The Ui looks awesome
Dang dude this is starting look incredibly fleshed out! i hope you arenāt driving yourself too hard for this. hereās hoping everything will turn out ok!
Eager for trying it!!!
Took a while but the party and box systems are almost in order.
Battles are also shaping up, fights will mostly consist of 3v3 though when fighting in scenario/dungeons you will have to clear multiple waves.
Iām also scrapping the idea of lessened control over the monsters for a more traditional approach, instead the player will charge their own gauge seen below and will be able to interfere with the fight with items, special commands and ultimate moves.
The 3v3 aspect reminds me of Monster Rancher EVO
Making the last few touches on the storage system (kinda like pokemon boxes)
At some point there will be separate boxes for proper organization, but for now, 1 huge box of 2000 slots.
How have I not seen this thread until now?
I really like the idea and how the UI and art are turning out (even if the UI is a little simple right now)
I do have to laugh at you mentioning thinking monster girls are ānicheā in the OP though lol. You apparently do not realize the size of the possible fanbase for this
Anyway, if you need any ideas for what kinds of monsters to include, feel free to hit me up. Iāve wanted to try designing (non-kink) Pokemon/SMT-like games with monster folks in them so Ive got like a bunch of lists of different kinds and ideas
Wow just found this, very interested! Looks like itās got a lot of potential!
OMG this looks absolutely amazing! Is the muscle/fat actually going to be visually represented on the characters though? When you have this many types of characters and views of them (both front and behind?) that seems a little unsustainable lol. Really wouldnāt want you to get burnt out
Fat is currently visually represented in 2 stages, no plans to represent extra muscle or anything currently.
Base forms are meant to be the fittest forms, As far as what you can see so far:
Normal (Base) ā Large (+50% avg weight) ā Extra Large ( +100% avg weight)
and then there are transformations which are a larger part of the combat mechanics. Currently, only stuffing is implemented but they are 4 level states (also visually represented) that modify stats temporarily. at the highest levels (4) the character will usually be unable to fight so its like an alternate KO state.
Stuffed: Inflicted by feeding and/or force-feeding.
++HP regen, +Weight, -Mobility
Inflate: Applied by abilities or spells.
++Blunt Resistance, --Pierce Resistance, At level 3: Immunity to āQuakeā type moves
there are 3 Others I havenāt planned out their effects of stat wise.
So what you get per monster in the end, should be around 60 different looks which sounds like a lot but probably isnāt as bad as you think apart from the 4th level a transformation is pretty much just a redraw of the base, like stuffing would just be the same sprite with a progressively enlarged belly. The 4th levels are the maxed out/ immobile versions which will feature unique poses.
The reason for delays is more because of other mechanics which Iāve had to build from scratch myself. By default the engine Iām using is for pretty straightforward classic jrpg style games so I have to set it up to handle things.
- Disposable party members, storage system, and easily moving them around in the party.
- Capturing enemies and converting them into a party member.
- Designing a battle system around the theme of ātransformationā
- Coming up with a semi-unique skillset for every monster (somehow the most brain-busting)
Itās better to get the Infrastructure out of the way first so that content delivery will be nice and smooth.
Sound really nice take youre time you do a great job.
One of the girls is based on a pig. Cāmon! Sheās just BEGGING for a fat variant!
Small Update
Sorry for quiet periods, Iāve been mostly posting updates on the discord, here are some things done,
Weight Gain/Loss System
Hereās the first of the more āSimulationā style elements, the game is running on its own time system as probably mentioned before, an in-game hour is around 1-2 irl minutes. In the picture above you will notice an addition to the Hud, this is where you will track the status of your monsters, the Red bar and the bar under it represent Hp and exp, to the left youāll see a green bar.
The green bar is the āenergy gaugeā it is filled through a simulated calorie conversion, when you feed a monster it fills the energy gauge, as long as the energy gauge is filled it will automatically restore a monsterās HP when outside of battle. the energy gauge comes in 3 colors,
the green represents standard energy, when overfilled the gauge will start to fill orange, as long as the gauge is orange the extra energy will be converted to weight over time.
If the gauge becomes fully blue your monsterās weight will be used to sustain functions instead.
Stomach/Digestion System
Adjacent to the last feature, when you feed a monster the stomach will be filled, different monsters will start with different capacities but itās also a trainable skill through the talent system. The stomach has a soft and hard cap. fullness is achieved at the first cap but the monster can overeat +2kg over their capacity before hitting the hard cap, being overfilled will have its pros and cons.
Digestion is the overtime reduction of the stomach fullness, as of now it only exists to cap how much a monster can consume, volume-wise but in the future digestion may take part in more mechanics.
Other stuff
Apart from that, encounters are now implemented, depending on weather/time/etc. they arenāt random and can quite easily be avoided, some are hunters and will pursue you while some are grazers and will avoid you.
These encounters will take place in āWild zonesā huge segmented maps (Monster hunter style) with persistent harvestables and at some point roaming minibosses.
Human companions which you will befriend, duel and team up with are functional but still a bit janky, Iāll maybe post some of the designs soon.
OH BOY LADS HERE WE GO
I really like how that weight gain/loss system sounds
Any thoughts on a playable version soon?
Sometime before the anniversary of the original post (I hope)
This is getting real!