A RTS about twinks, femboys, and dilfs fighting food-pun monsters

So the inevitable shutdown of the topics tab forced me to show my hand a bit early, but I am not losing my shot at the best possible platform for this project, so it’s time for a swift introduction:

Hi, I’m ClockWorkOrgan (my name is always a synonym of it on various sites), and I’m working on a rts/tactical rpg about twinks, femboys, and dilfs battling food-pun themed villains (I know, very original) and becoming larger on randomly generated “boards”. You can think of it more like chess than a typical rts, as the environment purely plays into a gimmick I have thus far had trouble getting to work: crushing/squishing.

If your units get bigger than the enemy units and keep growing with nowhere else for enemies to go, they get crushed. Basically an instakill, but again, I need to work on the “how” of getting that system to work. As for what I do have so far, nothing worth showing since I’m using test models and haven’t even gotten so much as an alpha playable (mostly just proof of concept stuff), but I did solve the issue of “how to make a random board account for characters of any size”, so you can expect characters to be able to get very big when I do get something playable.

As for what I can show right now, here’s art of a character at the massive sizes and shapes I plan to get working in-game when I figure out the right approach to 3D shapekeys that seamlessly blend into these massive sizes (that’s not exactly something they teach in modeling tutorials):

This design isn’t 100% final, much like my WIP build of the game, and all designs are missing their furry variants. All playable characters will have different races they can be, affecting stat distribution, human is just one of them. Enemies will simply be human-like or anthro-like depending on the needs of the design.

Rant aside, I just wanted to claim a tab here so I can post about progress, release public builds, and lament that there isn’t enough info on how to make niche stuff like this on the internet from my personal searches. All that said, progress will be slow, this is a side project of a guy currently trying to get stuff way more important done on main, but if I have something I feel is worth talking about, it’ll go here.

Hopefully I can have something here for people soon though, and if people like this concept and art, I might just make an alt-Bsky for more updates and devlogs, and more art in general of this type

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Color me interested.

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This ticks my bicurious or perhaps bisexual boxes.

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sounds really interesting! i’ll be keeping an eye out

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Big furries? You have my attention…

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Oh-Oh this seems like it will be good

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You had me at Femboys dawg can’t wait to see how this turns out.

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Big Femboys Furries? OwO

That sounds incredibly cute, I hope that the game goes well, I see potential in it.

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So what is the game play loop going to be like? You mentioned that its more like a tactical RPG than a traditional RTS, so would it play kinda similar to Dawn of Wars 2 campaign/Last Train Home? Where you have units/squadrons that level up, gain skills/new equipment to change how that unit works? And how would weight gain tie into this other that squishing? Could you use your fatter units as cover? How about the ability to destroy enemy cover/terrain with fatter units? Or maybe you could force enemy units to gain weight hindering the ability for them to move around or other debuffs if that unit isn’t supposed to gain weight?

Sorry for rambling I am just really curious as to how this game is going to play, even if it sound like its gonna be a while before there’s a playable version.

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Don’t mind these kinds of questions at all! You actually have brought up several gameplay factors I’ve been prototyping thus far, so here’s the rundown in order:

Gameplay-wise starting with what is in, I’ve prototyped the map generator and a bit of pathfinding (said pathfinding agents are currently invisible), the cursor you see gliding around is going to be how you’d select an agent once I implement any behavior other than follow, but I’ll sort that out after I get them to be less laggy when navigating, as well as account for the inevitable offset of size ,i.e if the butt is way bigger than the belly, the hitbox is still centered when it grows, so it currently makes enemies path around the idea of a huge belly, and vice versa.

(EDIT, my bad, gif didn’t upload at first)

ezgif-26f0d4be2c0749c4

(Also ignore the Ankha model you can see clipping into the scenery in some frames and ominous magenta screen in the middle, was testing something)

Your units will auto attack, and each unit type will be able to do so from different ranges, like warriors being point blank, mages being medium range, gunners/archers being long-range. On top of this, each unit will have a stamina points (SP) and MP stat, both will refill passively in gameplay, and when there’s enough to execute a special move, you can either cast for it’s base cost or cast stronger versions by spending more MP or SP respectively. Consider SP based skills to be your “standard” attack though, as auto attacks aren’t going to be that strong for most player classes (enemies will innately be stronger, but have less options and variety in moveset), as your SP recharges significantly faster than MP. Oh, and SP is needed for movement too, so if you need to travel long distances (the more SP, the further you can go), either us MP attacks for suppressing fire, or just let the auto attack play out

Leveling up will be done via food items dropped by enemies in a sort of “stat allocation” system that allows you to invest in different areas of the body, which are currently planned to be:

Overall = massive amounts of HP with a tiny bit in everything else
Legs/thighs = crit rate and dodge chance +SP and MP
Butt = magic attack and magic defense + MP
Belly = magic defense and physical defense +SP and MP
Arms (i.e arm flab) magic attack and attack + SP and MP
Chest (i.e moobs) = attack + defense +SP

The big thing I’m trying to get working now (on top of smooth, proper pathfinding) is the offset I mentioned earlier of hitboxes, as some classes have things the do from their center of mass, allowing for a strategic advantage to be gained from putting all their weight to the back or front. An example is the Cleric, who heals and grows allies in a magic circle that’s at his center of mass, meaning with a huge belly he’d be able to simply turn in a direction to reach distant allies with his passive heal aura.
Naturally this will come with extra navigation issues to sort, but I got the concept working in GameMaker years prior, so I can copy my homework.

Now, as for the “cover” of using fatter characters, you’ve actually addressed where I feel like 90% of the planning will come into play: team choosing. When I program unit selection, each time a level generates it will make an area for players to spawn in, you can deploy as many units as you can physically fit in that radius, therefore already adding a benefit to keeping some units smaller. As well, unless it’s a piercing attack, damage is line of sight, so big allies can be safe cover for the little ones especially at choke points (one class I planned is literally designed for that), but enemies can and will work by the same rules. As for terrain destruction, I plan on at least most of the tiles that spawn to be destructable, if for no other reason than it being impossible to win in scenarios where a unit is too large (something I learned from my first attempt at a wg game), and on top of that concept, some utility classes like the Geomancer can spawn their own terrains, which yes, leads to squashing shenanigans.

As for making enemies gain weight to hinder them, a bit of lore is in order: in this world magic presence increases with weight, meaning no size will ever be immobile, simply slower (think Xeno’s Paradox, to be immobile they’d need to be halfway immobile, then halfway to halfway, etc.), so it shouldn’t be possible to hinder them that much… Let me introduce you to the immobility status.
Under special circumstances, if a source of weight gain outpaces the magic gain associated with it (*cough* Archer’s tipped arrows) then one could be fattened to immobility, but they’d still gain the defensive increases. This applies to enemies that can do it to you (or themselves) as well. Some classes like the aforementioned Archer can inflict this status to enemies or allies alike depending on the need: do you need to shutdown a strong melee enemy and chip at it from afar, or blob an allied tank unit to stop powerful enemy line of sight spells? And naturally, as with the explained lore, self buffs and team buffs of the non-immobility sort won’t have the negative effects, and since classes like the cleric make allies grow by simply standing next to them, you can mix immobilizing status with passive growth over time to make an unstoppable wall, if you have enough units for it, that is.

And one final thing that I do believe I’ll be able to implement": multiclassing. Want the passive and stats of the Cleric *and the moveset of the Archer? Teach your Cleric how to do both! Inspired by Final Fantasy Tactics (Advance) each unit has 2 slots for “actions”, with one always being their base moveset, accompanied by their stats and passive. You can then train them as a second class and put the movest on their second slot. As well, you can swap which class is their “primary” so they only have to learn each class once, which won’t be that much of a grind hopefully since each move they can learn doesn’t have any stronger versions to unlock, to cast stronger spells you just spend more MP or SP, which as stated before comes with size (meaning you can use classes that buff size to temporarily give units access to stronger techniques).

Anyways, that was probably laid out really poorly, but I believe that’s all the info you should need for tight now. I still don’t have any timeframe for when this will be playable, but back in GameMaker on a different project I have tested my approach to class sytems, abilites, cooldowns, etc. so when I get the Godot WG related stuff I don’t know the best approach to (as there’s obviously not a ton of solutions out there) down I can mostly touch up my old stuff and kinda port over what I need. After that, it’s models and stuff, but even when it’s just the bare-minimum of original assets and half functional code I can make a mock-up with placeholders for anything not done and make a demo out of the “Buffet” mode (that being endless battles with rogue like element) since that’s what the endgame will be like.

Also if I missed anything or need to explain further, feel free to ask. If you have any suggestions to improve upon features I planned, you can drop those too. I doubt anything will feature creep this, since not only is the work I’ll need to get this working theoretically less advance than what I’ve done before (especially with the modular code I’m working with), but I’m currently only working on Buffet mode, as even if that’s all I ever do for this, that’d be what you play on repeat with your max level characters anyway

(Last edit for a least a while, I assure you, but I forgot to mention I already tested with some models from IronGut I don’t own but are free but still don’t want to show just in case, yes the map can handle units of the exact right size to give the illusion of endless growth, therefore meaning I can go astronomical hyper/planetary sized for the endgame)

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Thanks for the fast reply! Also thank you for all that info!

I still have some other questions I have.

What is the setting going to be like? From the art you posted and the classes mentioned its seemed like it was going to be medieval fantasy, but you mentioned guns being apart of the game, suppressing fire and that pathfinding gif looks like its almost sci-fi with all the neon blues(But that could be just be because its for testing and not looks) So is it going to be sci-fi with medieval fantasy elements or a kitchen skin style setting?

How will the characters work? It sound like you can semi-freely swap them between different races, and if the class system allows for smooth multi classing and swapping between different classes, will the cast of characters just be different in terms of personality or will they be blank slates? Or will we be able to create our own characters?

Also are you planning to add any other fetish stuff into the game other that weight gain, squashing and macro of no?

Finally for battle are they all going to be defeat all enemy scenarios, or will there be anything else? Like, defend a point against waves of enemies, protect and or attack vips, attack a point with enemies defending said point stuff like that. Just stuff to break up the scenarios.

Thank you so much for all the behind the scenes info and answering my questions!

I’m not really into male wg stuff personally(and I can probably guess the response if I asked for female/androgynous wg), but I always wanted to see a RTS with weight gain mechanics in play, there have been a couple of attempts on here in the past but so far most vanish before they come to fruition, so on that alone you have my attention.

I guess the only thing I have left to say is I hope you can pull most of this off because there is ALOT going on with this project, and it seems really interesting and fun.

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To touch up on your questions in order:

1 SETTING/WORLD

Setting is overall based on the type of fantasy the Final Fantasy series is, where you can see knights fighting goblins and mechs fighting aliens like two chapters apart. That said as far as world building is concerned, it technically takes place in a sort of “heaven” like dimension, inhabited by two archetypes of people, which as placeholders I’ll call: originals, and rebons.

Both are immortals, but originals are spawned into the realm by the realm itself, I will not spoil why. Reborns are people who were generous in life but were about have it “cut short” and are taken before the worst case scenario can happen to them. In this “better world” they’re free to indulge in it’s endless bounty to their heart’s content without limit, as for why this is a thing, I won’t spoil in case I do get around to story mode. All I’ll say for now is the good guys are themed around stars and the concept of infinity, as well as having iconography of dining/cooking-ware somewhere on them to keep it consistent with the villains.

As for the conflict if everyone’s immortal, the opposite of the realm the game takes place in is a realm of non-existence where, naturally, there’s nothing but the immortals that inhabit it. I’ll call these guys voids as a placeholder, but their whole deal is they want to consume, like a void, and as such managed to find their way to the Originals and Reborns’ realm, where they take on the properties of what they consume, hence the food theming, but also naturally they can consume people, hence the conflict, and some of the boss designs. They’re themed around “you are what you eat”, blackholes, and food in general.

2 CHARACTER SYSTEM

As for characters, it’s inspired by DIsgaea in the sense that for your standard units, you can hire an infinite number (probably going to be a limit actually) of different palette swap “blank slates” that will take the appearance of their primary class (i.e Human Warriors will have the appearance of the character I linked, but with selectable colors). I did this as 1, it’s less work than fully customizable characters, 2 ease of unit recognition in the heat of battle, and 3 with how big characters can get the finer details of hairstyle, face, etc. will be impossible to see past a certain point anyway.

Character classes will be unlocked via a sort of “achievement” system, you start with:
Warrior (damage class, passive makes him fatter for each enemy he KOs)
Cleric (magic heal/grow circle, and can reward all units on the field with growth for good deeds)
Mage (regens MP fast and can place zones to shrink or grow people in it)
and Thief (size theft ensues, also less likely to be targeted), and from there

From there, consider it like a board-game with “checkpoints” you need to clear a condition for to proceed to the next tile, like to unlock Berserker you’d need to, say, KO 3 enemies in less than 10 seconds with a Warrior. From there all characters, new or preexisting, can access the Berseker (at level 1, but still) and train it as their main or subclass, and even clear it’s condition to unlock the classes locked behind it. As well, some classes will require an achievement from multiple connected nodes, like for Paladin to be unlocked, a Warrior could need to use a subclass to heal a certain amount of total health to another unit, and a Cleric could need to defeat several enemies himself (what fun…).

That said, if I get to that story mode, also like Disgaea, you will have “story characters”, who are specific characters with distinct personalities and rolls in the narrative. Story characters are more predefined in their rolls, and will unlock their secondary classes at pivotal story moments, or by completing their character quests. Also to clarify more: you can only change subclass and main class out of combat, but I might experiment with spending SP and MP to swap in battle.

3 OTHER FETISHES

As for other fetishes, depends on what people think, what people want, and what I’m okay with. Some stuff that’s probably going to be included are kinks that’d make good status effects, and a class associated that said condition either passively or can afflict it, and has an immunity to it’s detriments.

An example of one is inflation (as I’m fairly indifferent, and it’d make a good gameplay addition), it could increase the size of units and cause them to float off the ground, making melee and medium ranged attacks ineffective at the cost of lowered durability and mobility. For a player class who’s focus is this status, he could be a wind mage who can balloon himself and allies and manipulate the wind to provide full mobility while airborne, as well as provide a wind aura that has a chance to block shots, the one thing that could “pop” a ballooned unit. But that’s just the first example to come to mind, probably tons of stuff I’m okay with but not huge (ha) on could be fun, like blueberryfication, transformation (that alone is probably the biggest opportunity for status), and probably stuff I haven’t even considered or heard of

4 WIN CONDITIONS

It will depend largely on how fun the basic win condition of “destroy all enemies” ends up being, and how much room I have to work other objectives into the randomly generated format. I’m a big advocate for ways to win besides just “kill x number of things”, as it makes class variety matter more to the meta than just the strongest with the bare minimum defense. Although, thanks to squashing, healers and supports should theoretically have merit since they can just… Squash everything by getting really big

Currently planned level structure for Buffet mode is 10 rooms of enemies followed by a boss, and the bosses are planned to be somewhat brutal, but after a boss you can get a passive upgrade for the rest of your run, and you see how long you can keep it going. This differs from the endgame I plan for story mode, which I plan on using a different system I cooked up in which there are NO objects naturally in the area, and enemy density is doubled. Upon clearing a wave you get a passive like you would from a boss, leading you to probably ask “what do bosses give?”, the answer being a buff for the rest of the run that you must select from a prize pool… For all future enemies. That’s going to be the source of the difficulty spike to balance out the inevitable perfect party comps you’ll have by then. As with buffet mode though, continue as long as you can is the name of the game.

With all that said, I could see defensive objectives being a thing in story mode for certain points of the game, but my big concern is that the shear amount of support/utility options I had planned to allow for a minimal offense party to take advantage of squashing mechanics to still win might be a bit too busted for that, but we’ll see what I can do.

Also not really important unless I do story mode, but I do have plans for a bounty/quest system to make up for the lack of rogue-like passives in story mode content. For example: since your main quests will be an objective on a certain floor of a dungeon, you could take a quest to beat a certain number of a specific enemy type before you exit a dungeon, or you could take a contract to reach a certain floor without using a certain type of spell, and so and and so forth.

5 WOMEN

As for female or androgynous, I’m bisexual and am okay with women, and have no problems with androgynous characters either. I do have a vastly different class tree in mind for female variants, but this would only be for the “blank slate” characters. Enemies and story characters would still be 90% male, and I fear that it’d create a divide in community interest that I’m just not going to be able to account for (on account of really really wanting a WG game that doesn’t skimp on the hot men), since that’s pretty much the opposite of what I believe to be the popular opinion in game preference here.

However, if I did include female characters, there is a pitch I have for at least one story party member and a few enemies (sandwitch, and gorgonzola, and ice queen) that I could throw in, but they’d be few and far between.

And to cap it off, the only thing I fear is that this willl take a while to get playable, not that I won’t be able to do it. If we disregard a story mode, with the way I code after the base-work is figured out it’s mostly the visuals that’ll be a time sink, since modeling is something I have experience with, but modeling with absurdly massive shapekeys that look good at both the smallest and biggest ain’t a skill they teach in a lot of places

Last time I did wg stuff it was 2D with a topdown camera that just let me scale parts, properly taking a 3D model and accounting for it’s largest size will be all new to me, and I’ll probably have to ask the people on this forum when I hit a wall

??? THE GIF

Also don’t know where to put this, but I’m addressing this before I hit the sack, those bright sci–fi blue colors and laser lights on the gif are a mix of visible enemy pathing presets from Godot (the red lines), and placeholder assets that are reused textures from the high-tech city area I made for my first attempt at a wg game (the bright blue and white everything), with a skybox reused from a testbuild of one of my sfw projects that was, at the time, also sci-fi

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I see that you have a lot of ideas for this game and I wonder:

Will it be free? Will it be paid? Will there be a way to pay to play a version ahead of time but then it will be free?

I really like what you mentioned that the game will have and I would be interested in playing it, so I wanted to know what it will be like to be able to play it :3

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All valid questions!

Whatever the final version is, like most games on this forum, I believe should be free, though I wouldn’t mind putting up a tip jar like Ko-fi or putting it on Itch under the “choose your own price” category, just in case people feel up to giving a little financial support.

I could see myself doing the Patreon “join and get early access to each update” thing as well, but that’d require me to get the momentum to put out an update every month or so to make it worth it.

But yeah, TLDR: free. I’m not making people have to pay for this one, or any other kink-related passion project if I can help it. I’d like to give the option to leave a tip for those who want to though

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Perfect, if I can afford it I’ll try to tip you in the future :3

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