Into the Fluff-Verse Progress Report

Hey there folks! I just realized I’ve only ever made one progress report on my ongoing project of making the best-darn Fluffy game I can.

So what’s new? Well first off, still no playable version. I don’t even have any code yet so let’s all slow down. Right now I am still hammering away at PHASE 1 What’s that? Before I even begin coding I want to have all of the details of the game world down. I don’t want to write some code, stop and ponder the intricacies of Sea-Fluffies, then get sidetracked.

Instead, I’m laying the entire foundation BEFORE any coding takes place. This foundation I have decided to call the “Immersive Inclusion Hivecanon”. The goal is to make a game world as realistic as possible that is chock full of details. That way, if the curse that seems to strike down all Fluffy game devs strikes me down, there’s a common ground to start from. Plus, this will just make it easier to answer random questions folks ask like “How big is a Fluffy?” “Do sea Fluffies breathe air or water?”, etc.

So what are the planned features? First off, I want to include as many species of the “Fluff-verse” as humanly possible. The only exception to the rule will be Anthros, they will never be a part of the game. The player might be able to choose to start as a Fluffy Satyr after they’ve beaten the game at least once, but that’s about it for the non-bio-toys. Regarding Fluffy Ponies, Bowl Fluffies, Cotton Puffs, Sea-Fluffies, Garden Fluffies, Hunting Friends, Puffy Griffins, and Micro Fluffs it is as I said earlier I want to include as much as humanly possible.

I planned on having the game take place in a suburb, then a city, then a suburb again, so until I can be certain I know what I want and what the engine I plan on using is capable of, let’s turn over to the future gameplay plans.

The game is a modern survival game where you need to tend to basic needs in a modern world. You start off with a small amount of savings and having just dropped out of college. You will need to raise and sell Fluffies to earn money to tend to your needs and the bills. It’ll start off rough but as time goes on you’ll begin to thrive before you know it. In order to help break up the other-wise monotonous gameplay, there will be a story and events that will take place over time. The game starts about a week or two after the Hasbio raid and just keeps on trucking on. Public opinion will change based on events. I want players to wake up one morning, check the news and hear about the Fall of Cleveland and deal with people suddenly being cautious of buying Fluffies. Since the game is planned to take place in Rhode Island, expect to deal with all 4 seasons and witness ferals (and any Fluffies you raise outside) cope with each season’s unique dangers. Furthermore, there will be Hugbox and Abuse options available to you at every step of the way. This could manifest as you simply getting bored and deciding to keep a foal for yourself as a pet to raise or you could torture a Fluffy for entertainment if you have extra Fluffies and get bored. There will also be gameplay options of a Hugbox and Abuse nature as well. You can choose to only sell Fluffies as families to avoid separating any Fluffy families, but this might hurt total sales in exchange for larger burst sales. Or you could open yourself to creating and using or selling Litterpals, Milkbags, and Enfiepals.

I could keep going like this for hours but I’ll try to end at where I currently am. I’m currently ironing out the kinks of the headcanon. If you would like to “accelerate” progress on the game, then join the discussions I make and offer feedback & even on topic suggestions so I can push the ideas together into a cohesive chart I can code off of.

If you have ANY questions, ask away. Peer pressure is a GREAT motivator.

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it will be a text game, am i correct?

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I plan on making it a first-person game using the Unity Web GL Engine.

To be more precise, the closest comparison I have at the moment is Slime Rancher.

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Holy shit
my realistic side tells me that you might break your back with the amount of work. my optimistic side would love to be surprised

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I am aware that my project is the equivalent of some drunkard with a Home Depot ladder sieging the city of Troy, but I plan to slowly and gently work my way towards my Fluffy game.

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we will watch your career with great interest

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suggestion: make them playable, but you have to beat the game 5 times on hard mode. it essentially is the game’s version of extreme mode, as the player faces very unique problems.

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ok, maybe 5 times on hard mode is a bit excessive. just make it so you can unlock it for finding some hard-to-find easter egg, and it will be enough

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5 0 T I M E S

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I might make them be a player character option after doing a specific series of tasks. But my main focus is that they will never be something you raise and sell.

Example: Have 1,000 Fluffies in your house/store for at least a full week.

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ah. it would be weird if you were raising and abusing satyrs or humanoid fluffies. that would be fucked up.

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I’ll be like the Ancestor from Darkest Dungeon with the Warrens dialogue.

“My first attempts were crude, and the results, disappointing . . .”

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So far, the most fucked up game mechanic is the fact that the player will have the capacity to make “Enfie Pals”. These can even be foals, though I definitely plan on having commentary from myself in there to scold players that make that choice.

“God you’re sick.”
“That’s just not right.”
“What happened to make you choose to do that?”
“Just because you can, does not mean you should.”

Plus, if I include the “Advisor” system I plan on adding atm, myself, and a number of the other advisors will be very upset with your choice and some will outright leave.

Aside from that, I refuse to get any darker or fucked up.

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makes sense, although we’re all going to hell at this point

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I do believe preplanning is useful when developing a game, but I worry that you are leading yourself to having a lot of feature creep, especially since you dont have much programming knowledge.

Try to limit the scope initially and expand once you know what you will be able to deliver with features.

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I have been reflecting on this comment for a while now and I’ve started to make clear and concise goals for the project.

I’ll reply again once I’ve gotten them ironed out.

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Watch some vids analysing where Yanderedev fucked up. It’ll help quite a bit.

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You’ve got some great feedback from other users on here. If I may be so bold as to reiterate:

  1. Avoid feature creep, keep the scope concise and be monastically strict about this. Feature creep kills things, especially a first release.
  2. Watch a bit of YanDev to see what not to be in terms of an insane, going-nowhere developer.

As for myself:

  1. You might be interested in trying out these Yukkuri games (which require an Android emulator), which is a first-person pet-breeding & raising simulator. I think the final result would be extremely similar. It could be a solid reference point.

https://play.google.com/store/apps/details?id=jp.gr.java_conf.sakatasnow.YukkuriDiary&hl=en_SG&gl=US
https://apkpure.com/yukkuri-breed-and-collection/jp.gr.java_conf.sakatasnow.Yukkuri_Breeding_Observation

  1. There have been 2 failed attempts at fluffy game epics so far: Backyard Fluffies & a second unnamed project (which I helped out with). Both got no further than pre-alphas despite having whole teams. Just be advised that game-making, especially big ones, is an enormous scope that may require years and either your being omni-talented or having a team of very dedicated people of various skills (who can also be replaced if any drop out).

All the best, Sir. Serious game devs have my utmost respect & awe.

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So if your game falls to the fluffy curse, will others be able to perhaps finish the game or add new features. Again this is IF the game falls to the curse. Also will there be a sandbox mode perhaps? Infinite money, cheats, all that jazz?

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My goal is to make progress very slow, but also very steady so that I never truly drop the game. That being said, in case I get eliminated by PETA or the curse I hope to release information on plans and mechanics early for feedback so that if I vanish, progress can continue without me.

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