Game idea Page for "The Mansio-O Sin" / A normal RPG Adventure with additional WG Elements / Currently being worked on

I got how I was wanted the main 3 girls to look figured out, with Lucia & Rhoncra getting 2 outfits due to them meeting the ghosts of old warriors who got trapped in the mansion and having thier outfits fuse with the girls alongside thier weapons getting passed on. While Tekolay only has the 1 look for now who just stole her weapon during her break out.

Here are the images:


Lucia: Normal Outfit


Lucia: Sorcerer Outfit


Rhoncra: Normal Outfit


Rhoncra: Beserker Outfit


Tekolay

Lucia was built as a soft & shy introvert who just got broke up for some stupid reason, and came to the Mansion within its Restaurant look hoping to calm down. She is the 1st one to break free within the story.

Rhoncra was built as a Hyperactive & strong Outrovert who has built up her muscles through many years and the gym but got lured to the Mansion within its Casino look due to some gambling addiction, and even though she got the jackpot, she got captured before she got out. She was the 2nd to break out, and even if she got a bit more plumped out compared to Lucia who didn’t get a shred of fat, her muscles were still strong enough to break the machine and smash the door open once the sleeping gas was turned off, AND SHE’S PISSED SINCE THE MONEY IS FAKE!

Then with Tekolay, she was built to be the in-between of Lucia & Rhoncra with color and personality, being deceptively cruel but with the heart of a mother. She is actually a normal cowgirl who got lured to the Mansion because of a order of Milk and during her initial escape, she fell into the labs and got her dna mixed up, becoming a Cow-Girl and getting recaptured. She would be the 3rd to escape, having her own section to beat up some gaurds before meeting up with Lucia & Rhoncra.

Lucia will have both kinds of attacks but will mainly be the assist. Her expansion focus is her BELLY.
Her expansion special attack is a Protective Coat that stops all damage, the bigger gut adding in knockback to return all attacks back towards the enemy.

Rhoncra will be primarily focused on Melee Attacks, dealing alot of damage quickly and in the face. Her expansion focus is on the BUTT.
Her expansion special is the BUTT DASH, the extra booty causing gravity to crash her down and cause a shockwave.

Then with Tekolay, she’ll focus on keeping her distance and shooting her foes down with Ranged Attacks, and probably have some way to lure others closer to the front. Her expansion focus is on the…breasts, I’m not a fan of that one but I included it for those who are into it.
Her expansion special is the shield piercing TIIIIIT LAAAAZZZEEEERRR!!! extra boob means health spread for the team via extra milk, eugh.

That should be everything for the 1st 3 planned playable Girls, what do you guys/gals think.

Note: don’t expect ME to draw them fat, because I have no experience within the catalog. But I did leave that task to someone who is more experienced and was willing to do it, though they don’t talk much due to how busy they are. Though if I were to take some inspiration, I think Dobemaryu (the artist for Obesity Appraisal Dungeon) would be my choice, though I don’t know how to do a 10 stage sequence within that style correctly.

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Far as I remember that game didn’t have art at all, are you thinking of something else?

Did you not notice the face pictures of the 2 girl characters, that was thier work.
I personally would’ve wanted to see the full character image.

Here’s a small update to how progress is going on the project:

While the intro area is planned to unlock Lucia, Rhoncra, & Tekolay as an immediate trio you’ll get to use throughout the entire adventure. I have planned and finished the designs for 3 more playable characters who will NOT be human in species or hold any connection other than looking humanoid and will be unlocked as we progress through the story. To give ya a tease to what battle class they’ll specialize in, I’m planning to add a Gunner, a Sentinel (those people who use a super long stick as a weapon), and a Samurai. I’ll try to not describe anything else to keep these hidden. Hope I just got ya excited to see them revealed, it’ll be a while before I do.
Have a great day or night everyone.
I’ll see ya again once I wrap up the Tutorial Area.

(Really nervous about asking this)
(I’m putting this here as I don’t want to put out another pointless post that just ends up feeling like wasted space)
(Breathe in…breathe out)
I don’t know if this is a good idea to ask, and it is pretty late so I might not be thinking correctly. BUT, is there anyone here who knows how RPG Maker MZ should work and can help me with sorting out the ideas in my head revolving around this game. I just think I need someone to communicate with in private (to avoid just throwing out RANDOM SPOILERS about the game idea into the public until it’s ready to properly present) and try to figure out how much I should do, how I should do certain things, and just…try to understand the RPG Maker before I get it myself…if its price gets lowered enough in the 1st place…maybe try to sort out the good ideas from the bad ones.
So far the game will be mostly making use of custom drawings (made by yours truly with fat art coming from someone else) with non of that pixaly stuff since I don’t work with pixal art and figure I would need to know that to work with it, and I don’t want to pay unnecessary money to get this game going…
But now I’m wondering, what the obstacle events should be like and how I’m gonna make that work without doing too much and …

Is there someone who knows RPGMaker MZ that I can share ideas with in private? I think I just want someone that I can comfortably talk with, and the fatty artist is too busy with thier own stuff to talk as often as I do, and when it comes to me making stuff, I love to share, I just don’t want to spoil anything until the respective chapter is complete.

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NEW IDEA!!! well…actually it may actually be an “INSPIRED IDEA”, but NEW IDEA REGARDLESS!!! And with this one, I feel like I should get some thoughts from the community on whether I should keep it in or not, or if it’s even possible.

So, within this game, the basic enemies can be linked up with one of many Attack Types that can range from Shockwaves, Missles, Lane Slash, Ect…
So far, every single one has been given the ability to BE DODGED with the use of the grid, figuring out the enemies you’re fighting and getting the know on thier patterns so you can dodge it accordingly.
BUT there is one attack type that is used to introduce you to the original RPG formula before expanding outwards into the other types. This 1 is called “Auto-Lock”, they work like a normal RPG where you are not able to dodge the attack no matter what you do nor where you are. And there will also be times when an enemy can bring in unpredictable field nukes.

I bet they could get pretty annoying to have to constantly deal with, so here’s the solution.

After Area 2 is complete, someone will knock the idea into your skulls to actually USE the weapons you got to COUNTER these unavoidable moves.

Characters like Lucia can spin thier staff to reflect attacks back into the opponent. They’ll be given a self-regenerative bar to show how much they keep that shield up before getting tired and being left exposed to damage for the rest of the attack.

Characters like Rhoncra can use thier mighty STRONG weapons to completely halt ANY ATTACK, no matter how big it is. Though they’ll need to get it in pretty close since they can’t hold that gaurd like the staff weilders can, it’s a up-close SLAM.

Characters like Tekolay can use thier Ranged weapons like bows or guns to shoot down the incoming attack before it reaches them. The plan is to aim thier recticle with a mouse and have it flash upon touching an incoming (mainly yellow) target so you can tell what to shoot, then press and a quick shot will take them down.

The 3 characters can be targeted separately so you can just focus on using one button, but when all 3 are being targeted, you can hold down all 3 of thier counter buttons to fire a NOVA-SHOT that tears through any projectile in its way, and can be used to tear into the HP of certain bosses once they’re weakened.

And about the buttons:
The Blue Character uses A
The Red Character uses W
The Yellow Character uses D
Each character will have thier Character color glow below them so you can tell whose in whose slot.

So what do ya’ll think? Would this be a good idea to implement into Area 3 and onwards, CAN IT BE DONE!? (On RPG Maker MZ I mean, I probably should’ve specified).
I personally think that this would be chaotic and fun.

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I finally got RPGMaker and decided to start working on creating a completely explorable map of the Mansion. Which was a part of my original plan for this idea. Now that I’m here, I realize how limiting these tools truly are, I also experienced my first invisible wall bug in a sub area I had to completely REDO because of it.
Here’s the 1st look:

This will be your safe space from all the threats of the Mansion, a hub that’ll take you to the 1st arrival gates of just about every “world” I’ve planned for this adventure. The few it can’t reach are just too far out of the way, but can be reached via portals that’ll only pop up once you reach said location.
Now with that said, only 2 questions linger on my mind:
How am I gonna do the Restaurant???
&
What music (any kind that won’t get me in trouble) should I use for the Prison and the Restaurant?

About the Restaurant, I’m thinking I can include some volcanic elements as it’ll be the fire elemental area…but how am I supposed to make that a complete “World”??

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Oh and about the character sprites. I honestly tried my best but this is the best I could do, with Lucia, Rhoncra, & Tekolay specifically, the other 3 are still being hidden.



If anyone wants to help with getting some more accurate sprite art for the characters, that would be greatly appreciated. But I would suggest waiting on that for now because I’m still nervous about how I should do the 1st 2 “Worlds”. Also, does anyone know how people implement different weight stages into these rpgs, between calling full character images whenever I need them and how to link up the 10 planned stages to the HP bar.
I’m slowly learning the more normal stuff as I go along via typing in information I need when I need to know something, but I feel like anything related to weight gain will be alot harder or impossible to look up myself.

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Actually, there’s a good question. How do others implement Weight Gain into thier games and make it so the art changes when the character passes a certain threshold?
Can anyone explain how I can replicate it in RPGMaker MZ?

Once I get a good start going by getting the Prison Map drawn down, the next goal will be to figure out how to implement Weight Gain into the characters, and then it’s onto figuring out how to get the battle system to work, which might not be as ambitious as I fantasize it to be.

And then once the formula is down, it’s onward to figuring out “World 1”.

There are so many different ways to do it, really you can take your own approach do what you want, for me what comes to mind is much of the art assets for scenes between traveling fighting and what not. I think for me one of the more interesting off label uses of rpgmaker was Idol Maker: Refined Palette , failmuseum always impress me with his ability to shoehorn any game into rpgmaker.

Theres what the tool or game eninge is built to do, and ther is what you can make the tool/game engine do for you, i think idol maker is a good example of this.

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way I typically do it (though I use MV, but it should be the same) is to use a conditional branch on an event that gets triggered often (examples: One game I made had weight get updated on every load transition by using a common event after using “transfer player” in a normal map event, like a door or something. Other way I did it was to have a common event at play at the end of every in game day that calculated a ton of stuff, but also handled the weight gain calculations.)

I normally tied my weight gain system to two variables. One variable is the actual weight itself, and the other was “weight level”. I used the Weight level for 99% of the checks for the player’s weight. Basically, weight level is used as a quick and easy way to remember how heavy the player is, vs having to memorize the literal weight they need to be for things like art updates or event checks.

Example, let’s say my character is 175 pounds (this is the weight variable), this would make her weight stage 3/10 in this hypothetical game for the purposes of art and dialogue checks (this is the weight level variable).

make an event somewhere that makes sense for the weight level to be calculated, and use a series of conditional branches to set what range of “weight variable” is needed for each “weight level”. Since rpg maker doesn’t do “AND” statements for conditional branches, you’ll need to put conditional branches inside of conditional branches to make it work for all but the first and last weight stages (those you can just use a single greater or less than conditional branch). Example:

"Conditional branch: weight >= 175
Conditional branch: weight < 225
set variable Weight Level to 3

Conditional branch: weight >= 225
Conditional branch: weight < 275
set variable Weight Level to 4" (etc.)

(you want a full event page dedicated to doing these checks, a common event is ideal.)

As for how to handle art changes, you just need to use the “change actor image” command in a conditional branch checking for your weight level/weight, and assign the sprites accordingly.

Retrac i would just take your time, slowly learning all the different systems and tools rpgmaker has to offer, then come back to what failmuseum said and it will probably make more sense.

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So, I just got the Weight Gain to work with both Overworld Travel & battles. So now I present a question for the battles.
Do ya’ll think that presenting the full image wg swap when you pass the HP threshold will be too distracting or would you like to see the full model swap during battle?

And before I forget, does anyone here know how to do spriteart pretty well?
If so then would you like to help out? Mainly with the character art to RPG model designs, I couldn’t get the right material from the character creator to get the characters to look how they’re supposed to so I would appreciate it if someone can help out with the characters in spriteart form. Just the overworld travel, not the battles, unless you want to. And when it comes to the main 6 and their WG, for overworld sprites, I only request the 5 odd number stages out of the 10 once thier drawing art is done.
Or maybe I should’ve asked where a good place to do so would be If I wanted to try to do it myself?
…actually no…I don’t think I would get the feel of the higher weights correctly? (Just wait until the first build is out and then if nobody is interested then oh well)