Ok so how much do you want to do? And which location should we put the focus into for the small project? I don’t have a preference, I mean any of the areas (except Lobby) could work for the weight gain idea.
Not quite, I’ve worked with a couple others over the years. It does give some extra work but two qualified programmers are faster than one. The issue is you’re refusing to present any sort of qualification. This is a basic question on the level of asking for your age and you refusing to even say “over 18.” It’s pretty obvious why I would have issues with that if you view it from that angle.
You’ve already said you aren’t doing it so I’ll let it go, though.
Ok, let’s try to figure this out, how should I destribute fat across this. From what I saw from the other games/art, it’s usually in between each of the red lines I marked down. I would like some reference of how to do this properly.
(Trying to figure out the right words to ask with)
Should I expand each part lil by lil, starting with a lil bit around the waist before splitting it off to each part, making them grow wider.
You’re probably going to want to put out a quick gameplay prototype first. I don’t know what you’re going for so explain how you’d want the gameplay to be. It’s also important to mention the art style. How will it be presented? Top-down 2D? Platformer 2D? Top-down 2.5D? Maybe not that last one. I’m sure you don’t want to have to learn 3D modeling.
Also, you’ll probably want to split character meetups into 3 different starting “chapters” to distribute the load. In other words, choose one character, have her be the only playable character for a section of the game, then choose a second, and then a third. Main downside is that the story will need some changes to compensate.
You could also go another route. Start with one playable character and have the player locked into playing that character the whole game (but with each having different skills and slightly different events to keep it interesting). Could be interesting if each character had separate routes and character development based on your choices as that character which would lead to different endings. For example, Letafin (from the earlier story stuff you mentioned) maybe having one route where she fixes her attitude problems and becomes nicer over the course of the story, one where she just stays the same, and one where she gets even worse (possibly leading to a bad end). It could end up being a very interesting game but there’s a pretty heavy cost being all the extra writing required.
The plan was a simple common rpg style (flat top down view I think) with the artstyle I prefer looking at being 2D art (the 3D models don’t look as nice personally). Starting the adventure with the 1st 2 or 3 characters meeting up in chapter 1 to get to know each other, where after chapter 3 (factory), there would be a new character introduced every chapter as the focus until the final chapter.
But to keep it small let’s focus on just making an area based on one of the major zones between Prison, Kitchen, Casino, or Factory with just the 2 human girls, unless you want to add in the 3rd.
The characters would join up and go as a team, with only 3 of them being playable at a time while the rest stay on the side, like an rpg with alot of characters, shouldn’t include them all at once. With every encounter thier personalities would clash as they slowly figure out the mansion.
I’m pretty much 90% sure the style won’t really work out too well, unfortunately. There’s a pretty big reason every single game is either anime girls or realistic 3D models. Styles like that just don’t quite appeal to many people in a fetish game.
You should totally try out a drawing tablet. It’s a completely different experience and very fun. Even when the game’s all done, it’s still great value. I’ve had mine for quite a while and it’s still working good as ever.
As an artist who’s pretty good at drawing fat girls (and less so at regular-sized girls), I can teach you all the tips and tricks to getting it right if you’d like.
Along the rooms, there would be mechanisms & traps with many shapes and sizes that will act like obstacles, starting a process of slow gaining or swiftly adding a chunk of fat onto the character & lessening thier chance for survival if they run into these traps. Though with static traps like the prison tubes, you can activate them yourself if you want to and they’ll begin to slowly fill your character with fat until you perform…probably a mashing game to escape.
I think I’ll stick to the mouse, it feels like a more precise option & I don’t want the hand cramps coming back from holding a pen like a fork and writing on it hard. But some reference would be nice to work with.
When using the stroke tool on adobe, I’ll need to form a complete loop to fully color something in, but I can organize these strokes however I like between layers & make simple lines if needed.
I did try to find a good thin body image to replicate my style onto and work outward from, but at that point I didn’t quite have the motive to really work with it. I just need a reference point to start and base the starting look on and from there I could try to figure this out.
As an artist, I can say drawing another playable character each chapter would probably kill you. Takes a LOT of work for one single stage (you have to make animations for every one). In my opinion, you seem like you can write a lot very quickly and easily, so the second variation I mentioned might be more suitable to your skills. Perhaps instead of focusing on one character per chapter, maybe focus on one of the three each chapter (looping every 3 chapters) with an additional side story based on the route and character the player has chosen.
Ok, that could help flesh them out more. Sounds less straining
Mouse is actually far less precise (I’ve used both), it’s the entire reason drawing tablets exist. Even the bezier curve tool on Krita can’t compare to the soul and detail of hand-drawn strokes.
If you’re writing on it hard, you’re doing it wrong. It’s meant to be pressed lightly and held like a pencil (otherwise you might wear it out). Even after ~8 hours of straight drawing (and my hands aren’t that used to it because it’s more a thing I only do like once a week or less since I’m pretty busy), my hands feel a little fatigued but fine. All it really takes is a 15-30 minute break and I’m back to normal.
Proper shading is a pretty massive part of drawing. Can’t quite do that with enough precision if you’re using a mouse.
Overall, I’d say just try it out for a day or two at least. You can just return it if it doesn’t work out.
Small question: So aside from the character portrait, the self-check picture (where the character describes how they feel about thier weight), & the battle-ready pose, in which I feel like I should create drawings for. Should I draw the mini in the flat top-down view overworld, or do you know a workaround?
Oh and while my computer time is up for the night, I decided to continue sketching out the anime girl style on my notepad app (with my finger) & got a good look & stick skeleton down that I’m gonna recreate tomorrow.
This really depends on how you want combat and other things to work. A “battle-ready pose” suggests turn-based but turn-based combat is really overused on this forum so I wouldn’t recommend it. Real-time combat isn’t much harder and would be a very refreshing experience for most people here. Only reason turn-based combat is so common here is because half the games are made in RPGMaker (which, ironically, only ends up holding back most games).
I was planning on keeping it simple since it was an RPG (and you can use only one hand with it if you feel like…yeah, I won’t say it but you know), but if you want to try something different, go ahead. I do personally like playing games that have more involved combat, hmm…how about this: we can keep the maximum of 3 on the field, but while you’re controlling one character, the others will be controlled by AI until you swap said control with the numbers (from a keyboard). And when it comes to different weight levels & its changes to movement, how do you want to manage it.
And still I ask, should I draw out a chibi character for exploring the overworld map?
OH, and if we still want to keep the special moves, we can lock that to a super slow-down that gives you time to figure out what moves you want to do. If it’s offensive or healing then the character can lock a target and launch said special towards the target. And if it’s physical then the opponent will need to be close or else you can’t use it.
Not realistically possible. There are only two ways to do this. One is impossible to balance and the other is very frustrating. Enemy AI can be simple. Ally AI cannot.
Also, this whole idea only works with the first of the two different sorts of gameplay I mentioned when we already decided on the second. You can go review that if you’d like.
Don’t change movement. Yes, it’s unrealistic, but it just ends up being annoying in any game it’s implemented in.
You don’t need to do that. Just do it the same as any other game. Hover mouse over target and hit a key.
Do you mean the “1 character per save file” path?
I didn’t exactly said I agree, but ok change of plans on my end. I can still work with that, could give the game some extra replayability.
Yeah, after thinking about it, it is very annoying, but if you want we could have the weight alter the other stats like defence, attack, ect (I don’t remember all the stats, I don’t tend to pay attention to them).
You mean the lock on, because if you’re using the mouse to move & aim then that sounds like you might need an extra arm for keyboard players, I would prefer we keep the slow-down, you can then use the mouse to aim without worrying about being chased since you’re moving arm is distracted.
Now about the character differences, I got a good idea of how I want to implement each character within combat.
The Sorcerer is the all-rounder with a close-up basic attack, alongside spells that revolve around physical, ranged, healing, defending, basically she can work with every scenario.
The Beserker has almost no Distance specials, with thier set focusing on dealing alot of damage really quickly with alot of close-up options.
And the Robot is the Ranged specializer with plasma beams, vacuum gun (the pump machine), & TIT LAZERS!!! She’s all about keeping a safe distance while unloading everything she’s got.
When it comes to the basic attack, Sorcerer has a close-up normal power swing, Beserker is slower but stronger, while the Robot can fire many weaker plasma beams from a distance.
Wait, how should that work, moving & aiming?
Hmm…maybe if it’s gonna work like “The House of Fat” (that non translated Japanese game). Maybe it could work…hmm
It’s pretty unrealistic to make any sort of fun combat system that only uses one hand in my opinion. You’re free to think of some ideas if you really want but unfortunately, I don’t think it’s too likely.