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Game Diary: 008

Hello everyone! So, I've been working on the game quite a bit with my new found free time. So, I've been working on eating and breaking the chair. Progress has been pretty swift as coding has been a nice change of pace from constantly having to write the same body and races at different sizes. Right now I have 22 planed eating events with 11 of them having variants and the other 11 having a background NPC with a weight gain mechanic.

Btw, lets talk about background NPC's. Background NPC's are going to be very simple NPC's like guards, servants and some court characters. Some might have unique mechanics like weight gain, simple story lines or very basic interactions. Think of them like the random towns folk in a game like Skyrim, they might have one or two stories but they aren't really important. Also, background NPC's will have more dialogue that will reflect the actual state of your kingdom and they will not be effected by Furry-mode as some will be races that maybe aren't human and because of their lesser importance I'm not going to make alts for them.

Anyways, lets talk about some of the mechanics that will actually be involved in these events: Charm and Self-esteem. Self-esteem will be used to refuse food or rebut insults, or other actions. Think of it as your free will. If you have really low self-esteem than other characters will be able to easily influence you and your actions. If your self-esteem is really low than you might not even have the ability to refuse things, particularly in court events. Charm will be used to convince other people to do things. For core NPC's (like May) your charm will have to beat their self-esteem. The game will do this by adding their opinion to your charm and then seeing if your charm is higher than their self-esteem. So, if you have ten charm and a opinion of 100 then you have a 100% chance to convince them. But, if you have ten charm and they have an opinion of -100 then you have 0% chance to convince them. For background NPCs things will work a bit differently since they won't have a lot of the variables that normal NPCs have. So, for a persuasion it'll rely on other variables to fill the gap, like gluttony (if they have it) or some other variable. In the event there is no other variable that could be used then I'll rely on a fixed number. This means that your charm just has to be higher than whatever number they have.

Here is a picture of some code and stuff:

Also, there will be a new background character. She's a servant named Dranaria, she's a dwarf putting her at a tiny 4'8 or for our metric friends that would be about 20 tea cups stacked on top of each other. She's strong willed and confident like most dwarfs, though she's pretty lacking in the brains department. She has a tendency to be kind of a goofball but can be very serious if you get her angry.

(This is concept art, some aspects of her design may change.)


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