Heroes on a Budget - Development Back on Track

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.

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Iā€™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 ā€œscoringā€ 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 mayorā€™s daughter in chapter 1 for instance. She will be bigger and more gluttonous the longer you take to complete the objective (assuming you didnā€™t screw it up by running out of time or picking the ā€œfailā€ 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 areaā€™s questline, regardless of outcome).

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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:

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I think Iā€™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 enemyā€™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.

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how about water + ice?

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Thatā€™s not how it works, unless you mean you want to specialize in both water and ice, because that you can do youā€™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 itā€™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.

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

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

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Not sure if Iā€™m going to make a drawing for all 7 applicable sizes, but Iā€™m making art for the measurement
taking side quest in all armor shops. Itā€™ll be a variation of the same drawing for each size. Here is the sketch of it so far (the sprite and picture were just there for the reference, they wonā€™t be there in the real drawing) This is the base thin sketch:

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Nice it reminds me of the after bath scene from a long maid vacation. Where the playable character comments on their current size and weight. A new japanese weight gain RPG from @3GPG93kDyAAWbKS on twitter - Projects - Weight Gaming.

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I was about to say that xD

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First of all, even if it is a sketch, it shows that you are still improving your drawings and that is very good. :smiley: :+1: :+1:

It would be great 7 drawings for the 7 sizes, although Iā€™m sure you would have to take some time. These kinds of projects with drawings, decisions, rolplay, etc. usually take time for that in my opinion, since apart from programming it would be to draw the characters and sprites.
In a few words, if you want to do it, do it but keep in mind that this may take a while and if you donā€™t plan to draw them, donā€™t worry, no one is going to pressure you and we all understand that this could take time. :grin: :+1:

oh and this is more a question of curiosity,
Have you thought about the names of the fighter, mage and rogue or will it remain a mystery :o? :kissing_closed_eyes: :grinning_face_with_smiling_eyes:

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Thank you.

They do have names, I revealed them when I showed off the normal weight sprites, but to save you a trip to go looking for them, Claire is the fighter, Ophelia is the Mage, and Sarah is the Rogue. I am just referring to them by class for now before the demo is out, just so Iā€™m as clear as possible when explaining things.

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Oh I understand now why they donā€™t call them by their names ,thanks for answering my question. :smiley: :+1:

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Yeah it would be cool to see in game. I always enjoy the rpg maker games that have art outside the sprites, but itā€™s obviously a time and resources sink. If @failmuseum decides to go that route that would be awesome but any art in the game is a plus imo. I wouldnā€™t want them to burn themselves out in the art department but it would be cool to see.

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Iā€™m trying not to burn myself out with the art, best things that helps is to jump around at random and draw things unrelated to each other and then eventually coming back to the area that needs more than one drawing. So, just the sketches for the other sizes will likely be used as place holders while iā€™m busy drawing other things or programming. I need to not make the same mistakes I made/am making with the CK2 mod, where I wore my drive to work on it out. This project being smaller in scope (at least in a way that prevents feature creep) should help my chances.

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Makes sense definitely donā€™t want you to burn yourself out :stuck_out_tongue_winking_eye:. Whatever you decide I will say the game seems to be shaping up nicely.

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I should mention just how much Iā€™m doing in regards to ending planning. For what Iā€™m calling the ā€œtrue endingā€ to the game (beating chapter 8. The other ending categories being, Lost Boss fight endings, Normal ending (beat chapter 7 boss, donā€™t go to 8), Bad Normal ending (lose chapter 7 boss or immobile party), and Bad True Ending lose in chapter 8 either by boss or by getting too big).

I have to plan these endings out in advance so I can easily program in the requirements as I go. So far Warrior has 9 potential endings for the True Ending, Mage has 3 so far, and Rogue has a lot but I havenā€™t counted them yet. The endings are governed by the weight of the character and the actions you took during the game (weight is put into groups to make it easier, but each ending will have different dialogue or text based on the exact weights. Thin and Pudgy are bracket 1, chubby and fat are bracket 2, very fat, obese, and morbidly obese are bracket 3, and the remaining weights are bracket 4).

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Progress on the sketches for the measurement event. Iā€™m at size 5 of seven. First picture is the finished size 5, and the second is the progression from 1 to 5. the jumps between 6 and 7 will be much larger. EDIT: They are all sketched out now, Iā€™ll show them off in the next post I have something to share.

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I made three new jobs, and Iā€™ve changed how payouts are handled now.

First is how the money is given to the player. When you work, the money is not just given to the player anymore, it is given to you the following morning instead. The exceptions would be for some unique ā€œjobsā€ like giving your measurements to the armor shops, those will pay upfront instead of at the end of the day.

First is for chapter 1,2,4 and 5 only and that is lumber jacking for the warrior. These are only chapters with a significant amount of trees that are good for lumber so this job will only be available here. It pays better than the standard fare (75G instead of 50G), but the work is more labor intensive, so the warrior will lose 200 Hp each time they do it. So you need to make the call if the extra money is worth needing more healing.

Second job is for the Rogue, itā€™s a simple maid job at the inn at night, 50G. However, the Rogue has an aversion to honest work, so it will drain her MP a bit when doing this. The more honest the work, the more MP that is drained. So later when the entertainer job is available, that wonā€™t cost much MP, but a maid job will cost quite a bit. Why Iā€™m adding this is due to how the Rogueā€™s endings are influenced mostly by two factors outside of her weight, did she commit a crime, and did you ever get caught committing a crime? So itā€™s pushing the player to play according to the Rogueā€™s character, and rewarding them for not taking the easier route. Plus, theft will payout better than her other jobs, so thatā€™s another incentive to do it.

Finally, I got another job for the mage, itā€™s in the magic academy (the place where you learn spells). There will be another mage trying to make a weight loss potion (they wonā€™t succeed, at least not during the game, maybe in an ending for Ophelia). Ophelia can get paid to test out the potion, but it will result in her gaining weight when trying it. The sudden weight gain will damage Ophelia, so it also will cause 100HP in damage. It pays better than the standard potion job (75G instead of 50G). I am open to more suggestions for the magic academy, since itā€™s the magic location I have less restrictions with what kind of content can be there. Just remember that only Ophelia can enter the academy, with only once exception. Iā€™ll have a portal to the academy in the adventure field that leads to the room where you can pay to fight previous chapterā€™s enemies if you need to grind before you can handle the current chapter.


Here is the max size sketch for the measuring quest, as well as the progression (all the layers turned on at once). On the max size one, the stomach is bare but the chest and arms are still covered by the underarmor. I just didnā€™t shade it right.

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