Mulling over ideas for a WG Rogue like... thing. Need some help deciding on exactly what I want to do.

No problem, seeing new ideas is why I posted this to begin with.

Currently, I’m thinking about doing a fairly simple cycle system to just get development going. So, any character you get would go through a pretty standard routine with random events in between. The routine and events would be built so that elements of the character, as well as your own influence would be relevant towards making the character fatter. I also want to implement them in a way that makes the events a bit more active, but that’s something I still need to think of.

I’m already thinking about making the host’s money relevant, the only issue with the idea of putting money into the town is that I want towns to be somewhat random as well, but If I feel like it’s a good trade off, I might consider an element like that.

Oh I forgot on my post that maybe using Twine could be an option, as you can add images and set up how the text will flow.
Quest is also a good option, but be prepared for possible crashes and having the game not be too long (due to some of the text games being timed for some reason).

I suggest looking at Gaining Perspective and Fatty Text Adventure (warning though the Fatty Text Adventure was done on Adobe so you browser may not be able to play it).

I’ve tried working in quest before, and I don’t think it would go over very well. I can just imagine it being a nightmare. Besides, I don’t need the stuff that it provides. As for twine, I haven’t played around with it enough to know if it supports the kind of randomness I want.

As for the two games, I’ve played both. Good stuff in their own way, but not sure if it’ll end up helping me achieve what I’m looking for.

Ha! What a coincidence, I’ve been fiddling with exactly the same thing. I took a lot of influence from Trap Quest and wanted to focus on something rather similar, but with more of an inflation / weight gain kick.

It’s early days, but I’m kinda’ happy with how it’s working now architecturally. It’s still light on content, but I’ve got the background built. As much as I’m focusing on WG/Inflation for the main character, I’d like there to be secondary interactions with one or two NPCs per level that you can grow in different ways.

As for preexisting engines, there are a whole bunch completely dedicated to roguelikes. /r/roguelikedev on reddit is pretty awesome and I think the space for interesting interactions is underutilized. With a focus on the main player doing the weight gain I think you might lose out on some of the benefits to the Roguelike formula, but it could still work.

Sound really well thought out though I’m sad to hear male WG is off the table. Maybe NonBinary would be an option to widen the audience a bit?

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Unfortunately no. It’s less of me having a problem with it and more being that there’s no way I’d have the motivation to develop it and write it in. If someone would, say, be willing to edit all the content to work for males, I’d have no issues putting it in the game, but I would never be willing to do it myself.

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Alright, so, I finished up writing a overall concept for the game and how it would work overall, 'cause I think some people were getting the wrong idea about exactly what I had in mind. That makes sense, given that I wasn’t too specific in the first place. So, hopefully this will clear some things up.

Though, before that, I’d like to note that this wouldn’t necessarily be a dungeon crawler. Based on what some people here are saying, I think that could also be an interesting concept, and if what I have in mind doesn’t pan out, I might to that. However, it’s just not what I’m thinking about right now. I want to try making something more simple.

Also, I’ll be attaching this to the OP just to make it more visible in the future without making the OP gigantic.

So, without further ado, here’s a more detailed idea of the concept:

Concept

Player controls a magical amulet that has laid dormant for decades. Its power has been drained; however, it may be regained by making women fatter. The player then moves from one host to another, fattening each one as much as possible.

Setting

The game’s world is a near-modern fantasy world. This makes magic items fairly well known, but somewhat uncommon. This is what makes it possible for the host to realize what the amulet does. I’ll be building out the world and the story more once the game’s basic mechanics are built, but this should be enough to get the basic idea for now.

Primary Gameplay Loop

Each “run” of the game starts with a randomly generated girl who purchases the amulet. After this, the game cycles through a day’s events for that girl. The cycle goes like this:

Early Morning → Breakfast → Late Afternoon → Lunch → Early Afternoon → Late Afternoon → Dinner → Evening → Nighttime

During each time point, certain events can occur depending on various attributes that the host can have, such as their job, residential area, and more. Most of these events will allow for some sort of player input, wherein resources can be expended to nudge the host towards gaining more weight.

Event Specifications

All events in the game will work in much the same way. The game will check all events to see which event should be picked based on the conditions for that event. Then, the description of the event will display, the player will choose an option if given one, then a result will display, and effects will be distributed. These events draw conditions from the amulet’s traits, the host’s traits, the host’s statistics and the town’s traits.

The conditions for events include:

  • Time. The time the event can take place.
  • Boolean conditions. Basically, any condition that must be true for the event to occur. For example, in order for a buffet event to occur, the host must live near a buffet.
  • Chance conditions. These conditions make the event even more likely to occur. Each one of these conditions that the host meets adds a weight of 1 onto the event. All events start at a weight of 1, up to some maximum (to make sure events don’t get stale)
  • Anti-redunancy. To make absolutely sure things don’t get too stale, events will have a condition that reduces the weight of the condition by 1 every time that stat is picked. When it is not picked, 1 weight is restored. Note: for certain events that should be incredibly common (like meals), this can be disabled.

Host Statistics

Primary:

Stomach – Stomach’s capacity. Eating beyond this limit to some amount will cause the host’s stomach to burst. This may seem easy to avoid, but a host can accidently go beyond their limits depending on what you do to them, particularly if their gluttony is too high.

Suspicion – The Host’s suspicion of you. If this reaches 100, the host will get rid of the amulet, forcing you to move to a new host and ending the run.

Weight – The host’s weight. Simple enough. The fatter they get, the higher this goes.

Wealth – The host’s current wealth. This is essentially a currency that is lost upon ending a run. Will this, a host can buy more food and other such helpful things.

Secondary:

Appetite – The host’s appetite. This is different from gluttony in that it determines how much the host has to eat before they’re satisfied. For example, a host with high appetite may feel like they’re starving even though they’ve eaten enough for a normal person.

Digestion – Effect’s a host’s rate of digestion, which makes them able to eat more food sooner.

Energy – Host’s available energy to perform actions. As this goes down, they become lazier and lazier

Fitness – How fit the host is. This can determine factors like how much weight a host loses when going to the gym, and when they hit immobility.

Gluttony – A host’s willingness to eat more food.

Happiness – How happy the host is. Low values tend to cause hosts to be more suspicious of the amulet.

Hygiene – How clean the host keeps themselves. This is mostly for flavor to create slop scenarios. Will make this a togglable thing.

Metabolism – How easily the host gains or loses weight.

It should be noted that later on I want to make a more detailed account of the host’s size, like calculating size of individual body parts, as well as weight distribution. However, that’s something I’m going to focus on later.

Host Traits

Traits that determine who the host is and what events are going to appear. Each trait is rated depending on how beneficial it is to make the host fat. I might make sure that the host’s traits total 0, but I’m not 100% sure. That’s a question for game balancing. Examples of these traits include:

Aristocrat – Host starts with increased wealth.

Natural Slob – Host starts with lower hygiene

Baker – Host works at a bakery.

Hobbit-minded – Host has a high chance to eat meals outside of the normal mealtimes

Second stomach for sweets – Host’s stomach will fill less from eating sweets.

Cat nap – Host’s feline race makes them more likely to take naps, thus digesting food faster.

You may have noticed that the last example mentions races. Since this is a type of fantasy world, there are races besides humans. A host’s race is determined as their first trait, which sets their base statistics. After that, further traits modify them more. I’m not sure what races I’m going to have yet, but it should be noted that they won’t be “furry.” I don’t mind furry, but I don’t have any intention to write descriptions of it either.

Another thing worth noting is that traits can be added or removed after the host’s generation. This is through performing certain actions that causes major changes in the host’s life. This could include the host losing their job or it could be the host being nudged towards a very different lifestyle. In many cases, these changes are quite hard to make, but they can lead to discarding traits that prevent weight gain in favor of traits that aid it.

Towns

In addition to the host’s traits, the town they live in is a vital part of the game. I might make a set number of towns and randomize which one you get instead of randomly generating them in order to build a more coherent world. However, regardless of what I do with that, each town will have it’s own set of traits that solely determine different events that can occur. Most of these traits simply detail what places exist in the town, like gyms, buffets, cake shops, ect. Though, some traits detail the town’s overall mindset towards certain things that create unique events.

The Amulet

And of course, finally, there’s the player character. The amulet is the only part of the game that the player has direct effect on, and through it, they can make changes to the host’s life. This is done through passive and active skills that the amulet has. At the start of the game, the player character only has a few skills available, such as the ability to nudge the host into eating a bit more. As the amulet makes it’s host fatter, it will accumulate power, and that power can be spent on more skills. I still need to hammer out the details of exactly what skills will be available, but this is a pretty important part of the game, since it’s the main source of player interaction.

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There’s a lot here that is really interesting. I will admit, though, I’m not a fan of bursting. Are there any plans to add an option to disable that particular feature, if desired?

Yeah, just like the slob thing I noted, I have no issues with adding an option to disable it. I would probably do some sort of “they passed out and died” sort of thing, or maybe just gravely injured if people don’t want the death. It’s one of my two failure states, so I can’t just remove it completely. I can make it more palatable for the people that don’t want it. Same goes for the slob stuff I’m thinking about. Though, that’s a lot easier to disable completely.

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Hmm maybe the hygiene could be a situation where if the host is smelly or slobbish that certain places won’t allow you in. This could mean that places like gyms may turn you down over hygiene and may limit avenues for the host to find ways to lose weight, however this will also mean that the better restaurants won’t allow you in as well (could even be applied to potential partners if you are too gross to approach with).
Another idea perhaps for the fail state (if popping is too gruesome) is like what you said where they fall down and pass out but that when the medical team approaches they have to remove some of the clothing and objects the host is wearing (thinking it is a heart attack or choking), and the amulet has to be removed due to it being in the way.

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I was already planning on doing stuff like that in terms of the Hygiene stuff. As for the fail state, yeah, I’ll have to think about that stuff.

Just a thought:

Another solution may be simply to keep a short list of events that have recently been used and eliminate them (or down-weight them) from the possible selections on a first pass. When an event is chosen it is added to the head of the list and the oldest dropped off the end if the list is full. If no events are left to chose from after eliminating the recently chosen ones, then select again from the full list of possible selections.

I just have a feeling that mutating the list of events itself to change the weights may be a fragile approach. It also has the advantage that the list of events doesn’t need to be part of the story state as it remains immutable. This would also mean that a new release can just contain a new/bigger list of events that remain compatible with old saves if you keep the events out of the story state, and initialise them on start up.

The plan is to down-weight them. The implementation may work differently than I described, but the point remains the same. I don’t want to completely eliminate them because I do want the same even to be able to have multiple times without having to go through all of them, but I don’t want it to constantly happen.

Regardless, thanks for the other idea of how to do it. I’m not 100% sure how I’m going to do it yet, or if I want to use the idea, but I appreciate the input none the less. Some of this stuff I’m going to have to work out in development, but it’s always good having a plan going in.

Well, I’m getting excited about this!

hey if magic is a thing why not have the option for the amulet to be picked up by some kind of witch or mage. they can detect the influence better but gain like 2x the points when your finished and can gain much more weight due to magic making life easier

This is another thing I was planning on making a thing. One of the traits for a host would simply be “mage” or something along those lines, which would give access to events involving their own magic, as well as increased suspicion.

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Alright, after messing around with a couple of things for a bit, I decided that coding it all from scratch is probably going to be my best bet. The core of what I’m going to be doing doesn’t seem like it’s going to be very complicated since I’ve been trying to keep everything as simple as possible, and it should let me build on it if I want to make things a bit more complex. I also just don’t think any of the tools I’ve seen out there are going to work very well with what I want to do.

So, I’ll be making it using C#. I’m not a fan of some of what Java does, and C++ is a bit much for this whole thing. I’m not going to be able to start this thing in earnest for a couple of days, but it should be soon. The problem is that I don’t know how long it’s going to take. I’m going to be working on this thing amidst school, work, and some of my other non-fetish hobbies, so this could take some time. For that reason, I won’t be making any kind of devlog thread or anything like that.

So, while I’m working on it, I’ll keep posting in this thread to check up on things and give some updates/ask for feedback. I’m always interested in hearing the ideas you guys have, and I’ll make sure to ask about things if I’m having trouble deciding on something (probably UI, I’ve been kinda flip-flopping on that).

Anyway, there’s an update from me. Hope everyone stays interested while I get cracking on this thing. I’m looking forward to it.

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Good Luck! Don’t be afraid to share alpha builds with us!

Turns out this might take longer to get to than I expected… I wasn’t going to do the game jam, but I came up with an idea that’s too good to pass up.

So… yeah… Look forward to that.

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