Heroes on a Budget - Development Back on Track

Yeah it looks good, I definitely get the I’m stuck and not happy about it vibe. Id say the other one to me felt as if they had given up after being stuck for awhile. Other then that the new one is more aesthetically pleasing to me, great job.

5 Likes

Thinking about it then, maybe if I touch up the other one a bit, I can use both and do a one frame “animation” when/if this happens and the rogue can’t get unstuck.

5 Likes

Yeah that could work that was how I saw the first frame anyway :stuck_out_tongue:.

4 Likes

10 Likes

I decided today was an art day, and I also made an edit to an existing enemy picture. I have no idea what I’m going to use it for, but it will be used somewhere. I give you, the Chubbubus (and the original):
Succubus
Succubus Chubby

I did this to see how difficult it was to make minor adjustments to existing enemy images. Found out it’s absolutely doable.

13 Likes

Two things. First, made another succubus edit. For this one I made just about everything about her chubbier and changed her expression to that of embarrassment. Now her wings’ top part, tail, the heart on the tail, and the bottom section of her horns are all chubbier/rounder to go along with the body. I also changed the heart decals on her wings to drumsticks. This is probably going to be an optional boss fight character you can meet in every chapter, rather than a single enemy. If I add succubus as normal enemies, I’ll probably change the hue on them, the main coloration will be for a character. I might make one more stage, but I haven’t decided yet.
Succubus Chubby  Fat

Second thing is now that I’m starting to add quests to the game, I think I should go over the subject matter and writing style of the game. Main thing is that this game will be focused pretty much exclusively on weight gain and sometimes stuffing. My do’s and don’ts when it comes to content pretty much line up with the Currently Unnamed Stuffing RPG The currently unamed stuffing rpg. Read the first post for specifics. The other thing I wanted to talk about is how humor will be handled. For the most part, when ever I make an attempt at humor it will be likely to fall in one these three categories: something trying to be witty, situational based, or some form of dry humor. One of my biggest pet peeves is referential humor that has no subtlety whatsoever (at least when the rest of the game’s tone is trying to be semi serious or straight forward). I will likely make references to other things in the game, but I’m going to make sure that they are done in a manner that isn’t disruptive. It will usually only be lines of dialogue that still fit the context of the game, that way those that get the reference will know what I’m talking about and those that don’t won’t even know anything was being referenced.

EDIT: Oh yeah, I forgot about what I’m doing with the sort of adult content. Cursing will be in the game but only in small doses and most likely the most severe word in there will be “damn”. I don’t have a problem with cursing, I just find it uncomfortable to read most of the time. Sometimes it feels like a
writing crutch so I want to avoid it when possible. For sexual content, odds are it will only have nudity from the waste up (only exposed chests will be visible when nude, and nudity will be limited to the max weight size, at least when it comes to sprites. I may do more nudity in art, but it still will only be the chest). Sex itself will only be use sparingly and only implied, nothing shown. The reason is I just don’t feel that intense sexual content really fits into this game that well.

Edit 2, couldn’t help myself:
Succubus Very Fat
These are available for anyone to use in the stuffing rpg’s discord. Look in the sprite donation channel.

13 Likes

Started working on my first enemy, an optional boss (because its for a side quest), a plant that has the ability to force feed people with its sap. It does have an attack that will cause weight gain, but it will only use it rarely and it will be one of the very few enemies that cause weight gain during battle. Since managing weight is key to the game, only handful of enemies will be given this ability. I’ll be drawing my own art for this one, but for now and probably for the demo it will just use the RPG maker MV plant asset. I will likely give this boss fight a bad ending if you lose to it since the weight gain mechanic is involved in the fight. Speaking of bad endings, I intend to have one for each boss fight that is involved in the main quest or the main chapter quest as well as a few others like this one. I’m thinking of adding an ending viewer to the game, but due to how it’s meant for repeat playthroughs, you can only really see so many endings that could have gotten on your “path”. So I’m thinking of giving out codes after each ending cutscene. type it in at the ending viewer area and you can see it at anytime. I have to pay for the plugin that stores data outside of save files, so unless/when I get that, its either this, unlock all endings at the end of playthrough (pretty much negating a large reason to play it again), or no ending/cutscene viewer.

7 Likes

I’ve decided to not have most enemies drop money after defeat. I don’t want the jobs to fall off in usefulness as the game goes on and it’ll be too difficult to balance enemies dropping money in just small enough amounts to keep town jobs worth it. In each chapter, however, there will be a monster that drops an item that someone in town is willing to pay money for (with the probable exception of chapter 8, since that one will have the largest differences of all of the chapters). For the most part, I want XP to come from slaying monsters and gold to come from spending time in town, quests and a choice few monsters.

The succubus character will be a part of a side quest in chapter 1. Depending on your choice here, your relationship will change with this character for the rest of the game. Spoilers for the general idea for the succubus quest. Not doing the quest will cause the succubus to only appear as a side character with no real noteworthy content (she’ll slowly get fat over the course of the game). Choosing to step aside and let her leave will give a similar relation with her as not doing the quest, but she will recognize you in dialogue. You could choose to have the rogue enter a sort of relationship with her, giving a new activity for the rogue at night. At the cost of HP and MP the rogue will permanently gain magic defense each time she sleeps with her (succubus will gain weight from the “energy” the more you do it). Choosing to fight her will cause her to be a solo miniboss fight for the Rogue once every chapter. Losing the fight will have the succubus transfer her excess energy into the Rogue, causing the rouge to gain weight, and the succubus to lose weight. Winning gives you XP, money and the Succubus will gain weight with each victory.With the personality traits I’m giving the characters the rogue will almost certainly have the most sexual content. She’s more self interested than the other two, and is only on this quest out of obligation, self preservation and to get a pardon for previous crimes. So her taking interest in fun distractions is more in her character than the others. The warrior is more virtuous and fairly religious (I have worked out quite a bit of the faith’s lore out, so it’s not generic vaguely Catholic religion), and the mage is more pragmatic and focused on the bigger picture of stopping the crisis.

I came up with a few general activities for the warrior to do during the day. First is a standard job at the weapon shop, nothing special, just pays out money. Another is to spend time at the church to gain a better spiritual understanding (fancy way of saying spend time and MP to permanently raise her magic defense since I made it rather poor). Finally for the warrior, similar to Vale City, you can be paid to have your measurements taken at the armor store every time she goes up a weight size until she can’t go into the adventure field anymore.

For the Mage, I gave her a place to work at the potion shop for her standard job (at least for this chapter). For the Rouge’s standard job that isn’t theft, I’m thinking of making it something to do with the inn, being a bartender, or “entertainer” depending on the chapter.

Need some ideas for small side quests for the forest town, they can be fetish related or not (So far I’ve got 4. Two are fetish related, one is the lumberjack one, and the fourth is related to the succubus character).

8 Likes

maybe a foraging sidequest, something akin to collecting mushrooms based on a description and collecting the wrong ones could cause some debuffs for the following day

4 Likes

Damn, how do you do it? I’m already more hyped for this game than I am for most “official” games by big name studios, but with like every post you make my expectations just keep rising.

As for side quest ideas, since it’s a forest town, I’d guess there could be some trouble with monsters and such sneaking in by using the shrubbery as cover. As a solution, a side quest could be something like:
A: Helping thin out the trees and bushes around the town’s outskirts to make sneaking in more difficult.
B: Helping build something like a sturdy fence or a wall around the town.
C: Both.

This could just be a regular quest, but could also work as a fetish one if monsters try to impede the work in a more subtle way than just wrecking things. Something like: imps, evil fairies or the like putting alcohol in the workers’ water supply. Or maybe sneaking sap from the monster plant mentioned before into their food.

Of course, an alternative is that the monster prevention plan was going on before the heroes showed up, and they instead get hired to get rid of the “Mastermind Monster” that leads the other monsters and organizes the disturbances.

3 Likes

I hope I can manage to meet those expectations. I might not have the monsters harassing the town itself, but I did make the town pretty isolated and not produce much of anything besides lumber. So I could make it so that something is attacking the trade caravans for the supplies they bring into town. I think this and @SirBunnyMan’s ideas will work. Thanks :slightly_smiling_face:.

2 Likes

Now I’ll be starting to add food healing items and equipment. So far what’s in the game are apples, tomatoes, and bread. Apples and Tomatoes are going to be 2 of the 4 healing items that don’t cause weight gain (the others being healing tonics and magic potions, full restores on HP or MP respectively). They are the cheapest healing items to buy on paper, but efficiency wise they are a joke. They only heal 50 HP (tomato) and 20 MP (apple) for 10G, meanwhile bread heals 100 HP for 15G, but it causes the user to gain 1 lb. So these two items will only have any viability during chapter 1 and with extremely efficient play if you are going for the ending where everyone is thin (effectively the hard mode).

I am also adding a fun accessory item as a reward for completing any chapter that is related to group the main antagonist in chapter 1 is a part of (3 times, once for each party member I’m thinking). If equipped, whenever that character eats consumable food items that cause weight gain, they will restore 20 extra HP and gain 5XP + (weight gain from food item * 2XP) but at the cost of gaining 1 additional lb.

5 Likes

Any thought about items or code unlocks for subsequent play throughs. I know your not looking to water down the replayability or other endings. Not sure if that is your intention with the reward items at the end of chapters. Depending on the difficulty it might be something that is worth it.

2 Likes

I’m thinking about adding codes that simply give out money or experience depending on your ending on previous runs. Not a crazy amount since if I do that, some of the lower “scoring” endings will actually become harder to achieve than the mid tier endings (basically the chance of getting endings or quest outcomes that require the player to do poorly or slowly will become more difficult to pull off).

This is doubly so because I want some quest outcomes to be based off of how long it takes to complete the objective. Take the mayor’s daughter in chapter 1 for instance. She will be bigger and more gluttonous the longer you take to complete the objective (assuming you didn’t screw it up by running out of time or picking the “fail” option. The failure option still counts as solving the local problem though, all that needs to be done to unlock chapter 8 is to finish each area’s questline, regardless of outcome).

2 Likes

Interesting yeah I look forward to seeing it in action. The concept and what your structuring your chapters and characters around sound good. Good luck to yeah :smiley:

2 Likes

I think I’ve got something interesting for the mage character, with how her magic progression will work. Unlike the other heroes, she for the most part will not be getting new spells by leveling up. She will learn the most basic fire, water, earth, and air spells at level 5 and then that is it, no more spells from leveling. Instead, I was thinking of making a magic school for her that exists in a pocket dimension, so she can access it in any chapter. She can spend time their studying an element of your choice, earning xp in that element. After getting enough xp for an element, she can spend it on getting a new spell of that element. Each element has a sub spell type/element that costs more xp to learn a spell for. That sub element will have less spells, but they will generally fill a more specialized role. Here is the chart for the elements and their sub types.

Fire/Attack buffing spells
Water/Ice
Earth/Defense buffing spells
Wind/Shock

Each element beyond the typical elemental weaknesses, will fill a specialized role:

Fire- Standard magic attack with chance of burn
Water- Very weak damaging magic that makes targets wet
Ice- Strong magic attack with no status effect potential
Earth- Standard magic attack, but will check the enemy’s physical defense instead of magic defense
Wind- Weak magic with a focus on spells that hit multiple targets at once
Shock- Pretty weak magic, but when used on a wet target will do more magic damage than the others.
Buffing spells for fire and earth are self explanatory.

You will not be able to learn every spell on a single playthrough, you need to pick and choose which
elements you want and how much to invest in each. Snacks will be offered when studying, accepting
will cause the mage to gain weight but also increase how much xp she gets from studying.

I wanted to give the mage the most player choice when it came to how to play them because they will always be in the party.

5 Likes

how about water + ice?

4 Likes

That’s not how it works, unless you mean you want to specialize in both water and ice, because that you can do you’ll just need to study water every chance you get. You chose to learn an element; Fire, Water, Earth, or Air. Each of those primary elements, have a sub element, you can chose to put the xp for that element into either the primary element (water in this case) or the secondary one (ice in this case). The secondary element costs more xp and has less spells than it’s primary element, but are generally more specialized. If you want water and ice magic at the same time, you can, you just need to study the water element a lot.

You could spread your self as thinly between the elements as you want or you can specialize however much you want.

1 Like

I mean use Ice magic on wet target, EBF (Epic Battle Fantasy) got some element combo, like “wet” make someone weak at shock and ice, you can play newest EBF5 and Learning some good element gamplay.

4 Likes

Not a bad idea, I think I’ll do that actually :slightly_smiling_face: Probably won’t make it do as much damage as shock + wet, but maybe I’ll make it inflict a frostbite status effect.

2 Likes