Fattening Adventure Game
10 years ago
So... since
noone's game is officially 'done' I thought I'd throw together something a little similar. I'm trying to keep it more story and puzzle driven instead of combat based (think Zork).
I've got an alpha version running here at the moment:
http://www.powercpu.net/bigger/index.php?reboot
Right now it's really just the engine core and some test rooms. Trap tests are to the west and south of the starting position. Please excuse the ugly UI, I've done that mainly to help debug element placement.
Would anyone be interested in me finishing this up?
More importantly, would anyone be willing to help with text? :3
I'm at a bit of a loss as to where I'd like the story part of this to go.

I've got an alpha version running here at the moment:
http://www.powercpu.net/bigger/index.php?reboot
Right now it's really just the engine core and some test rooms. Trap tests are to the west and south of the starting position. Please excuse the ugly UI, I've done that mainly to help debug element placement.
Would anyone be interested in me finishing this up?
More importantly, would anyone be willing to help with text? :3
I'm at a bit of a loss as to where I'd like the story part of this to go.
Mechanically it's pretty simple,
playerWeight > 2 && playerWeight < 4 (Season to taste, of course)
But something with pressure plates, scales, etc. Could have some sort of repercussions to incorrect guesses... Oooh, I kinda like this one. *Tosses it into a doc to work with later* Mmmmmmn~ I think tech kitty could get tricksy with a li'l time. Maybe some tomorrow. Have a place you'd like things? If I get on a tear, I'd prolly start dropping things into a google doc, be easy to share.
I assume you can't get below base weight?
Notes are probably going to be best, at least for the moment. If things still getting really complex docs is probably the next best place.
Right now weight ranges from 0-31 with 0 being the normal start point. All stats use that scale at the moment. That's mainly so I don't have to come up with 100 different ways to say 'immense' and I figure if people want an amount in pounds I can just multiply it by something. Plus, it's not like you're going to be carrying a scale around the whole time. :)
well I meant more because they wanted to eat the chocolate to see what could be stomached, not as a way out~
Like I said earlier I'd love to help out from a writing perspective. Would this include just writing isolated parts, like the different puzzles/sections you have to overcome? Or are you looking for someone to help with the entire game overall?
I'm still working on the overreaching plot but the system is pretty modular so it should be possible to plug in different areas without too much difficulty.
If you have any ideas on traps/puzzles let me know. :)
I figure that's going to end up being the hardest thing initially, since I can string a plot around the puzzles.
I've had a gaping hole in my life since Noone stopped production on that-
I think I might have even lost weight!
(pardon my enthusiasm!)
I can help maybe with ideas-
pop a few questions and I'll see what pops into my head.
I figure that's going to end up being the hardest thing initially, since I can string a plot around the puzzles.
but the "You have died" part is kind of a...what's the word? Downer?
Maybe a Candy Cottage trap-
also, are you gonna add monster's and bosses?
FINISH IT!!!!!
*in normal voice*
Please? Even though there isn't much right now I still enjoyed it and would like to see how it turns out.
I'm thinkin of a puzzle sequence where you have to solve a series of riddles by selecting from multiple consumable items. Choose wrong, and it gets harder and harder to move to the next one. I'm thinking Sphinx-style challenges that lead to the next floor, a weight-loss item, or maybe a levitation item that lets you get past weight-limited obstacles?
I'm no good at making riddles, but it's an idea. Maybe food-related trivia :P
People gonna be flocking to your page soon enough. Just a warning, in case you weren't already aware.
Hopefully things will be a bit less busy in a couple of weeks. :p
1. Inventory management. I don't really want to AJAX it up too much, but I'm not sure there's a better way around it from an HTML perspective. I'm sill debating this, since I'm not quite sure how adventure gamey I want it to be. :)
2. Hardcoded vs scene-specific vs shared scene change descriptions. I'm leaning towards shared right now, but I need to finish up coding it.
Hardcoded events are coded directly into the engine. That makes it simple, but every room would have the same flavor text for gaining/losing weight unless I randomize it.
Scene specific means the text is bound to the 'room', but that's a pain because it needs to be added to EVERY room entry.
Shared still needs to be added to every room entry, but instead of dumping the whole config in there you'd just end up with something like 'use wg scene 1'.