Staff of the Fat King - Alpha 1.1 Official Release
(Don't know what this is? Go to http://www.furaffinity.net/journal/8350678/ for more details.)
(SotFK also has a Discord! https://discord.gg/hkPEkce)
(Keep in mind that this is a very, very early build of the next patch. Many more things will be added in the coming weeks.)
DOWNLOAD LINK: https://drive.google.com/open?id=0B.....lB2b0p6eXdRUUU
Staff of the Fat King Alpha 1.1 - "#extrathicc"
Another official public release! This time we have a whole host of goodies, from stats & stuff on level-ups to the player being able to block enemy attacks! The main star of the show, however, is that all ten of the player's fat levels have all been almost fully animated! Now you can move about as a fox-esque wall of walking flab without just looking at a still image magically crawl across a moving stage! Neato!
ADDITIONS SINCE 1.0
MECHANICS ADDITIONS:
-- Player Recoloring: While it is currently implemented quite confusingly, it is in the game.
* To access, go into "alpha_1.1_pr1/assets/Player" and open either "primaryCol.txt" or "secondaryCol.txt".
* "primaryCol" refers to the color of the fox's body (default reddish), "secondaryCol" is the color of the fox's face, belly, and hands (default white)
* The colors are listed in an RGB Digital 8-bit Per Channel format: example here.
* If the game crashes after modifying the colors, message me on Discord or through notes.
-- Enemies drop food equal to a base amount plus a percentage of what you fed them (don't overthink that)
* Lizards: 5 food + 60% of food eaten
* Bears: 8 food + 80% of food eaten
-- Blocking
* Left clicking or pressing space on the enemy turn puts the player's hands up, causing all damage taken in a short period of time to be cut down to 1/3 the normal damage.
* Blocking has a short cooldown, so time it correctly!
-- Stat points upon leveling up!
* You get between 2 and 11 stat points per level based on your fat levels
* Stat points can be distributed through the level-up menu, which is opened by clicking the far-right button on the overworld menu
* Adding a point to a stat increases said stat by 1 or health by 3
* Left clicking the plus or minus adds or removes one point from that stat respectively, while right clicking will add or remove ten
-- Enemies level up!
* Enemies gain +0.5 in every stat per level the player has
* Due to the bear's odd armor scaling, they gain between 0.5 and 0.1 armor per level, changing based on their fatness
* The player still outscales the enemies if you have a good stat build
* Since this change kinda came out of left field and may be controversial, there will be an explanation in the comments
POLISH ADDITIONS:
-- Player animations for walking, standing, punching, getting hit, and Food Toss
-- A textbox now acknowledges when the player levels up
-- The download folder is significantly less cluttered
-- Level up animation/particles
-- Animated player weight gain
* All fat levels are now fully animated
* An animation plays when the player transitions to the next fat level
* Gaining weight rapidly at once, whether by eating food or mashing the level up key in the level up animation, queues up the weight gaining goodness
-- Menu icon cleanup
* Currently useless boot icon is now centered
* Attack icon is now more clearly a fist/arm
* Ability button now has a flame icon
MISC:
-- The "Space" key is now used as an alternative to left-clicking for Food Toss or blocking
[indent]* The hotkey to instantly gain 100 food is now "F"[/indent]
-- The "Shift" key has been reworked again; it now adds 10 levels at once rather than rapid-levelling the player
-- Enemy fattening & attack animation hotkeys removed (It might return... Might...)
-- Gameplay manual added to the same folder as the .jar, serving as a psuedo-tutorial
KNOWN ISSUES:
-- Player recoloring is confusing and dumb
HOW TO SET UP:
1. Download the linked folder from Google Drive
2. Download Java (If you have 1.8 or higher, you are good)
3. Unzip the folder, keeping all of the files together
4. Double-click the file "alpha_1.1.jar" (Mark it as an executable first on linux)
5? If you experience crashing problems where the window suddenly closes, open a command prompt, go to the folder with the command prompt, and type "java -jar alpha_1.1.jar" to get access to crash info
UPDATE ROADMAP:
Again, it's up to your vote! Go to http://www.furaffinity.net/journal/8419837/ and you can vote on what the next update should focus on. Despite this, however, it should be noted that the update will be guaranteed to have better player recoloring, game saving, and a female player sprite.
That's it for this update! If you have questions, comments, or concerns, contact me here or on Discord. Enjoy!
(SotFK also has a Discord! https://discord.gg/hkPEkce)
(Keep in mind that this is a very, very early build of the next patch. Many more things will be added in the coming weeks.)
DOWNLOAD LINK: https://drive.google.com/open?id=0B.....lB2b0p6eXdRUUU
Staff of the Fat King Alpha 1.1 - "#extrathicc"
Another official public release! This time we have a whole host of goodies, from stats & stuff on level-ups to the player being able to block enemy attacks! The main star of the show, however, is that all ten of the player's fat levels have all been almost fully animated! Now you can move about as a fox-esque wall of walking flab without just looking at a still image magically crawl across a moving stage! Neato!
ADDITIONS SINCE 1.0
MECHANICS ADDITIONS:
-- Player Recoloring: While it is currently implemented quite confusingly, it is in the game.
* To access, go into "alpha_1.1_pr1/assets/Player" and open either "primaryCol.txt" or "secondaryCol.txt".
* "primaryCol" refers to the color of the fox's body (default reddish), "secondaryCol" is the color of the fox's face, belly, and hands (default white)
* The colors are listed in an RGB Digital 8-bit Per Channel format: example here.
* If the game crashes after modifying the colors, message me on Discord or through notes.
-- Enemies drop food equal to a base amount plus a percentage of what you fed them (don't overthink that)
* Lizards: 5 food + 60% of food eaten
* Bears: 8 food + 80% of food eaten
-- Blocking
* Left clicking or pressing space on the enemy turn puts the player's hands up, causing all damage taken in a short period of time to be cut down to 1/3 the normal damage.
* Blocking has a short cooldown, so time it correctly!
-- Stat points upon leveling up!
* You get between 2 and 11 stat points per level based on your fat levels
* Stat points can be distributed through the level-up menu, which is opened by clicking the far-right button on the overworld menu
* Adding a point to a stat increases said stat by 1 or health by 3
* Left clicking the plus or minus adds or removes one point from that stat respectively, while right clicking will add or remove ten
-- Enemies level up!
* Enemies gain +0.5 in every stat per level the player has
* Due to the bear's odd armor scaling, they gain between 0.5 and 0.1 armor per level, changing based on their fatness
* The player still outscales the enemies if you have a good stat build
* Since this change kinda came out of left field and may be controversial, there will be an explanation in the comments
POLISH ADDITIONS:
-- Player animations for walking, standing, punching, getting hit, and Food Toss
-- A textbox now acknowledges when the player levels up
-- The download folder is significantly less cluttered
-- Level up animation/particles
-- Animated player weight gain
* All fat levels are now fully animated
* An animation plays when the player transitions to the next fat level
* Gaining weight rapidly at once, whether by eating food or mashing the level up key in the level up animation, queues up the weight gaining goodness
-- Menu icon cleanup
* Currently useless boot icon is now centered
* Attack icon is now more clearly a fist/arm
* Ability button now has a flame icon
MISC:
-- The "Space" key is now used as an alternative to left-clicking for Food Toss or blocking
[indent]* The hotkey to instantly gain 100 food is now "F"[/indent]
-- The "Shift" key has been reworked again; it now adds 10 levels at once rather than rapid-levelling the player
-- Enemy fattening & attack animation hotkeys removed (It might return... Might...)
-- Gameplay manual added to the same folder as the .jar, serving as a psuedo-tutorial
KNOWN ISSUES:
-- Player recoloring is confusing and dumb
HOW TO SET UP:
1. Download the linked folder from Google Drive
2. Download Java (If you have 1.8 or higher, you are good)
3. Unzip the folder, keeping all of the files together
4. Double-click the file "alpha_1.1.jar" (Mark it as an executable first on linux)
5? If you experience crashing problems where the window suddenly closes, open a command prompt, go to the folder with the command prompt, and type "java -jar alpha_1.1.jar" to get access to crash info
UPDATE ROADMAP:
Again, it's up to your vote! Go to http://www.furaffinity.net/journal/8419837/ and you can vote on what the next update should focus on. Despite this, however, it should be noted that the update will be guaranteed to have better player recoloring, game saving, and a female player sprite.
That's it for this update! If you have questions, comments, or concerns, contact me here or on Discord. Enjoy!
Category Other / Fat Furs
Species Vulpine (Other)
Size 100 x 100px
File Size 2.5 kB
Listed in Folders
So, when I first started adding the stat system currently in-game, I experienced a problem; Enemies died too easily with just a few levels. Obviously, the player should strive to be stronger than his enemies, but I mean that the player became wayyy too strong. With a full-attack build, you could kill anything you wanted instantly by level 11, and there were no consequences because the enemies' speeds were always below yours regardless of your level. This would be tolerable with the lizard, who is meant to be early-game cannon-fodder, but the bear was intended to be fought from around levels 5 to 15. One-shotting them that early meant that the player had no challenge for 4 whole levels, if not longer.
This gives us three possibilities. The first is to inflate the numbers of stats so dramatically that the extra two points aren't super significant. This is like putting a band-aid on a bullet wound in that it would cover up a deeper mechanical failing that needs to be addressed. This also comes with the problem of making level-ups feel like a means to an end rather than satisfying growth, since the individual levels are practically useless. The next solution would be to add in a whole ton of new enemies for every individual power spike, which has its own problems as well. Not only does it require far more resources to handle, but it means that enemies with unique mechanics would be ignored because they are viable encounters for only a few levels. The solution to this problem would be to add in tons of palette-swap enemies, which would pretty much be a more wasteful version of the solution I picked. Solution three is to have enemies scale very slightly with your level, so that way it preserves their relevance for much longer without taking up too many excess resources.
This gives us three possibilities. The first is to inflate the numbers of stats so dramatically that the extra two points aren't super significant. This is like putting a band-aid on a bullet wound in that it would cover up a deeper mechanical failing that needs to be addressed. This also comes with the problem of making level-ups feel like a means to an end rather than satisfying growth, since the individual levels are practically useless. The next solution would be to add in a whole ton of new enemies for every individual power spike, which has its own problems as well. Not only does it require far more resources to handle, but it means that enemies with unique mechanics would be ignored because they are viable encounters for only a few levels. The solution to this problem would be to add in tons of palette-swap enemies, which would pretty much be a more wasteful version of the solution I picked. Solution three is to have enemies scale very slightly with your level, so that way it preserves their relevance for much longer without taking up too many excess resources.
seem to have some kind of error loading this. halp?
C:\Users\Administrator\Downloads\New folder\New folder (2)>java -jar alpha_1.1.j
ar
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeExcepti
on: # Couldn't load dependencies of as
set: assets/Player/Male/size0.png
at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.jav
a:579)
at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:380)
at com.badlogic.gdx.assets.AssetManager.finishLoading(AssetManager.java:
401)
at com.sotfk.PepSecret.create(PepSecret.java:63)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
#
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplicati
#
Caused by: # Couldn't load dependencie
s of asset: assets/Player/Male/size0.png
at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadi
#
at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java
:90)
at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:504
)
at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:378)
... 4 more
Caused by: # com.badlogic.gdx.utils.Gd
xRuntimeException: Couldn't load file: assets/Player/Male/size0.png
at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:46)
at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadi
#
... 7 more
Caused by: # Couldn't load file: asset
s/Player/Male/size0.png
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:147)
at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(TextureDat
#
at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader
.java:69)
at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader
.java:41)
at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:7
0)
at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:3
4)
at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:
58)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: # File not found: assets\Pl
ayer\Male\size0.png (Internal)
at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:136)
at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:222)
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:144)
... 10 more
C:\Users\Administrator\Downloads\New folder\New folder (2)>java -jar alpha_1.1.j
ar
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeExcepti
on: # Couldn't load dependencies of as
set: assets/Player/Male/size0.png
at com.badlogic.gdx.assets.AssetManager.handleTaskError(AssetManager.jav
a:579)
at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:380)
at com.badlogic.gdx.assets.AssetManager.finishLoading(AssetManager.java:
401)
at com.sotfk.PepSecret.create(PepSecret.java:63)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
#
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplicati
#
Caused by: # Couldn't load dependencie
s of asset: assets/Player/Male/size0.png
at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadi
#
at com.badlogic.gdx.assets.AssetLoadingTask.update(AssetLoadingTask.java
:90)
at com.badlogic.gdx.assets.AssetManager.updateTask(AssetManager.java:504
)
at com.badlogic.gdx.assets.AssetManager.update(AssetManager.java:378)
... 4 more
Caused by: # com.badlogic.gdx.utils.Gd
xRuntimeException: Couldn't load file: assets/Player/Male/size0.png
at com.badlogic.gdx.utils.async.AsyncResult.get(AsyncResult.java:46)
at com.badlogic.gdx.assets.AssetLoadingTask.handleAsyncLoader(AssetLoadi
#
... 7 more
Caused by: # Couldn't load file: asset
s/Player/Male/size0.png
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:147)
at com.badlogic.gdx.graphics.TextureData$Factory.loadFromFile(TextureDat
#
at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader
.java:69)
at com.badlogic.gdx.assets.loaders.TextureLoader.loadAsync(TextureLoader
.java:41)
at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:7
0)
at com.badlogic.gdx.assets.AssetLoadingTask.call(AssetLoadingTask.java:3
4)
at com.badlogic.gdx.utils.async.AsyncExecutor$2.call(AsyncExecutor.java:
58)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: # File not found: assets\Pl
ayer\Male\size0.png (Internal)
at com.badlogic.gdx.files.FileHandle.read(FileHandle.java:136)
at com.badlogic.gdx.files.FileHandle.readBytes(FileHandle.java:222)
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:144)
... 10 more
FA+

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