bubbly fizz. As the water laps against your face, you taste not sea salt, but lemon lime soda! The water bubbles in some sort of natural carbonation, making you feel tingly as you get close enough to shore to hit the sand bank, and begin walking the rest of the way. The sand also feels different, and closer inspection reveals it is not sand, but more akin to sugar or candy dust. Even the air about you has a sweeter feel to it, like the sugar is infused into the air, and you feel energized, like you’ve suddenly entered into a sort of slow level sugar rush. You don’t feel like you’d be able to really rest properly here, al these sweets are just too tempting.
----
The mechanics of the Dessert Island work a little differently then the main shore. The rest button is replaced with Eat, due to the induced sugar rush effect. If possible this would result in not being able to rest to restore stamina, forcing a player to use items to restore it or outside sources. In addition, when the Eat option is used, it does not add to fullness, rather it adds directly to fatness as a temporary addition(like a shaman encounter), and will disappear once you go back to the boat. Additional weight should have the regular effect, causing you to use more stamina as your weight and fatness climb. Encounters with enemies that feed you, items, or special events that add to fullness are still treated normally, only eating from the environment has this effect.
-Dessert Island Resort-
You walk through the sugar sand of the Resort, and you see a number of other people going about enjoying themselves. Some walk along the beach sipping lemonade, others sunbath, occasionally scooping up sugar and pouring it into their mouths. You notice that even with the amount of indulgence you’ve seen, this place seems to be an epicenter of a fat explosion, as everyone here seems to be pushing the envelope even by the loose standards you’re accustomed too. You can see the inn to the east along the beach, and a stand to the west handing out lemonade and selling trinkets. To the north you see the beach tamper off into the forest, though from here you can see that the trees are spiraled with red and white on their bark, the leaves looking more like mint leaves then you average variety.
---
-Eat-
-You scoop up a handful of sugar sand and pour it into your mouth, savoring the pure sugar texture that melts in your mouth before you swallow down a mouthful of sweetness.
-You pick up a shell off the beach, and find that it is made out of white chocolate. You pop it into you mouth where it melts into creamy smooth goodness.
-You pick up a piece of seaweed that has washed ashore, finding it made of fruit roll. You bite into it, enjoying the lime flavor of the sticky green sweet.
---
-Stand-
You approach the stand, a small booth with a number of items hanging from hooks on the inside. On the counter is several pitchers of lemonade. Manning the stand is a rather obese wolf fanning himself, his muzzle dusted with sugar which he occasionally scoops up from the beach and swallows, licking his fingers after. When he see’s you, he stands, his body jiggling with each motion. “Aloha! Can I get you anything? We have a number of souvenirs available, but the lemonade is free, so help yourself!”
-Trade-
Buy or sell items as a regular store.
-Lemonade-
You pour yourself a glass of cold lemonade and drink it down. As with everything else it is exceedingly sweet, but you feel refreshed from it.
(Restores stamina, adds fullness, a bit more calories then water)
-Talk-
-The names Lobo, been here since the resort opened. I can’t tell you how great it is to actually work here.
-I bet you’re worried about putting on a few pounds while you’re here. Don’t worry, it all goes away once you leave the island. Isn’t that great! All the sweets you can eat and no diet guilt after.
-You think I’m big now, you should have seen me last week, I was so huge I could hardly walk, but after a swim out past the reef, I was back to my trim old self.
-Leave-
You walk back to the center of the beach.
---
-Inn-
You walk into the inn. Behind the counter is an enormous stoat who fills half the room with his massive girth, how he managed to get back there is a mystery to you. “Welcome to the Dessert Island Inn, can I get you a room?”
-Talk-
-I’m Benny, I used to be a tour guide before I ended up here.
-Be careful about how much you eat out there, I made the mistake of snacking on the job a bit too much. Now I can’t get out of here.
-Be sure to stock up on drinks before exploring the island, you won’t find anything out there that isn’t loaded with sugar, and the sugar rush will only take you so far till you crash.
-Sleep-
You get a key and go upstairs to your room. The place is built out of proper wood, and seals out enough of the smell of sweets for you to get some rest. You lie down in the bed and get some sleep.
(Sleep)
-Save-
-Leave-
You step outside the inn and head back to the beach.
---
-Peppermint Forest-
You walk more inland, leaving the sugary sands and walking into the dense forest. You notice the dirt beneath your feet looks more like the crust of a brownie. The trees smell like chocolate and peppermint, and what look like apples seem to hang from them in abundance. You can see flowers blooming here and there and everything smells of candy and sweets.
-Eat-
-You tear up a bit of the turf under your feet and chow down. It tastes like a fresh baked brownie, nice and chocolaty.
-You pluck an apple from the trees above you. At the first bit you find it has a thin layer of crunchy apple candy, filled with caramel, fruity and sweet at the same time.
-You tear off a piece of bark from a nearby tree and chew on it, tasting pieces of peppermint in a chocolate bar. Cool and chocolicious.
-You gather a bouquet of flowers before snacking on them, finding them to be light and fluffy marshmallow.
---
The enemies you find in the Peppermint forest will be ones with a candy food theme. You can find lemon and blueberry , as well as syrup vines. More enemies to be added (Twizzler snakes, Gingerbread warriors, etc…)
In addition to the effects of the island, you can actually be ‘defeated, if you run out of stamina, though where can effect what happens next.
Beach
-As you try to move, you feel suddenly overwhelmed by the recent efforts you have put forth, suddenly feeling a crash in your energy. You feel lightheaded, and suddenly sink to the ground, the sugar sand cushioning your fall. Your vision turns hazy and you black out.
-next-
You away to a refreshingly lemony flavor in your mouth. You reflexively drink it down, feeling the cool refreshing chill course through your body. As you open your eyes you see the wolf from the lemonade stand standing over you, a half full glass of lemonade in his hand. “Gotta be more careful mate, don’t push yourself to hard around these parts. This is a resort after all.” You thank the wolf, you lumbers back to his stand and get back to your feet.
(Stamina restored)
Peppermint Forest
-As you venture forward, your effort suddenly leave you feeling tired and sluggish. Panting, you suddenly feel the world twirl about you like the markings on the trees. You fall back, totally exhausted, and feel your vision go black. (Restore stamina)
-next-
You awake to the sound of weird chanting, and the smell of warm cooking sugar. You feel like you’ve been out for a while, and have a bit of a hangover from the sugar rush. You open you eyes and try to move, only to find yourself bound in place. As you examine your surrounding you see that your now in the middle of a tiny village, though the houses here look like they are made of gingerbread. Not only the houses, for you see a number of gingerbread men all around who only come up to your knees. Examining your bonds, you see you’ve been tied up with licorice ropes, and are currently sitting in a gingerbread chair before a bubbling pot of some thick sweet smelling liquid. A gingerbread man, whose decorations seem to make him more of an old bearded gingerbread man stands on the rim, and begins speaking to the assemble. You don’t understand what is being said, but pretty soon he lifts up a large spoon, and waves it at you. The crowd cheers as he does, apparently excited at whatever it is he is saying.
He dips the spoon into the cauldron, pulling up a nice big mound of the substance, and then turns to you and stuffs it into your mouth. The goop is deliciously sweet, and you instinctively swallow it down, feeling it settling in your stomach, which gurgles, and begins swelling, as the pure sugar begins taking affect on your body. The Gingerbread Elder dips his spoon again, ready to feed you the next mouthful…
(Add to temporary fatness(leaving island removes), add fullness)
(options- Escape, Submit)
-Escape-
How?
(Options –Break free, Eat the rope, Eat)
(The difficulty is based off of fatness. This changes, at first Strength checks are hard while agility checks are low. As you eat, Strength gets easier as the ropes get tighter, but Agility becomes harder.)
-Break free-(strength check)
Failure
-You struggle against your bonds, but whatever the licorice is made of is some strong and stretchy stuff, you may as well be trying to break a bungee cord. As you push, it stretches but pulls back just as tightly snapping back into place. The Gingerbread Elder then shoves another spoonful into your mouth, and your feel yourself swell a bit more as your meal continues. (fullness status)
(Increase fatness/fullness)
Success
-You strain against your bonds, which stretch with resistance, not wanting to give,. Pushing with all your might, you feel if reach its limit and go taunt, and with one last effort, it snaps, flying off you like a rubber band. The Ginger Bread Elder cries out in alarm, but you’re not waiting around to figure out what he is yelling, instead, jumping over the first row of gingerbread people and bounding back into the forest, your increased bulk still wobbling as you do. Pretty soon the village is out of sight, and you feel safe once more.
-Eat the Ropes-(Agility check)
Failure
-As you examine your bonds, you realize that it, just like everything else on this island, is made entirely of candy! You can just eat your way out! You just need to get the rope to you mouth. You squirm against your bonds, wiggling this way and that, but the licorice ropes prove a tad tight and you are unable to get your teeth close to them. Meanwhile the Gingerbread Elder has no trouble navigating the next spoonful of sugar goop to your mouth, which you swallow down, watching as you stretch a bit wider from the overload of sugar. (fullness status)
Success
-As you examine your bonds, you realize that it, just like everything else on this island, is made entirely of candy! You can just eat your way out! You just need to get the rope to you mouth. You struggle and squirm, inching the ropes upwards, before you lean forward and catch the stretchy stuff in your mouth, biting downward through it like, well, candy. With a ‘twang’ the ropes go slack, and you quickly shake yourself free of them. The Gingerbread Elder cries out in alarm, but you’re not waiting around to figure out what he is yelling, instead, jumping over the first row of gingerbread people and bounding back into the forest, your increased bulk still wobbling as you do. Pretty soon the village is out of sight, and you feel safe once more.
-Eat-
Honestly, the stuff is so good, you feel compelled to take another mouthful, and so merely wait as the next spoonful comes your way. You take it and swallow it down, feeling the ropes grow a little tighter as they stretch to accommodate you swelling form. (fullness status)
-Loose- (happens when max fullness is reached)
By now your form has swollen hugely, the ropes dig into you as your flab strains at them. The Gingerbread elder scoops up the last few drops of what is left in the pot and brings it to you, forcing it into you. As it trickles down your throat, you feel the fattening sensation once more pushing against your constrants, which creak like old rubber. Suddenly you hear a snap, and the ropes burst, causing your body to explode outward as they are freed. The chair you sit on cracks under the sudden motion, and you feel yourself drop as your weight crushes it into pieces, and you land like a jello filled blob on the ground. You roll onto your back, too full to try to do anything, and too fat to be able to lift you bloated form. The Gingerbread elder jumps down from the pot and walks onto your belly, crossing it like mountain. Once he reaches the summit, he calls out to the other villagers. You glance over, and see another pot of the sugar goop being carried over to you.
The vat is positioned by your head, and another villager produces a funnel, sticking it into your mouth as the rest of the villagers tip the pot, pouring it as a stream into it and down into your throat. You drink it up, and your form beings swelling rapidly, your limbs thickening into immobile sacks of flab as your chest rises up across your vision, tapping your head between massive rings or lard. As you watch your gut rises higher and higher, the gingerbread elder riding it like a ballooning blimp. Pretty soon your massive checks are as big as beach balls, and begin encroaching on your vision, which is obscured by the massive rolls that make up you body and the funnel. Finally it is removed, and you see the elder sliding down the slope of your belly. He approaches your face and draws out a chocolate truffle. Smiling, he stuffs into your mouth, and you chew and swallow it down, a bit surprised at the change of venue. You feel a strange sensation at the tips of your toes that spreads upwards, traveling throughout your mass and leaving a sort of numbness in its place. As it travels upwards to the mass of your stomach, you see something on the edge of the horizon of your massive stomach, and see that you’re changing to a chocolaty brown color. As the coloration gets nearer, you see it’s not just color, your body is actually turning into a massive chocolate figure. You try to move but your simply too massive to make any noticeable budge in your figure. The transformation reaches your chest, running over rolls like a racing tide, and the Gingerbread elder yells once more in triumph, followed by the cheers of the villagers around you. As you see your wobbling cheeks change into a confection and your eyesight begins going black, you can only imagine the kind of candy feast the villagers are about to enjoy…
(wake up at church with 'black magic' warning, lose all temporary fat)
---
-Male fruit dryads, but I see this has been alerady said above.
-We definitely need to be able to inflate/fatten enemies like we can devour them (inflation restricted to some species such as elephants?). And maybe extend the possibilities to widlings and other species that can't be devoured yet.
-Being able to choose the clothes' colours, such as shirts and other things like that.
That's all I have in mind for now.
-adding new races/species, such as zebras and different kinds of humans (white, african, asain, arabian, native american, and so on).
-Adding a some sort of sumo wrestling event in a town and a mawashi clothing to go with it.
-oh and loincloth sets with magical properties that are equipable
thats all i have for now
-Since Larry seems to be so into his physique, you inform him of a rare and magical honey that is said to boost one's strength. The idea obviously catches The Duck's attention, seeing the look of excitement rush onto his bill;
"That sounds like a pretty neat product..." Larry says as he looks over his considerable muscles, "and a little more power really wouldn't hurt, I suppose... Tell ya what; I'd be willing to spare some coin for some of that stuff- just to try it out, see if it really works. Waddu ya say?-
At this point you can either accept or deny the quest, which is to obtain a royal honey and bring it back to Larry. Upon doing so, another scene will occur;
-You approach Larry the innkeeper with royal honey in hand, before presenting the prize to the muscle-bound bird. His face perks up, as He dutifully forks over a decently sized bag that jingles as you take it in you hands (somewhere around 100 gold coins, though I know that will probably change). You watch as He slowly brings the honey to his bill, and takes a few small nibbles to establish a taste, "Pretty good tasting..." The duck remarks before taking a healthy bite out of the stuff, chewing thoroughly before swallowing. His eyes bulge and he nearly drops the honey as his arms, chest, thighs, and waist bulge with added muscle. The growth is subtle, and ceases after a few moments, but Larry is obviously impressed with his gain, as he promptly down the remainder of his little treasure, a grin spread across his face as he watches himself grow further. While his button down shirt and jeans were snug before, they now appear uncomfortably tight around his new bulk. "Say... That really is the stuff!" The bird flexes his rock-like arms, straining the fabrics of his sleeves with an audible creek as he does so. "How 'bout some more of this muscle-honey stuff- same deal as before?"-
Again, you can either accept or deny him this, but come back at any time to complete it. HOWEVER, here's the catch; you can either do as he wishes, bring him more and more royal honey, and have him grow ever more muscle-bound, or trick him with pieces of honey slime, which while he notices a difference in texture, cannot deny the addictive taste of the stuff, and asks you to keep bringing him more of what he believes is royal honey. And seems oblivious to that being the cause of a drastic gain of fat, and may even feel embarressed by it over time. Whatever path you choose, you still obtain compensation for your services.
And maybe eventually, when he reaches the final stage of what ever path you take him down, he'll fall into the same boat as bronk, becoming too heavy for the inn to take and collapsing under his own weight. In which case Bronk (having slimmed down drastically through the aid of diet pills) will reclaim the inn, and you can re-do his quest line, eventually leading back to Larry and over again.
If you're interested in this, I can write out all the stages of growth and dialogue?
Examples greatest gain > least gain
T-Rex: lower body> breasts>belly
Kangaroo: Lower body>belly>breasts
Cow: Breasts> belly and lower body equally
Pig: Belly> breasts and lower body equally
Hippo: everything gains equally
And then through out the game you come across items foods and events that can change your figures growth rates in different ways. That way you could pic a cow whos belly gains the most on its figure or a t-rex with greater breasts http://www.furnation.com/yiffer/str...../JS1-Alice.png or hippo with a giant blubbery butt http://www.furaffinity.net/view/3652440/. That way no one gains the same way while playing and winds up with different results.
Exampleles;
Pears: lower body +++ belly+
Cream: bests+++ belly++lower body ++
Chocolate milk: Breasts ++++ belly++ lower body++
Pumpkin pie: belly++++ lower body +++ breasts++
While playing the game the weight gaining aspect didn’t seem very prevalent to the game play itsef was more cause and effect. The weight gain should somehow be more interactive
Different quests can be unlocked depending on how much you’ve gain in a particular aspect
Also if lactation isn’t too sexual, since theres a dairy farm in the game you should be able to become a big fat milky character that needs to be milked. Like the fatter you are the more milk you produce and if your milked way to much you start losing weight.