I wasn’t thinking one hand, I mean the number keys are too far away for moving & aiming since the arrows are on the right side.
Maybe how about this: during combat mode which will probably be a seperate map, the controls could shift around to match it and once you’re ready, you can click to begin fighting.
The arrow keys are the only movement options in this mode, while the mouse is for aiming, left click to do your chosen move, and right click to activate slow-time so you can switch to the numbers to decide what action to swap to.
WASD to move, QERF for abilities, left click for basic attack, and right click to dodge seems fine.
A quick dodge option…that sounds nice, like Undertale Yellow where the dodge could give you a few invincibility frames. You think you can make the player transparent during a dodge to show that the enemies can’t touch ya during it.
I also think we should put all the spells with the corresponding letters at the bottom of the screen at all times in case someone like myself don’t remember what to click.
The character’s face could be in the top-left corner with the HP/Weight & Special Bars right below it.
When it comes to the Special Bar, that is to limit your usage of the stronger special moves, it will refill itself automatically every second.
Also I’d like to see the character react to thier weight change when they reach the next stage, so we could have it pop in like in Lythisea Escapees at the top of the screen, not showing the full image in battle as it could be distracting, only showing the full image change during overworld travel.
Pretty easy. Takes like 2 lines of code.
Yeah that’s a pretty standard UI feature. Especially in games with multiple characters.
Or you could just use cooldowns like most other games…
I would instead recommend a stamina wheel, though. Have it recharge slowly and different moves have different stamina costs. Maybe after every boss fight, give the player the choice between more max health or more stamina.
It would be interesting if moves had both defensive and offensive abilities, such as the berserker being able to charge through attacks with one of her abilities.
I think an interesting way of handling stats in relation to weight would be to increase them with each weight stage in a sort of “high risk high reward” way. If you’re particularly good at the game, you can stay at higher weights and be able to get through fights faster with higher attack, but if you aren’t too good, you can still win by staying at a lower weight so you can take more hits before you’re out. It basically turns into a fairly rewarding difficulty system.
Though I’m not quite sure how health and weight will relate in whatever you’re thinking of. This assumes there’s a mix of both health damaging attacks and weight gain attacks.
I wanted to make Health & Weight the same thing in this game, think of it as one thing where when it maxes out, that’s game over. Everything in the mansion is trying to fatten you up and make you lose your senses, so your Weight is your HP bar.
That works even better then, actually.
Also, after each chapter, maybe increase the highest weight stage by 1. Spreads out the work a little more.
I was thinking upgrades, but that works too, making it so that you’re more resilient since you’ve gotten more used to that size. I want to make the final maximum size 10 though, from Thin to BLOOOOOOOB.
We start at maximum size 5
So then we’re doing 6 chapters total I’m assuming?
Sure, though if you want to keep this short like a demo, we could just focus on doing chapter 1, and give the people access to the extra sizes via a debug mode once the current ending is reached. And if ya feel like doing more, we can go on to the next chapter.
The Prison area would be the introduction, and the Restaurant area could be the real bulk of chapter 1.
Do you plan on monetizing this or releasing it for free?
Hmmm…let’s wait until later to figure out how much it would actually be worth. Specifically from my end since we know those who want to see the weight-gain would probably want to see the character get bigger, judging from what I tend to do. You can add what you think you’re side should cost on top of how good I did with the art.
Ok, I can draw now so here’s an updated version, is this better? Anything I should change before I fill it in, probably give it some random long hair, and call it good as a placeholder image for tests.
To put it a bit bluntly, no. You can’t do it with a mouse. Almost no one can. You’re also using vector graphics. This sort of art is always done in raster graphics (for good reason).
Search for an artist. You could even put in a request on this forum if you want. It really isn’t going to get done with a mouse. Alternatively, save yourself the money (long-term) and buy a drawing tablet. There really isn’t another choice here.
How do I put up something on the Forum?
Check out other posts where people are looking for developers.
Or just find artists in certain rare posts like this.
Thank you, I’ll try to find someone who is more experienced at this type of stuff. But I’ll still try to contribute something with my art, even if it isn’t fatties. I’ll get a design for each of the characters down so that others can use it as a reference, I’ll make a variety of monsters and figure out thier patterns, including the titanic bosses, I’ll even help with a map when we get to that point. Just tell me what I can do with my current skillset & I’ll get right to it.
So a lil thing you should know about me when it comes to making these adventures, I tend to think up a grand climax of the adventure way before I get to it. And I already got an idea for how the ending could go. Would you like to hear it, and if so, is there a way to do it privately so I don’t spoil everyone else who sees this. Trust me when I say I know how to leave a final impact.
I do the same. You can send it to me as a private message if you want.
Connections with this developer has been cut because I seemed too “Immature”. So here’s what the idea was turned into in the brief time that we had to chat:
This adventure was turned into a Bullet Hell adventure that took a more level-to-level approach but still kept the mechanic where if you ever took a hit, you would gain weight. You could play as any of the 3 girls individually after the tutorial that introduced each of their skillsets was finished. Each girl would be given a unique set path through the many environments of the mansion, each filled with thier own set of enemies that would test the girls individually alongside a set of varying difficulty routes where the path you would take is dependent on your choice during a small cutscene.
Once the girls reached the end of thier adventure, they would encounter the same true final boss which desires thier mind chips to be free of this realm it’s trapped in. And through the power of gigantifycation & PLANET-SIZED WEIGHT GAIN, the enemy is defeated and the game would be won.
Regarding playstyles: The Gut girl (Lucia) would be a Sorceress who would hold a balance between both Melee & Ranged attacks, the Butt girl (Rhoncra) would be a Beserker who would strictly focus on Melee attacks with barely any Ranged attacks, then the Boob girl (a cowgirl who got turned into a cow girl) will be a Bowslinger (originally being 2 crossbows for coolness but got restricted to a boring simple bow) who strictly focuses on Ranged attacks with barely any Melee attacks.
For thier personality:
Lucia was soft, an introvert who would break into tears easily, being given a focus on colder colors. She would become frightfully nervous about her gain, becoming more panicked as her already huge gut got even bigger than what she could handle.
Rhoncra (my preferred choice) was alot more daring and a outrovert with a uncontrollable temper & go-getter mindset, being given warmer colors. She would see her gain as just extra bulk & muscle at first but would slowly realize that maybe this much gain too quickly is a lil too much.
Then the Cow Girl was the in-between, a cowgirl who held the heart of a mother but knew how to get her way with manipulative tactics, she was given a mix between cold & warm colors. She would be more allured with her gain.
That is as much of the changes as I remember.