E-Roguelike: A weight gain and inflation roguelike in progress.

This looks like it has potential. Honestly, when I first saw the grid, my mind went to a turn-based management game, similar to Monopoly or Billion Road. Anyway, good luck with making this!

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try doing this command /spawn donut --position 50 50

Well I was gonna post the image of me not being able to eat when I typed /eat donut but the site’s not letting me

Gonna’ update the running todo list:

  • Clothing, so you’re not wandering around naked.
  • Enemies which will kamekaze stuff you.
  • Stuffing others.
  • Much more detail in the language generation, especially the body description.
  • Lots of body-specific tuning. Right now, after eating too much it’s easy to be full for days.
  • ++ When someone runs just /eat, give the choices for nearby food. Having a multiple-choice capability will be useful later if we do something like have a shopping trick.
  • ++ Add a command ‘give’ to offer stuff to people.
  • ++ Inventory. Need to be able to ‘take’ or ‘pick up’ to be able to give. ‘Drop’ would be good, too.

Just thinking out loud. Phrasing all of these as action words to implement might help speed along development.

There’s also a think where when more than one donut spawns, the new ones get funky names. That’s probably going to happen with anything else that appears, so I’ll have to think of a better way to handle names. I’d also like to get some better language support. How do people feel about the third person “Player eats” versus the second person, “You eat”? I really like the second person, but it might be hard to do since humans and all other things in the land use the same command setup.

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2nd person is definitely preferred for me!

New build: 14.67 MB file on MEGA

NEW/DONE:

  • Add a command ‘give’ to offer stuff to people.
  • New command to ‘stuff’ or ‘feed’ other actors. Right now there’s nobody on which to use it, but the new character, the Kamakupcake (cupcake) will feed itself to you if it sees you.
  • Inventory. Can ‘take’ or ‘pickup’ to be able to give. Can ‘give’, ‘drop’, and soon, ‘discard’.

TODO:

  • Clothing, so you’re not wandering around naked. Would be nice if clothing would rip and pop and such.
  • Much more detail in the language generation, especially the body description.
  • Lots of body-specific tuning. Right now, after eating too much it’s easy to be full for days.
  • (Maybe won’t do.) When someone runs just /eat, give the choices for nearby food. Having a multiple-choice capability will be useful later if we do something like have a shopping trick.
  • Hearing system. Right now any NPC anywhere doing anything is shown. We shouldn’t replay actions to the player for NPCs that are too far away, and like wise NPCs shouldn’t be able to hear the player if they’re far away.

BUGS:

FIXES:

  • Names will no longer get weird if there’s more than one copy of something on the screen. Now ‘/eat donut’ will always eat a donut if there’s one nearby.
  • Every player was sharing the same mesh, which means if one gains they all gain. Oops.

One thing I’m giving more thought to is the visuals. The whole thing was mostly meant to be driven by language and interaction, but I find myself picturing at least some more graphical aspects at times.

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Being able to rotate the camera or see the different angles of your playable character would be really nice

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Moving around will (should) change the direction your player is facing. I’m working on a little camera movement now but I’m getting a nasty jittery bug with the camera. Just have to throw more time at it.

Another bug: I just realized I’m not capping fullness or constraining the body’s morphs to the fullness, so you can get some pretty ridiculous results from eating.

2020-10-24_09-40-28

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Is there a full command list, somewhere?

No matter what position I put in the /spawn command, whatever I spawn appears far off to the northwest, beyond the map.

You can use ‘/help’ to get the full list, but I should copy/paste it somewhere. Good idea.

Weird. Can you copy/paste the exact command here?

Oh ha ha ha I left out the word “position”

I was putting together some NPCs for later use. One of them I think I’ll have to throw away because she has… problems.
Godot_v3.2.3-stable_win64_2020-10-25_20-10-05

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Status update. Not too much done this week because I’ve been so busy with other work. Looking at the ‘todo’ list, there are things I’d like to change.

  • (Low Priority) Clothing, so you’re not wandering around naked. Would be nice if clothing would rip and pop and such.
  • (Medium Priority*) Much more detail in the language generation, especially the body description.
  • (Medium Priority) Lots of body-specific tuning. Right now, after eating too much it’s easy to be full for days.
  • (Low Priority) When someone runs just /eat, give the choices for nearby food. Having a multiple-choice capability will be useful later if we do something like have a shopping trick.
  • (Medium Priority) Hearing system. Right now any NPC anywhere doing anything is shown. We shouldn’t replay actions to the player for NPCs that are too far away, and like wise NPCs shouldn’t be able to hear the player if they’re far away.

The hearing and language generation feel like they belong together. I need to think about a good way to do NLG. Most of the solutions right now aren’t particularly awesome and I’m reluctant to use an external library because it will tether the game to Windows. At the same time, I want players to be able to /say things to people so that NPCs can have a real personality. I don’t have much of an idea about how to make this work yet, but I’ll probably try a few things and go with what works best.

The other thing that’s really missing is actual gameplay, like fainting and stuff like that. There’s no real combat and no scene transitions. Really, the “game” is mostly just a set of ideas for models and characters and an excuse for emergent behavior.

What I should do is finish core gameplay stuff, like HP/combat, scene transitions (like moving between maps), and save/load. That might be the next thing to do while I’m figuring out hearing and language generation.

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Didn’t get much time to work over the weekend, but I did get this new model made. Originally I was going to include it as a new NPC, but might make more sense to replace the player, since the player model looks really bad now in comparison to all the others. There are also a lot more morph targets so squish and stretch the character. Problem is it’s only a female model. I’ll have to paint the morphs to make it into a male or make a new model. Maybe the second one, since it will be easier.

2020-11-02_22-01-46

It can be a little bit of a dangerous road remaking things rather than moving forward, so I’m not going to make the decision now. I have some ideas for how to move forward with the actual gameplay and started working on the ‘combat’ mechanics. Aiming to get a release together for Friday, but we’ll see how that goes.

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If you do end up remaking the model, you could repurpose the old one into an NPC or enemy. It would maybe make the effort with the old one feel less wasted. Good Luck

Status!

I started work on the hearing system and made some changes to the language generation system. It’s a little slow, even though I’m only updating a half-dozen systems.

I’ve started thinking a little more about the combat system. I really didn’t want this game to be too focused on combat, but more on exploration, but an intriguing idea of making inflation a part of the combat system intrigued me. I need to try a bunch of different ways of making that work before I commit, especially if it means adding extra parsing to the systems [think retyping /attack cupcake over and over or me having to handle “at” for all the keywords]. Maybe I’ll add support for “at” anyway. Ugh.

There’s not enough new stuff to merit a new build upload, but when I’ve got a change in generation or something that’s visually new I’ll make an update with that.

Nitty-gritty details:

  • Change the return type of actions to a new class ActionResult instead of String, so all the generation happens when we go to print the message. This means messages will be different if they’re happening to your character or if your character is doing them. Instead of, “Human went right,” you’ll get, “You went right.”
  • ActionResult also has some flags, like, ‘is_speech’ which I can set to true if someone is saying something to another person and, ‘is_sound’ which I can set to true if something is making a sound. This is a two-birds-with-one-stone thing which can lead to talking with NPCs and NPCs hearing you make noise.
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