Staff of the Fat King - Alpha 1.2 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)
DOWNLOAD LINK: https://drive.google.com/open?id=1y.....vARhi-ZHDUlC5L
Staff of the Fat King Alpha 1.1 - "A Whole New World"
Hey, this project isn't dead! Sometime between the endless delays and indecisiveness of what I wanted to have 1.2 be about, I came up with this. Now, nothing here is too revolutionary. Really, the entire update is just a ton of minor fixes and updates. However, said minor fixes and updates have led alpha 1.2 to be, in my opinion, a much more enjoyable experience than 1.1. From the minor changes to the major overhauls, this 5-month update-in-the-making has led to SotFK becoming a whole new landscape, albeit still the lardy one that we all know and love.
Also, there is a new ability that I was tinkering around with and is unrelated to almost everything. Enjoy!
ADDITIONS SINCE 1.1
MECHANICS ADDITIONS:
-- The game now has a start menu and saving!
* Players must create a save file to start up the game
* When creating a new save, players can change their fox's fur colors and name
* Player saves save everything about the player, as well as having flavor text like the player's current weight
* Created saves can have their fur colors and names changed, be copied to the other save file, or be deleted through the menu
CONTEXT: There isn't much context needed, RPGs and saves go hand in hand.
-- New menu & encounter system!:
* Upon startup or after defeating an enemy, the player stops and the out-of-combat menu appears.
* The player must now click a "KEEP MOVING" button to continue their journey, which also closes the menu
* Enemy encounters now occur much quicker & pick between the Bear and Lizard enemies at random
* Context: I didn't like how oddly-paced the game was with its out-of-combat segments. The player only had a set amount of time to access their menu, yet they still had to wait for random amounts of time when they were done. This system is more accepting and lets the player pace themselves more.
-- When selecting an enemy to attack or Absorb, a menu now appears, letting you select enemies from a menu or a click
* Context: A more convenient means of attack has been long-requested, and now seemed like the perfect time to implement it.
CONTENT ADDITIONS:
-- New Ability: Absorb
* Despite the name, it is NOT a vore ability
* Deals damage to a target enemy and heals the player
* If the enemy is fattened, the damage and heal increases and the enemy loses one fat level
* Stats: 5 (+100% abi) damage, increasing by 25% per enemy fat level; 3 (+60% abi) healing, increasing by 25% per enemy fat level
POLISH ADDITIONS:
-- Menus are now all vertical like the ability menu
* Menu options also now all have names
* Out-of-combat menu turns slightly transparent when in a submenu
* Menu positions updated to not block the health bars
* Context: Clarity is key 🔑
-- Enemy animation system reworked
* Very little bearing on gameplay, but it makes sprite editing significantly easier
-- Lizard sprites slightly touched-up
* Thighs are subtly less ridiculous
* Now crouches before jumping and after landing from his attack jump
* Context: While transferring sprites between systems, I felt like our lizard friend was a tad bit outdated. I tried to improve him in ways that wouldn't ruin what makes him such a lovable lardypants.
-- The number of player fat levels has been reduced from 10 to 6.
CONTEXT: Animating so many different player levels was super tiring, and it plummeted my productivity/motivation. Since features like this are typically some of the last things to be put in a game normally, I felt like it would be better to hold off on having so many fat levels until mid-to-late beta. The fat levels will probably return later due to fan outcry, so don't worry
* The levels that survived the culling were Underweight, Chubby, Obese, S.M. Obese, Immobile...?, and The Staff Wielder
* These levels have been renamed to Normal, Fat, Obese, Morbidly Obese, Immobile...?, and The Staff Wielder
CONTEXT: Of the eight fat levels before "immobility," I felt like these were the best animated / most essential. Despite that, however, it felt weird to have an obese without a fat or a S.M. obese without a morbidly obese, so I renamed a couple weight levels.
-- The food menu has undergone minor renovations
* The slider that shows how much food you have selected has been redrawn
* You can click/drag the slider to select your food
CONTEXT: Players have been asking for this to be added since the food menu was created, and I can see why. Selecting your food entirely with buttons is annoying and terrible. Since I was already developing this tech for the color sliders, I decided it would be pretty easy to implement here as well. I also redrew it to keep a little bit more consistency with this new menu.
-- Food to experience ratios have been modified
* I won't go through the math, this was one of the older additions and I forgot what I changed. In general though, levels are harder to obtain early on and easier later on
CONTEXT: It felt weird how quickly the level-up train derailed with levels. For level 2 you needed 4, while level 99 required over 1000. Now, it has been softened a bit for later in the game.
-- The player now has a specific animation for eating food!
* CONTEXT: I still haven't figured out animations for the future, but I didn't want to push all animation work into the future. Y'all deserve to finally see our fatty fox friend stuff himself silly.
MISC:
-- The enemy weight loss coding has been changed; it shouldn't have any visible effects in-game, but might be buggy. Report any weight loss bugs in the comments.
-- The "E" hotkey for summoning Bear encounters has been removed
* Context: The "E" hotkey was a way to bypass the long stretches of nothingness in the old encounter system. It is now unnecessary, however. Whenever I make a more in-depth Debug/God Mode, it may return.
-- New hotkey: Pressing "S" will instantly save your game
-- There may be other stuff that I am forgetting about, so if you notice something not in these patch notes, let me know
KNOWN ISSUES:
-- The gender button on the character creation/edit menu does nothing (Currently, this is intentional)
-- The hotkeys in the manual may be outdated
-- There may be other things that I have forgotten about, idk
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_1.2.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_1.2.jar" to get access to crash info
UPDATE ROADMAP:
No clue. I am still trying to figure out the animation system and stuff, so next update will either be weapons or spells depending on how well things go.
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)
DOWNLOAD LINK: https://drive.google.com/open?id=1y.....vARhi-ZHDUlC5L
Staff of the Fat King Alpha 1.1 - "A Whole New World"
Hey, this project isn't dead! Sometime between the endless delays and indecisiveness of what I wanted to have 1.2 be about, I came up with this. Now, nothing here is too revolutionary. Really, the entire update is just a ton of minor fixes and updates. However, said minor fixes and updates have led alpha 1.2 to be, in my opinion, a much more enjoyable experience than 1.1. From the minor changes to the major overhauls, this 5-month update-in-the-making has led to SotFK becoming a whole new landscape, albeit still the lardy one that we all know and love.
Also, there is a new ability that I was tinkering around with and is unrelated to almost everything. Enjoy!
ADDITIONS SINCE 1.1
MECHANICS ADDITIONS:
-- The game now has a start menu and saving!
* Players must create a save file to start up the game
* When creating a new save, players can change their fox's fur colors and name
* Player saves save everything about the player, as well as having flavor text like the player's current weight
* Created saves can have their fur colors and names changed, be copied to the other save file, or be deleted through the menu
CONTEXT: There isn't much context needed, RPGs and saves go hand in hand.
-- New menu & encounter system!:
* Upon startup or after defeating an enemy, the player stops and the out-of-combat menu appears.
* The player must now click a "KEEP MOVING" button to continue their journey, which also closes the menu
* Enemy encounters now occur much quicker & pick between the Bear and Lizard enemies at random
* Context: I didn't like how oddly-paced the game was with its out-of-combat segments. The player only had a set amount of time to access their menu, yet they still had to wait for random amounts of time when they were done. This system is more accepting and lets the player pace themselves more.
-- When selecting an enemy to attack or Absorb, a menu now appears, letting you select enemies from a menu or a click
* Context: A more convenient means of attack has been long-requested, and now seemed like the perfect time to implement it.
CONTENT ADDITIONS:
-- New Ability: Absorb
* Despite the name, it is NOT a vore ability
* Deals damage to a target enemy and heals the player
* If the enemy is fattened, the damage and heal increases and the enemy loses one fat level
* Stats: 5 (+100% abi) damage, increasing by 25% per enemy fat level; 3 (+60% abi) healing, increasing by 25% per enemy fat level
POLISH ADDITIONS:
-- Menus are now all vertical like the ability menu
* Menu options also now all have names
* Out-of-combat menu turns slightly transparent when in a submenu
* Menu positions updated to not block the health bars
* Context: Clarity is key 🔑
-- Enemy animation system reworked
* Very little bearing on gameplay, but it makes sprite editing significantly easier
-- Lizard sprites slightly touched-up
* Thighs are subtly less ridiculous
* Now crouches before jumping and after landing from his attack jump
* Context: While transferring sprites between systems, I felt like our lizard friend was a tad bit outdated. I tried to improve him in ways that wouldn't ruin what makes him such a lovable lardypants.
-- The number of player fat levels has been reduced from 10 to 6.
CONTEXT: Animating so many different player levels was super tiring, and it plummeted my productivity/motivation. Since features like this are typically some of the last things to be put in a game normally, I felt like it would be better to hold off on having so many fat levels until mid-to-late beta. The fat levels will probably return later due to fan outcry, so don't worry
* The levels that survived the culling were Underweight, Chubby, Obese, S.M. Obese, Immobile...?, and The Staff Wielder
* These levels have been renamed to Normal, Fat, Obese, Morbidly Obese, Immobile...?, and The Staff Wielder
CONTEXT: Of the eight fat levels before "immobility," I felt like these were the best animated / most essential. Despite that, however, it felt weird to have an obese without a fat or a S.M. obese without a morbidly obese, so I renamed a couple weight levels.
-- The food menu has undergone minor renovations
* The slider that shows how much food you have selected has been redrawn
* You can click/drag the slider to select your food
CONTEXT: Players have been asking for this to be added since the food menu was created, and I can see why. Selecting your food entirely with buttons is annoying and terrible. Since I was already developing this tech for the color sliders, I decided it would be pretty easy to implement here as well. I also redrew it to keep a little bit more consistency with this new menu.
-- Food to experience ratios have been modified
* I won't go through the math, this was one of the older additions and I forgot what I changed. In general though, levels are harder to obtain early on and easier later on
CONTEXT: It felt weird how quickly the level-up train derailed with levels. For level 2 you needed 4, while level 99 required over 1000. Now, it has been softened a bit for later in the game.
-- The player now has a specific animation for eating food!
* CONTEXT: I still haven't figured out animations for the future, but I didn't want to push all animation work into the future. Y'all deserve to finally see our fatty fox friend stuff himself silly.
MISC:
-- The enemy weight loss coding has been changed; it shouldn't have any visible effects in-game, but might be buggy. Report any weight loss bugs in the comments.
-- The "E" hotkey for summoning Bear encounters has been removed
* Context: The "E" hotkey was a way to bypass the long stretches of nothingness in the old encounter system. It is now unnecessary, however. Whenever I make a more in-depth Debug/God Mode, it may return.
-- New hotkey: Pressing "S" will instantly save your game
-- There may be other stuff that I am forgetting about, so if you notice something not in these patch notes, let me know
KNOWN ISSUES:
-- The gender button on the character creation/edit menu does nothing (Currently, this is intentional)
-- The hotkeys in the manual may be outdated
-- There may be other things that I have forgotten about, idk
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_1.2.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_1.2.jar" to get access to crash info
UPDATE ROADMAP:
No clue. I am still trying to figure out the animation system and stuff, so next update will either be weapons or spells depending on how well things go.
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
FA+

Comments