Content submission guide
12 years ago
Well, the last journal's comment section has gotten rather cluttered and it has really been revised in a long time, So I'm updating it!
1)No personal characters - You can't write you're Fursona etc. into the game. Any sort of intellectual property you submit can't exist in any other form. Otherwise it leads to Mary Sue type characters, or requires revisioning if someone's character changes, and also restricts other peoples ability to add on to a character if it's a reflection on someones personal character.
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 theme - Those themes being weight gain/vore/inflation etc. Which isn't to say it can only be one of those things, but if it isn't at least vaguely related to any of those things then it's not likely to get included.
3b)There's also themes that I straight up won't add regardless of anything. Namely; scat/watersports/babyfurs/slob/anything sexual. And also, no humans/electricity/aliens for thematic reasons.
4)Don't be weird about it - Fortunately this hasn't been much of a problem, but basically there's going to be X% of submissions that don't make it in for one reason or another. A lot of times it'll be for breaking one of these rules, but also some things might be too technically difficult to add, or might require too many resources to put in, or might not have enough content to be worth adding. But basically if I don't want to put something in the game, then it won't get in. Some times we can dialogue about bringing it in line, but some things will just be comepletely unworkable.
4b)On the other hand - It never hurts to ask if I'll put something in (provided it isn't against any of these rules), so don't feel put off if something gets rejected. It's not personal or anything, some things just don't work out.
5)Don't take it too seriously - I don't think this has been much of a problem either, but don't dedicate too much time/effort into something before you at least run it by me first. I'd hate for you to waste a bunch of time on something that doesn't quite work for me. So always be sure to run something by me before you get too deep into something.
6)I'll probably rebalance things - You can and should definitely tell me what stats you want an item/enemy/event should have, but I'll probably have to end up fudging the numbers around. Mainly everything has to be on a similar level to everything else in the same zone. It's still definitely helpful if you give some relative stats at least though.
7)I'll probably have to rewrite parts of your submission - I try to leave most everything in tact, but there's a couple important narrative/balance considerations that I may have to reword some things for. Mainly I try not to speak in absolutes if possible. Like I try not to say something's "The biggest [blank] you've ever seen!" because there's no real way of knowing if that's true for every single character. I also try to avoid coloring the player character's opinions. Like I wouldn't say "You struggle to pick up the rock", since some characters have wildly different strengths from each other. Some of this can be fixed by adding customized descriptions based on character stats, but that adds a lot to the writing complexitiy, so try to keep that in mind.
8)I want other people to add on to your submissions - Basically means what it says, but I want other people to be able to add on to your submissions if they want to. So if you have any specific plans for something in the future, then you should tell me about it ahead of time so I can better direct people that might add on to it. Even if you haven't written out the future submission yet, it's still good to tell me a basic outline of what you have planned ahead. Like if you write a character that you want to be part of a future quest, you should tell me so I know there's already going to be a quest line for him later. Similarly, anything you submit kind of becomes property of the game for the purposes of me modifying/using it.
9)General info - The game will always be updated the first of each month at some random point during the day. I'm accepting donations through https://www.paypal.com/cgi-bin/webs.....=7LMGEV7ZLR8CE . All donations are reinvested in artwork for the game. Feel free to RP or do fan art of the game, in fact I'd feel flattered. I although I'd appreciate it if you linked back to the game, although I don't really care unless you copy actual content from the game. I'm always accepting submissions, although I can't always guarantee how fast or in what order I'll get to them. I read all comments/notes, but I don't necessarily reply to them all, usually due to my own incompetence :x
You can submit literally anything you want. Enemies/items/scenes/events/npcs/stores/spells/images, anything. I'll try to explain some of what goes into these things to make it easier to write them out.
Event formatting
Break up your scenes into chunks based on how you want them to show up on the screen. Usually this means whenever you want the player to make a choice.
Clearly divide each chunk of the scenario with a line of symbols (######### or whatever) and put a short title at the beginning of each chunk so I know what that chunk represents.
Enclose any kind of variables in []. As in; "You see a [random species] holding a [random weapon]. [He]'s [shorter/taller] than you. " etc.
Similarly, clearly note any player decisions or stat changes or skill tests in a similar fashion. As in [Test strength], [Restore 30 health], [Punch down door], etc.
Events can be as large or as small as you want, but try to keep them self contained. At the moment it's very difficult to have big game changing events, so try not to be too far reaching.
Enemy formatting
Enemies need a Name, description, victory/defeat descriptions, and some number of attacks, attack hit/miss descriptions.
You can also add; grapple escape success/failures, escape success/failures, enemy introduction, item finding description, gender/species. But these aren't strictly necessary.
The stats enemies have are; STR/AGI/END/INT/Defense/Max health/Max mana just like the playable, weight (if the enemy is voreable), item rewards, item find chance, damage weakness/resistance.
Item formatting
All items have; a name, physical description, a value, and a description for when you use it. Usually you can just tell me what you want it to do and I can take the rest from there.
Edible items; mana restored, health restored, stamina restored, calories gained, stomach volume filled, a description of what happens when you overeat from consuming the item.
All equipment; Increase/decrease to STR/AGI/END/INT/Mana/Health.
Weapons; XdY damage, damage type, attack stat, attack scaling rate.
Armor; Defense.
Clothing; Stretchability amount, description for popping off, description for being popped, description for trying to put it on when it's too small.
Spell formatting
Spells are a bit difficult to work with because they can do a lot of very complicated and narrow things. But in any case;
All spells have; a name, description, casting description;
Their stats are; damage type, XdY damage, burn/stun/slow effects, healing effect, mana cost, intelligence requirement, gold cost.
You can submit spells that do more weird things, but they can't be too crazy/unbalanced.
Art formatting
I haven't actually gotten a whole lot of art submissions, unfortunately. I think a big reason for this is that most people want to put in character portraits, which is a practical impossibility. There are 2 genders, 56 species, 4 strength tiers, and 12 fatness tiers. Which means there are 2 x 56 x 4 x 12 = 5376 possible different character images if I completely ignore equipment and never add any more species, which also means approximately 537 megs of images. So as neat as it would be, it's basically impossible for a large number of reasons.
Aside from that though, all images have to be .png, backgrounds are 275*415 pixels, enemies have to be smaller than that to fit in the window. Button icons are all 20*20 pixels and are also transparent .pngs. If you wanted to submit anything then I'd greatly appreciate it. Although you might want to run it by me first before you put a bunch of work into drawing something.
Everything else formatting
You can submit anything else not outlined here, just follow whatever formatting rules make it easy to understand. It's not too huge a deal how it's formatted ultimately.
Actually submitting stuff
The best way to submit text submissions is to email me a .txt file. My e-mail is sck140@gmail . Everything is put in code, so text formatting makes things complicated. I can still italicize/bold/etc. text, but it's done with <i><\i> type formatting. You definitely shouldn't submit things through notes though as I lose track of things easily enough already and notes are not at all conducive to having conversations. If you have a small suggestion though then it's not too big a deal.
Credits
By default I'll add you to the credits, so if you want to be put in as a certain name or just be left as anonymous then make sure to tell me.
1)No personal characters - You can't write you're Fursona etc. into the game. Any sort of intellectual property you submit can't exist in any other form. Otherwise it leads to Mary Sue type characters, or requires revisioning if someone's character changes, and also restricts other peoples ability to add on to a character if it's a reflection on someones personal character.
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 theme - Those themes being weight gain/vore/inflation etc. Which isn't to say it can only be one of those things, but if it isn't at least vaguely related to any of those things then it's not likely to get included.
3b)There's also themes that I straight up won't add regardless of anything. Namely; scat/watersports/babyfurs/slob/anything sexual. And also, no humans/electricity/aliens for thematic reasons.
4)Don't be weird about it - Fortunately this hasn't been much of a problem, but basically there's going to be X% of submissions that don't make it in for one reason or another. A lot of times it'll be for breaking one of these rules, but also some things might be too technically difficult to add, or might require too many resources to put in, or might not have enough content to be worth adding. But basically if I don't want to put something in the game, then it won't get in. Some times we can dialogue about bringing it in line, but some things will just be comepletely unworkable.
4b)On the other hand - It never hurts to ask if I'll put something in (provided it isn't against any of these rules), so don't feel put off if something gets rejected. It's not personal or anything, some things just don't work out.
5)Don't take it too seriously - I don't think this has been much of a problem either, but don't dedicate too much time/effort into something before you at least run it by me first. I'd hate for you to waste a bunch of time on something that doesn't quite work for me. So always be sure to run something by me before you get too deep into something.
6)I'll probably rebalance things - You can and should definitely tell me what stats you want an item/enemy/event should have, but I'll probably have to end up fudging the numbers around. Mainly everything has to be on a similar level to everything else in the same zone. It's still definitely helpful if you give some relative stats at least though.
7)I'll probably have to rewrite parts of your submission - I try to leave most everything in tact, but there's a couple important narrative/balance considerations that I may have to reword some things for. Mainly I try not to speak in absolutes if possible. Like I try not to say something's "The biggest [blank] you've ever seen!" because there's no real way of knowing if that's true for every single character. I also try to avoid coloring the player character's opinions. Like I wouldn't say "You struggle to pick up the rock", since some characters have wildly different strengths from each other. Some of this can be fixed by adding customized descriptions based on character stats, but that adds a lot to the writing complexitiy, so try to keep that in mind.
8)I want other people to add on to your submissions - Basically means what it says, but I want other people to be able to add on to your submissions if they want to. So if you have any specific plans for something in the future, then you should tell me about it ahead of time so I can better direct people that might add on to it. Even if you haven't written out the future submission yet, it's still good to tell me a basic outline of what you have planned ahead. Like if you write a character that you want to be part of a future quest, you should tell me so I know there's already going to be a quest line for him later. Similarly, anything you submit kind of becomes property of the game for the purposes of me modifying/using it.
9)General info - The game will always be updated the first of each month at some random point during the day. I'm accepting donations through https://www.paypal.com/cgi-bin/webs.....=7LMGEV7ZLR8CE . All donations are reinvested in artwork for the game. Feel free to RP or do fan art of the game, in fact I'd feel flattered. I although I'd appreciate it if you linked back to the game, although I don't really care unless you copy actual content from the game. I'm always accepting submissions, although I can't always guarantee how fast or in what order I'll get to them. I read all comments/notes, but I don't necessarily reply to them all, usually due to my own incompetence :x
You can submit literally anything you want. Enemies/items/scenes/events/npcs/stores/spells/images, anything. I'll try to explain some of what goes into these things to make it easier to write them out.
Event formatting
Break up your scenes into chunks based on how you want them to show up on the screen. Usually this means whenever you want the player to make a choice.
Clearly divide each chunk of the scenario with a line of symbols (######### or whatever) and put a short title at the beginning of each chunk so I know what that chunk represents.
Enclose any kind of variables in []. As in; "You see a [random species] holding a [random weapon]. [He]'s [shorter/taller] than you. " etc.
Similarly, clearly note any player decisions or stat changes or skill tests in a similar fashion. As in [Test strength], [Restore 30 health], [Punch down door], etc.
Events can be as large or as small as you want, but try to keep them self contained. At the moment it's very difficult to have big game changing events, so try not to be too far reaching.
Enemy formatting
Enemies need a Name, description, victory/defeat descriptions, and some number of attacks, attack hit/miss descriptions.
You can also add; grapple escape success/failures, escape success/failures, enemy introduction, item finding description, gender/species. But these aren't strictly necessary.
The stats enemies have are; STR/AGI/END/INT/Defense/Max health/Max mana just like the playable, weight (if the enemy is voreable), item rewards, item find chance, damage weakness/resistance.
Item formatting
All items have; a name, physical description, a value, and a description for when you use it. Usually you can just tell me what you want it to do and I can take the rest from there.
Edible items; mana restored, health restored, stamina restored, calories gained, stomach volume filled, a description of what happens when you overeat from consuming the item.
All equipment; Increase/decrease to STR/AGI/END/INT/Mana/Health.
Weapons; XdY damage, damage type, attack stat, attack scaling rate.
Armor; Defense.
Clothing; Stretchability amount, description for popping off, description for being popped, description for trying to put it on when it's too small.
Spell formatting
Spells are a bit difficult to work with because they can do a lot of very complicated and narrow things. But in any case;
All spells have; a name, description, casting description;
Their stats are; damage type, XdY damage, burn/stun/slow effects, healing effect, mana cost, intelligence requirement, gold cost.
You can submit spells that do more weird things, but they can't be too crazy/unbalanced.
Art formatting
I haven't actually gotten a whole lot of art submissions, unfortunately. I think a big reason for this is that most people want to put in character portraits, which is a practical impossibility. There are 2 genders, 56 species, 4 strength tiers, and 12 fatness tiers. Which means there are 2 x 56 x 4 x 12 = 5376 possible different character images if I completely ignore equipment and never add any more species, which also means approximately 537 megs of images. So as neat as it would be, it's basically impossible for a large number of reasons.
Aside from that though, all images have to be .png, backgrounds are 275*415 pixels, enemies have to be smaller than that to fit in the window. Button icons are all 20*20 pixels and are also transparent .pngs. If you wanted to submit anything then I'd greatly appreciate it. Although you might want to run it by me first before you put a bunch of work into drawing something.
Everything else formatting
You can submit anything else not outlined here, just follow whatever formatting rules make it easy to understand. It's not too huge a deal how it's formatted ultimately.
Actually submitting stuff
The best way to submit text submissions is to email me a .txt file. My e-mail is sck140@gmail . Everything is put in code, so text formatting makes things complicated. I can still italicize/bold/etc. text, but it's done with <i><\i> type formatting. You definitely shouldn't submit things through notes though as I lose track of things easily enough already and notes are not at all conducive to having conversations. If you have a small suggestion though then it's not too big a deal.
Credits
By default I'll add you to the credits, so if you want to be put in as a certain name or just be left as anonymous then make sure to tell me.
FA+


Finally, the arc itself centers round the Magitech institute, a for profit over-guild of sorts that works with arcane and mundane sciences to turn out civil and (par)military tech. Typically powered by captured sprites, elementals, and demons. Picture a mix of the mages guild, a think tank, a for the lack of better words ‘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’s 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 in 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.
Name: Weird Berry
Edible Item
Physical Description: It looks like a Bloated Blueberry, but the color is strangely off...
Use Description: You take a test bite out of the berry. It tastes tangy, and a little sweet. After a few more gulps, you finish off the berry and lick the juice off of your fingers and around your mouth. (from here, there's a 50/50 chance of one of the following events happening on the next paragraph)
Event 1 (poisoned): Your stomach begins to gurgle loudly as you feel a small uncomfortable pain in your midsection. You begin to realize that you probably shouldn't eat every little thing you find like a devolved glutton. You press a hand onto your aching belly and slowly rub it, trying to relieve the stress. But as you rub it, you can feel it slowly growing under your hand. That berry was poisonous!
Lose 50 Health, lose 10% Stamina, gain 5 fullness (i dunno how calories work, but around the same as a normal Bloated Blueberry), infected with Bloat Venom.
Event 2 (safe): Your stomach gurgles a little before it settles back down. You breath a sigh of relief, almost thinking for a second back there, you might have eaten a poisonous berry or something!
Gain 10 Health, gain 5 fullness
Overeat Description: You take a test bite out of the berry, and taste a peculiar sweet flavor from the juices. As you continue to eat, your overburdened stomach grumbles loudly, signifying you that you've hit your limit. As you force the rest of the berry down your throat, you regret your decision as your stomach aches from its swollen state. You lie back on the ground, rubbing your stomach the entire time...Until you notice it growing even bigger! That berry must've had bloat venom in it! You groan loudly as you futilely try to massage your stomach, growing and swelling in your hands.
Popping turned off: As your stomach continues to grow more and more, your vision begins to become clouded and hazy. The pain becomes too much for you as you fall into a dark slumber.
Popping turned on: As your stomach continues to swell in your hands, you can't help but feel lightheaded. Your stomach begins to creak as slowly, slowly, it grows bigger and bigger. Before you know it, there was a loud POP, and you blackout.
1. isn't it feasable that you could be able to purchase fat as well as sell it? at a greater price than you get for selling it, of course, and probably in incremental amounts like 100lbs, 200, 500, 1000, 1500, and a ton, or even specific amounts: put in the amount of fat you'd like, and if you have enough gold, purchase that amount.
if I'm correct, fat sells for about 3 gold a pound, no? you could simply make it 5 or even 10 gold a pound for buying it back.
I just ended up at one point with approx. 16000 gold, and not much to do with it quickly. it takes a long time to dump it in the restaraunt, even with 600+ stomach.
now two questions: what are you given when you complete the cabal quest and return the cauldron? (if it is special armor, then I recieved that, and all is good, but doesn't he say that you could put the cauldron to better use?)
and how much effect does training an aspect of yourself after trading a wyvern egg? I have high stats, and it appears to have no effect.
alright, I'm done. thank you again for this awesome game.
my math was backwards; I meant it sells 3 lbs for 1 gold, and the buying price could be 1 or 2 gold per pound.
sorry about that.
When I was making the cabal, I thought about being able to buy fat. When I talked to my boyfriend about it, he raised a good point: Being able to directly convert money into fat negates the main point of the game, which is to eat things, get stuffed, then get fat. It was something that I kept in mind when I redesigned the restaurant, which at the time, only offered what is currently considered the regular-size meal. So, the tradeoff is that you can buy huge meals, which will eventually become fat, and I think it's perfectly fair and fits with the theme of the game. Besides, the group uses fat to perform weird transformative magical experiments that are way more important to them than gold. I'll probably spend some time thinking about ways to make that more meaningful to the player, since apparently people are curious about it.
The cabal's quest, you've got right. Just the armor. At one point, I toyed with the notion of allowing the player to tap into the cauldron's energies to give them a large amount of stat boosts at the cost of not being able to turn it in (the dragon steals it away after you empty it), but Noone pointed out that that's a non-unique benefit; you can get stats just by playing the game, and it posed a problem with the quest not being repeatable in a sensible fashion (the cabal wouldn't trust you to do things for them after that). I'm kind of holding out on the notion of being able to re-do quests that end in choices at some point, probably by dropping gold into some magical NPC's lap, but currently there's not enough of them to make it a Thing, so making missable content is out for now. That might get revisited later.
Also, if your stats are gigantic, you might notice that gaining stats by any means at all is difficult. This is because stat raising costs scale with how high the stat is. So if it takes 10 points to raise a stat by 1 when it's lower than 100, it takes 11 points to raise it when it's between 101 and 200, 12 to raise it between 201 and 300, and so on. Those numbers are probably wrong, but the idea, I believe, is correct. So try training your lowest stat and see how it works.
you have a point; the way too much food option is essentially buying fat; I wasn't thinking of that.
and I was training stomach at over 800 cap. already, so I'd probably have to do it a few more times to even get one. :P
and I'm not sure how easy or hard this would be, but maybe you could add the cauldron, but add a randomness to what happens if you use it, like the chance to increase or decrease your size significantly or just make you fatter, or lesser chances to boost one particular stat. maybe even unlock some powerful weapon or specialized armor.
thanks for answering my questions.
Beyond that, creating these items unleashes more enemies into the desert. The initial roster consists of three creatures. The sonic Fennec for starters is specialized predator that uses sub-sonic blasts to pacify furs. Up next is the jackalope, a schizophrenic horned rabbit that often behaves in the most random self destructive ways possible. While some consider it little more than a rare delicacy, a rumor around the institute says Gemini can break down its horns into gold coins. Whether or not this is true has yet to be confirmed. Still, many traders value them as key indigents in many new age healing remedies, so selling them outside the desert is a viable option. Supposing of course there are furs that can manage the venture. Rounding them off is the Mirage horror. Born from greed, despair, doubt, and sloth these creatures stalk the desert trapping many desperate souls in their twisted embrace. Occasionally a large number of these beasts gather together creating a phenomenon known as the grey world. On the surface they grey world effect appears as a rolling mist or a perpetually overcast sky. Gradually, this spreads to the surrounding environs leeching the color from the area as it is pulled slightly out of phase, effectively trapping people inside a limited space. Overtime, the grey world saps the will of those trapped therein; thus allowing the horror to pick people off at their leisure. To make matters worse, smaller pockets of the grey world can be found throughout the desert. However, these are typically created by a single creature so it is possible to defeat it, dissipating the grey world in the process.
The remaining creatures as I said will be released as players advance down the quest line. So without further ado allow me to list them off in order of how proud I am of them. The first one is the gooey taur. A strange creature created when a powerful tauress from the expedition was consumed by a shape shifting variant of the mirage horror. As a combatant the gooey taur is nearly invulnerable to conventional attacks and able to sop up ungodly amounts of damage owing to its non-Newtonian nature. Therefore furries are advised to use frost enchanted items or cold spells on the goo creature. Normal spells will work in pinch though they are not recommended. To unleash these beings players must complete a quest relating to the control core. Next the possessed taur, this luckless soul was caught in a *redacted by order of the institute legal department* causing *white out* which resulted in the forceful destruction of their souls. As the *classified* raged demons poured out from the *ink blot* and upon finding scores of empty vessels populating the *blacked out* possessed the husks. The resulting abominations while incredible powerful magic resistant casters are physically weak to the point of being little more than skin-velops. Speculation on why this rapid degradation has occurred is more rampant and varied then the STDs present at a Taiwanese penny whorehouse on two for one Tuesday, but the dominate theory is that without a soul the possessed taur’s have entered a state of arrested decay. Thus the machinations of the demons possessing them are within all likelihood the only thing keeping these shells moving. These creatures will be loosed after players complete a part of the main quest. Finishing off this trend is Warped power armor, a suit whose ‘native’ sprites was obliterated when *entry not found* shattered the runes binding them. In their place are lesser demons that spilled through the *large coffee stain* and in order to survive on this plane of existence took control of the detachment’s magitech armor. As such, they are inedible and highly resistance to almost all forms of damage. Oddly despite having functionally immortal forms, the demons seek to possess true bodies and will stop at nothing to become flesh and blood. These enemies are summoned once the player restores the armor they received earlier in the arc. The final enemy is the doodlebug. This un-voreable critter works much like the syrup vine except it mixes in some offensive abilities. Also it’s a total jerk. The doodlebug is unlocked at the same time as the possessed taur.
Moving on to the other activities, players can meet a friendly soda sprit and her daughters. A term I use only out of necessity, for in reality these daughters are an amalgam of the whims, fancies, jumbled memories, and have no real minds of their own. Rather they are puppets endowed with a gift of false life able to able to learn/retain information but not grow. And their true purpose in life is to entertain their mother or her guests. As for their mother who I call the matron, she desires very little beyond sharing the spring she calls home with furries. Owing to this, player will be treated very warmly and offered to be force feed soda. Not enough to make them black out (the matron hates seeing furs in pain even though she has no idea what pain feels like) but enough to reach one hundred twenty nine percent capacity. I could say more on her and her special relationship with furries, but it would ruin the fun so I’ll continue on. Within the desert there are also oasis touched by the sudden explosion in plant and animal populations and body mass. These sites can be harvested responsibly, or they can be stripped bare, at a price. Players that choose to devour the oases become ‘cursed’ with a debuff which increases the chance of being attacked by Mirage horrors for three days.
The climax of my plans for the mystic desert are at first rather mundane. To start players receive a letter from Infernos (the phoenix taur I mentioned earlier) informing them the institute is giving them the chance to co-head a second expedition to the desert. There is however a catch. (When isn't there?) The institute has provided limited funds for the venture. Worse, Infernos spent the capitol on reestablishing the site without your knowledge. In his defense, he did a good job gathering the necessities but needs the player’s help financing the rest. Following that, players merely need to invest in the expedition to progress down the quest line. While the venture is expensive the staff finds relics and rare minerals along the way which are immediately sold to the institute, basically augmenting your funds. (The recovered items have no actual value to players so keeping them or shepherding players around in order to sell these items is a needless exercise in people’s patience in my opinion at least.) Once enough gold is sunk into the project, players can access an underground dungeon type environment. It should be said there is quest behind this but I am going to keep my cards close to my vest on this one. All that I shall say about this place is that at the bottom is powerful creature; who the less philosophically inclined might call a god. Appease her and she will accept gold + fat in exchange for increases to player’s stomach capacity far greater than those offered by the cabal wyvern egg quest. On a side note, I wanted to ask if any of the other writers were interested in collaborating on the dungeon insofar as creating unique bosses. Should no one be desire to do so, I have a layout in mind already. And with that, you now know most of what I am working on.
Write a random encounter for the Hills or something.
I'm actually not good at naming anything (even my own OCs), so this is still pretty open. Since the land somehow suddenly become overabundant in everything, causing everyone and everything to become gluttonous and overindulging, why not call it "Beelzebub's Land"? Beelzebub is, according to what I've read, the demon of gluttony, so it would make some sense. Although, others do say that Beelzebub is actually the "lord of the flies" or something, so I'm not really sure about that name...
Anyway, I just think that this game deserves a name to be remembered by. So many things were already put into it, so why not a name? Reply to this pls.
Custom species.
When prompted you'll be provided with a drop down box for selecting what species has most similar base stats which will be assigned to this custom species, and then have to type the name of the species, and select/type the physical descriptors of the species. And beyond that nothing else, though if you accidentally eat a transforming item you won't be able to get it back (unless you happen to add a custom species option to the cabal as well).
1. "Monstrous" monsters. Not Cthulhu, but like invertebrates, giant bugs, giant leeches, giant spiders, or the like. http://www.furaffinity.net/view/11605985/
2. On similar note, using species not available from the list. (Like, a platypus.)
3. Soul vore
4. A quest with a possible bad or incomplete resolutions. (Like, bad bad. Not just losing a contest or combat.)
5. If 4 occurs, the ability to repeat the quest until you get the best ending. (I hate locking people out of content, and I personally like seeing all possible endings.)
6. Can we give a name to a quest boss if it's an original character and not personal? I see that quest givers and merchants sometimes have names, obviously, but they're a little harder to Mary Sue.
1. That's certainly possible. There's already the ants and the bees for instance. And meat monster man is pretty weird. But weird for the sake of weird is a little to far out there, if you know what I mean.
2. That is also probably fine. Most missing species are because I haven't gotten around to them yet, or because I think they might be too niche.
3. Probably not. Not really quite in theme of the game unfortunately :x
4. That depends a lot on what that implies, but that's probably also fine.
5. That is also certainly possible, but again it depends on how it's plotted out so that redoing a quest makes at least some kind of sense.
6. That's also certainly fine. Most things don't have names just because I'm bad at naming things. It's just mainly important that characters aren't preexisting for Mary Sue reasons among others.
Thank you very much :D
As for how they exist in the first place, that's very negotiable. I would suppose that there are implications of dark magic being involved, and leave it at that. Since I see that dark magic is involved in other things (e.g. dinosaur jungle shamans), is that going to be an overarching theme?
No space aliens, I promise.
Okay, awesome. Specific followup to #1, how about an enemy type that is half-(random species) half-insect, and a quest boss that is also half-insect.
(Does the quote functionality even work in comments?) Thaaaaaat's probably fine.
As for how they exist in the first place, that's very negotiable. I would suppose that there are implications of dark magic being involved, and leave it at that. Since I see that dark magic is involved in other things (e.g. dinosaur jungle shamans), is that going to be an overarching theme?
Thaaaaaat's less fine. The overarching dark magic theme is specifically tied to weight gain/devouring/being devoured in general, so it isn't really just a blanket excuse for whatever. It's just a blanket excuse for weight gain/vore. It's kind of a vague theme, but it's very intentional. So it might be fine to have them exist, but have them be some sort of outsiders or something like that, I'm not sure. But I don't really know how that affects your plans :X
[Inspect Scroll]
You spy a scroll at the very corner of the church. It was hidden in the shadow of the walls, and sat on a small wooden pedestal. As you approach it, you see that it is very old and tattered. On it is what looks like a picture of some kind of stone temple, and a single line of runes underneath the picture. [Read] [Leave]
[Leave]
You decide that it has nothing to do with your quest, and so you leave it be.
[Read] (this one branches off into two possible events, depending on your INT)
INT under 200:
You try to make out the runes, but it is in a language you've never seen before. No matter how hard you think, you can't seem to figure it out. You sigh, having wasted your time, and decide to leave the scroll alone.
INT at 200+:
As you stare at the ruins, it seems as if the symbols are rearranging themselves before your very eyes. "Etanracni ynottulg ot em ekat." Before you can react, the scroll suddenly shines before your eyes, the light engulfing you...
=====
[Gluttony's Temple]
When you wake up, you look around and see that you're in some kind of jungle. But what catches your eye the most is the huge stone temple in front of you! As you stare at the building, you realize that you've been sucked into the scroll somehow! "So, you're the one..." You look around, searching for the source of the voice. It sounded rather [masculine/feminine] to you. A figure suddenly appears in front of the temple. You look and see...It's you! "Surprised to see yourself? Did you expect some kind of overweight monster, or another creature made of edible food? Well, don't worry. You're looking at the physical manifestation of Gluttony itself!" You're shocked to hear this. The physical manifestation of Gluttony has taken on your form? "Yes, confused, aren't you? Well, Let me explain. Gluttony has always existed in every being's heart. I planted it there. It was your actions that nurtured it! And now, it has become your master!" Your double laughs maniacally as [s/he] begins explaining his involvement in everything. [S/He] 'cooked' all the monsters that stuffed themselves into anyone they find. [S/He] spiked the ravenous appetite in all the animals across the land. [S/He] even sent loyal followers across the land to spread his will. You stare in disbelief, your mind barely able to comprehend everything [s/he] told you. "And now, I have one more toy to play with!" You manage to snap back to reality as your double rushes towards you.
Anyway, this is really just an idea that popped into my head. You don't have to put it into the game if you don't want to, or if its too much work. And to be honest, I really would like to see something added to the church so it can actually be used. Anyway, reply to this. I can keep writing this stuff down, so...I hope your text game becomes the stuff of legends!
I imagine that you'd have to have another set of variables for this character, but they could be randomly selected initially and then have changing options later, perhaps? Maybe with your character putting out a personal ad or some such thing, letting you select the gender and species you want... they might not need a full complement of adventuring statistics, just Stomach would probably work. I imagined such a character would have the means to feed themselves enough to keep whatever weight that were at, but if you wanted them to get any bigger, you'd have to feed them up yourself. Could have an item-giving system like with the fat guy in the grasslands, where you could even give them things like Odd Cookies or Snake Venom if they were run the same way as the character!
I know programming's not always as simple as it can seem, but it seems to me that it would be more of the same sort of thing that's already in the game, rather than something new... or am I wrong? I do think it'd be fun to have a second character to feed up and make bigger, though, is that the type of thing that you'd be inclined to look at, if I tried to flesh it out a bit more?
then how about this way? make character that wears hoods and robe which covers it's head. only midsection showed because this game is basically about character's stomach. no need to make different faces depend on races and if people want to use their imagination, there could be on/off option for character protrait.
It's easily my most favorite thing to do here on deviantart, being a gainer myself, and more importantly a "Gaymer & Gainmer" lol.
I have some suggestions here and there to make it better, and It's possible some people have already touched on some of these issues.
Ultimately its your choice whether you want to implement them, but meh, either way the game is flipping awesome.
First and foremost, I think it would be awesome if more of the characters (enemies, npc, etc.) had pictures. It feels weird how some of the characters have them and some don't, but of course I realize its all a matter of what ya got. Most of the pictures being from the spectacular sugarboy, and a few from other artists? I also think that it would be awesome if the player could see him/herself, like a picture along with his/her stats. I also feel, as I know has been stated by others, that yes, the male/female npcs should be custom. I myself get turned off just seeing the word "female" but meh, thats just me. I am sure there are ways to customize the story and introduce male versions of the female characters and vice versa. I could make suggestions on how to do that, if you feel yourself out of time and energy and having a writers block. For example, instead of a witch with a candy house, a wizard with a candy house, I know it breaks away from the whole "hansel and gretel" theme, but I don't think its too bad. Instead of the waitress, a waiter shouldn't be too hard to dream up. Then theres those femmy juice filling things you run into in the forest that do the whole berry inflation thing. A druid could be a guy version, or a fairy even. Fairies have done berry inflation before.
I got loads of ideas as I played, but its all a matter of remembering them and writing them down.
I love the whole variety of ways to defeat enemies and become stronger, and I love how it is all based on how much fat you have to spend.
Sometimes though, I feel it would be nice if things were a little more....All in one place. All spells in the mages guild, one gym in every town. Restaurants are a great way to get fat when you don't feel like treading the wilds, and keep your stomach full so you don't lose weight as you go about your business, but some places don't have restaurants, like the west town, and that shaman camp across the ocean.
The last suggestion for now is to make the main storyline clear and different from the daily repeatable quests, by giving it a label. Also, sometimes I found myself at a loss for quests to complete, right now the only few I am aware of is the defeat of the quack doctor who has been experimenting on people in the mountains, and the "rehabilitation" of Samson the mighty, in addition to the gold thread and tailor, and the farmers quests, and the little random quests you get traversing about different areas, including the wyvern egg you can exchange for different improvements, and this and that here and there, okay, so allot of quests, but I really had to search for em (and enjoyable experience of course) but some people might be a little baffled without some more "tutorial" stages of the game.
I will post some more suggestions in reply to this comment as they arise, yet again I must say, thank you truly for taking the time and effort and making this wonderful game.