Fatty Text Adventure Game

Sees these comments about your modpack. Looks at your modpack. Looks at pokemon species

How the heck isnt there an Absol species to choose from by default

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You can blame pokeporn artists for that, hehe :stuck_out_tongue: The mons in Pokemod Core were just whatever were closest matches to the in-game ones. Then Plus’ mons were just to add the most popular pokemon that were missing from Core, which I gauged based on the number of hits each pokemon got on e621 (at the time, absol was 26th on the list, just missing the cutoff).

I did quickly throw together an Absol for you to use via the Load Species feature… Only to find out there’s an error that nobody told me about that prevents it from working Q_Q I’ll have to fix it in the next update, which might be a while yet.
This is the (slightly messed up) species code, for if/when that feature is working (or for you to copy for inspiration):

{
	"article": "an",
	"species": "absol",
	"angry": "growl",
	"furBack": "white",
	"furBelly": "white",
	"furHead": "blue-black",
	"foot": "paw",
	"feet": "paws",
	"hand": "paw",
	"hands": "paws",
	"fur": "fur",
	"furred": "furred",
	"furry": "furry",
	"hair": "headfur",
	"tail": "scythe tail",
	"teeth": "sharp teeth",
	"mouth": "muzzle",
	"speciesHeight": 68,
	"speciesStats": [
		8,
		5,
		3,
		4,
		5,
		3
	],
	"adjective": "feline",
	"id": "leopard",
	"core": true,
	"carnivore": true,
	"mname": "absol",
	"fname": "absol",
	"plural": "absol",
	"Plural": "Leopards"
}
2 Likes

Nice

see you in the next update

Are you inviting help specifically for the ideas you have on your itch.io page, or are you open to other content ideas as well? I ask because around the time of Noone’s last update, I had been submitting some writing with the intent of making the world more responsive to the player’s size (something that I always love in games like these). I had just finished up some writing for the city nighttime encounters (particularly the Takeout Terror) when Noone went on hiatus; I believe it’s still here in this thread somewhere.

More generally speaking, I always thought it was a bit strange that some of the saner enemies would willingly attack the player at all once the player got big enough. So in terms of broader-scope modding, I thought giving enemies the option of running away from the player might be a fun way to acknowledge the player’s size. (You can see a bit of that in the Thief encounter, one where my writing did make it into the game.) I would still be up for doing more writing along those lines if it’s something that interests you.

Hm, it’s not something I’d really considered…

I guess I would be open to including some miscellaneous community stuff, though that depends on what it is. And regardless of what it is, it’d have to be fitting for the game.

  • For things like minor, non-mechanical, narration changes (like alternative variations for particular sizes), I could easily bundle that in as a core edit/under the fixes + edits umbrella/some other always-on mod.
  • If there are mechanical changes that are easy to both implement and make optional, I could lump them into some “Community Grab Bag” mod, if there’s enough demand for that sort of thing.

I do enjoy the mechanical reactions, like the Thief as you mentioned. I’m not sure if I’d want to extend running away mechanics to other enemies, but it does absolutely fit the Thief encounter specifically (who’d run away under normal circumstances, too). The Thief also react to a player’s Strength rather than size, which I find more appropriate than size. Though actually, the threshold is so incredibly high I bet few people encounter the alternative interactions (the threshold is 250 Strength, and for reference the highest level stat descriptor for Strength is “mountain-like” at 81+) - might be something I adjust in Fixes & Edits :thinking:

3 Likes

Hopefully the Pokémon mod turned the skunk race into a playable Skuntank race.

That’s true; most of the enemies in the game aren’t quite in their right minds to begin with, so I guess they wouldn’t necessarily choose to run away anyway.

Running aside, I found my old post where I proposed additional stat-based variants for the Drunk and Takeout Terror encounters. I think they would qualify as simple narration changes, but apparently I wrote more paragraphs than I remembered. :stuck_out_tongue: Well, I’ll let you decide if any of it is worth using: Fatty Text Adventure Game - #212 by someoneoutthere

I had totally forgotten about the thresholds for the old short descriptions. With the long descriptions, you barely even reach the second Strength tier out of four at around 70, I think. There are quite a few interactions in the game that require incredibly high stats (such as voring the T-rex), far beyond what you would ever need just to be able to complete all the encounters. They’re not strictly necessary, but I love them all the same.

5 Likes

@IcyIbis Huh, just tried to enter a custom height in the species editor and every press on my number keys jump to 48 and then 144. Very Strange bug

Also if you want to seriously take on modding the game as a continued project maybe there should be a unique thread specifically for your mods? Then we dont have to drop ideas and bug reports here lol

Edit: The copy button on the export species tab is also broken lol. Does not put anything in my clipboard

1 Like

Man, so awesome to see you comment, huge fan of your fork/mod of the game. An idea that I wish was available as an optional mod would be more burst-teasing and popping events and encounters

I considered something that could be used in conjunction with the Feeder Mod, to essentially glut all enemies for added insult (especially in an endgame save, lmao) but that would be way too ambitious to ask for a request, as I took a peek under the hood and that would need to set up a system to tell how an enemy was defeated, similar to the player

but uh yeah. huge fan. keep up the awesome work :+1::heart:

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The editing thing is an awkward limitation of the interface (which I’m not sure how to easily fix), with it trying to cap to appropriate values as you type ^_^; It’s easier to use the increase/decrease buttons, or typing out the value elsewhere and pasting it in.
The copy button not working will be a browser security thing. Some browser prevent websites from adding things to the clipboard, so you’ll have to manually copy it if your browser doesn’t allow it. Though I’ve still gotta get around to fixing the importer at some point, so the species exports are actually usable.

And I do already have a place for posting about the modpack - the itch page’s forum - it’s just people choose to talk about it here instead, lol.


@igspicyboi I think the system’s already there to have custom feeding defeat message for all the enemies - they only use a standard message because I didn’t want to have to write custom ones for everything :stuck_out_tongue: As for bursting, I’m pretty sure all/most of the feeding enemies/encounters already feature bursting (you just have to enable it in the settings). I know my boss monster is missing narration for that, which is a combination of my aforementioned dislike for writing, but also bursting squicks me out.

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Really? I meant my comment more about bursting the enemies. If there already exists a way to detect how they were defeated then I might look into this next time you update the mod base :thinking:

One thing that irks me a little… I feel like there should be something in the middle-bottom square. Dunno if you feel like adding a new area, but because a new area is going to take a bit, I doubt this will be anywhere high on the priority. (talking about the mod)
image

There’s a similar dead end east of town, and I believe there was one to the west as well before the seaside town was added. I always assumed that Noone originally planned to have an area in each direction but never got as far as actually making them for the southern and eastern roads.

I’ll admit, I’ve had quite a few daydreams about new content, including new biomes, over the years that this game has been around. I’d be more than happy to contribute some of my own ideas and writing toward such a project. But since I wouldn’t be the one doing the coding, I’m not sure how much content it would be appropriate for me to submit–and a new area would require quite a lot of it, of course.

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Well to put things into context, the thing that makes up the majority for any content being added is the writing for them. The rest is just bits of very simple coding stringing it all together, for the most part :stuck_out_tongue: If you’re doing something like adding new mechanics it does get a bit heavier on the coding side, but area additions aren’t usually focused much on that - moreso text adventure game event chains, or enemy encounters.

If I do actually get around to making the mod where I’ll be sourcing others for writing (not sure if I’m going to get there, bleh), I’ll likely end up with a template that could be useful for others wanting to know what sorts of things need writing for when developing content. It’s nothing more that could be intuited by attentive players playing the game, or looking at the existing game files, but maybe having a resource with the information all collected together could help.

As for your ideas, don’t let your dreams be dreams! Don’t be afraid to share them, without consideration for practicality. Having them out there could inspire someone to implement them, or failing that you could implement them yourself, as Twine isn’t super complicated (my entire experience with Twine has been modding this game).

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It is quite kind of you, and wouldn’t be against sending out a little help on the writing part in the future should I want!

As for stuff, a classic is higher fatness stages but that is one of the most writing heavy ones…
I also do remind myself of the cabals and such shifting people’s fat about, much like lipomancy. Perhaps a possibility to do such things? For now, I’ll speak of those two.

Same here! I am still open to help with writing in the future. I’m very fond of this game, and would be more than happy to help add new content to it! :smiling_face_with_three_hearts:

My “ideal world” version of this game would just have significantly reduced grinding (probably via increased EXP drops by enemies, increased gold gains, and reduced early game enemy stats) and, the more difficult thing, removing all of the instances of straight up kinky fat animals and replacing them with anthros/quadruped anthros. It’s a personal discomfort of mine that I know comes from this game’s age, but it kinda ruins my enjoyment of it alongside the insane grinding.

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At that point, there should be a way to select difficulty. Don’t think it was intended to be in, however. Still looks good though

How about a mod at the restront that simply states eats untill full? You know to help with the grind to pushing them numbers into insanity when even the way to much food is not enuff to grind your WG.

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the mod already covers this! go into your house and select the Downtime option. you’ll be able to choose your diet, select Push your limits and then as long as you have enough gold for the full 28 days, your stomach capacity will go up insanely fast

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