Combat is a bit tedious, enemies start out faster than you and even the trash mobs have a ton of hp, so combat is longer than most rpgs. This seems to be intended. Only incredibly annoying at the beginning when a little bad luck can slaughter your witch without any chance of saving her. Sleep and paralyze are your friend. don't worry about slow and weaken armor(sounds good, little effect). Hope this helps
A vore dawn (RPG maker game V1.358)
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Re: A vore dawn (RPG maker game V1.15)
Quick guide. required events mentioned only
Combat is a bit tedious, enemies start out faster than you and even the trash mobs have a ton of hp, so combat is longer than most rpgs. This seems to be intended. Only incredibly annoying at the beginning when a little bad luck can slaughter your witch without any chance of saving her. Sleep and paralyze are your friend. don't worry about slow and weaken armor(sounds good, little effect). Hope this helps
Spoiler: show
Combat is a bit tedious, enemies start out faster than you and even the trash mobs have a ton of hp, so combat is longer than most rpgs. This seems to be intended. Only incredibly annoying at the beginning when a little bad luck can slaughter your witch without any chance of saving her. Sleep and paralyze are your friend. don't worry about slow and weaken armor(sounds good, little effect). Hope this helps
Last edited by Zomulgustar on Fri Jan 17, 2014 6:58 am, edited 1 time in total.
- Zomulgustar
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Re: A vore dawn (RPG maker game V1.15)
Zomulgustar wrote:Quick guide. required events mentioned onlySpoiler: show
Combat is a bit tedious, enemies start out faster than you and even the trash mobs have a ton of hp, so combat is longer than most rpgs. This seems to be intended. Only incredibly annoying at the beginning when a little bad luck can slaughter your witch without any chance of saving her. Sleep and paralyze are your friend. don't worry about slow and weaken armor(sounds good, little effect). Hope this helps
A couple things. W/ version 1.15 that bug of knight not appearing can be solved by talking 2 the old man in kantosie. < general rule of thumb when updating versions talk the old man. If you had a problem he will usually fix it. A helper item can be obtained from the old man as well if you have not started a new game.
Two after your first fight w/ the merc, the princess does know heal.
Three orcs are weak to fire. (BBQ piggies anyone one?)
Skills are going to get an overhaul next update. Which will be in about three weeks when I can bug check the G&@ $%&n thing.
Saturn's Moon Titan has more oil than Earth. In unrelated news the US declared that the people of Titan need more freedom, and is planning an immediate assault.
- silentfate
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Re: A vore dawn (RPG maker game V1.15)
Zomulgustar wrote:Quick guide. required events mentioned only
*snip* Sleep and paralyze are your friend. don't worry about slow and weaken armor(sounds good, little effect). Hope this helps
Don't listen all that well huh, its got nothing...ya know what, its just not worth it, try to listen to what people say next time k?
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Evilpancake - Advanced Vorarephile
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Re: A vore dawn (RPG maker game V1.15)
Evilpancake wrote:Zomulgustar wrote:Quick guide. required events mentioned only
*snip* Sleep and paralyze are your friend. don't worry about slow and weaken armor(sounds good, little effect). Hope this helps
Don't listen all that well huh, its got nothing...ya know what, its just not worth it, try to listen to what people say next time k?
Wow. In one run-on sentence you managed to completely piss me off. In an effort to avoid a flame war, I won't respond how I'd like to. Let me just make a few things clear.
1. My post had nothing to do with your tirade over a broken combat system. This thread is not about you. Its about the game. Whether I agree with you about the combat system(I do kinda), or not has nothing to do with that post. You've harped plenty on the topic and there is nothing in there to help readers of this thread play the game in its current version. I have read everything in this thread, and much of my post combines things already posted earlier. I only referenced material useful to players potentially stuck in the game.
2. Acting superior and describing yourself as a master rpg gamer doesn't give you any respect from me. You take one line of my guide that had a somewhat similar topic to your post and accuse me of not listening because I didn't rant about it like you did? Check your ego before insulting someone who just spent time trying to help.
3. Silentfate made a fun game. Balancing may be off, but its still playable and enjoyable in its current form. So until the next update is released I hope that people can reference my guide if they are having any troubles. I may even update it if someone notices something I missed. Thanks Silentfate!
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Re: A vore dawn (RPG maker game V1.15)
I think you're talking about the quest the naga is giving you.evilogith wrote:Well i Been to a Lot of Castles & its NOT Letting me Enter ANY of Them
You haven't see the ghost (which symbolizes the end of the current version / content) in front of her, or?
Spoiler: show
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Lawrence Craft - Advanced Vorarephile
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Re: A vore dawn (RPG maker game V1.15)
Just going to jump into some comments here. I didn't find the combat system to be particularly broken in any way, although the initial enemies with eight or nine hundred health were a bit tedious to start out. I'm fairly used to using disabling abilities in RPGs to get through difficult fights, and only really had trouble with fights in this game when I went out of order. Since I saw several comments earlier complaining about the combat system, it seems like the fixes you've made have improved it.
The idea of gathering and storing resources also doesn't pose much of a problem, although I had a rough start since I didn't realize I was supposed to hold on to all that food. (Hey, it heals you 50 hp a pop!) The system feels rough still, since I have to wait until the village is about to starve to give more food, and I have no clue how much of any resource I still need to collect for the ship. Since as far as I can tell, the ship doesn't exist yet, that isn't much of a problem as of now.
I'm not sure what's going on with prisoners, do they actually have any function yet? I remember something about ransom, but can't figure out how that works.
Some of those undeveloped locations are ENORMOUS. In my opinion, some, at least settlement 6, are way too big, or too open. I assume that will get changed in some way as the game develops, but one thing that tends to bother me in games is lots of blank space. Walking past what feels like miles of fields to hit an invisible wall and have to turn around is tedious in a game that expects you to search every crate.
Also, was there supposed to be an army of either 32 or 40 orcs in that south guardpost? Because I think I fought 4 or 5 waves of 8 orcs each.
I look forward to seeing how this game turns out in the future.
The idea of gathering and storing resources also doesn't pose much of a problem, although I had a rough start since I didn't realize I was supposed to hold on to all that food. (Hey, it heals you 50 hp a pop!) The system feels rough still, since I have to wait until the village is about to starve to give more food, and I have no clue how much of any resource I still need to collect for the ship. Since as far as I can tell, the ship doesn't exist yet, that isn't much of a problem as of now.
I'm not sure what's going on with prisoners, do they actually have any function yet? I remember something about ransom, but can't figure out how that works.
Some of those undeveloped locations are ENORMOUS. In my opinion, some, at least settlement 6, are way too big, or too open. I assume that will get changed in some way as the game develops, but one thing that tends to bother me in games is lots of blank space. Walking past what feels like miles of fields to hit an invisible wall and have to turn around is tedious in a game that expects you to search every crate.
Also, was there supposed to be an army of either 32 or 40 orcs in that south guardpost? Because I think I fought 4 or 5 waves of 8 orcs each.
I look forward to seeing how this game turns out in the future.
I really need to just post things without rewriting them dozens of times.
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eleventh - Participator
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Re: A vore dawn (RPG maker game V1.15)
Lawrence Craft wrote:I think you're talking about the quest the naga is giving you.evilogith wrote:Well i Been to a Lot of Castles & its NOT Letting me Enter ANY of Them
You haven't see the ghost (which symbolizes the end of the current version / content) in front of her, or?
Where does one find the naga camp at?
- kenny316
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Re: A vore dawn (RPG maker game V1.15)
The search-engine can be useful...kenny316 wrote:Where does one find the naga camp at?
viewtopic.php?f=79&t=37446&p=1912674&hilit=naga#p1912674
viewtopic.php?f=79&t=37446&p=1916482&hilit=naga#p1916482
Spoiler: show
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Lawrence Craft - Advanced Vorarephile
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Re: A vore dawn (RPG maker game V1.15)
Lawrence Craft wrote:The search-engine can be useful...kenny316 wrote:Where does one find the naga camp at?
viewtopic.php?f=79&t=37446&p=1912674&hilit=naga#p1912674
viewtopic.php?f=79&t=37446&p=1916482&hilit=naga#p1916482
I should of posted before I went to sleep. I found where it is. Just won't let me access it at all.
- kenny316
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Re: A vore dawn (RPG maker game V1.15)
Lawrence Craft wrote:The search-engine can be useful...kenny316 wrote:Where does one find the naga camp at?
viewtopic.php?f=79&t=37446&p=1912674&hilit=naga#p1912674
viewtopic.php?f=79&t=37446&p=1916482&hilit=naga#p1916482
Thank you though. the links helped.
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Re: A vore dawn (RPG maker game V1.15)
Could you maybe include Scat and Watersports in this because i have been digested by alot of creatures now and it doesn't feel right that i am not being let out at all.
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VoreLover12 - Participator
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Re: A vore dawn (RPG maker game V1.15)
Combat really needs to be updated. There are no enemies to train on and the orcs are terribly overpowered to the point where you can only beat them by sleep spamming and praying that they don't wake up on a turn you're attacking. If you want to keep them at that strength i'd recommend weaker enemies to train on, orrrr that the orcs be weakened a bit. Also, when the succubus is in your inventory as a "prisoner" and you try to put her in jail you get a notice saying "you have no prisoners".
If ya like the stuff I make please support me on SubscribeStar! Unlock new content here...https://subscribestar.adult/raiv
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Raiden264 - Participator
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Re: A vore dawn (RPG maker game V1.15)
There are no enemies to train on?Raiden264 wrote:Combat really needs to be updated. There are no enemies to train on and the orcs are terribly overpowered to the point where you can only beat them by sleep spamming and praying that they don't wake up on a turn you're attacking. If you want to keep them at that strength i'd recommend weaker enemies to train on, orrrr that the orcs be weakened a bit.
But you already mentioned them, the orcs!
Easier enemies can not be found.
You can easily beat them, even without sending they to sleep.
Honestly, if you want a game which you can play through within 10 minutes, don't play RPG's.
RPG's are always known to be a little bit more complex and time intensive as a "side-scrolling-game", where you have nothing to do as running through...
Also plays luck a significant role.
The save slot's are not only there to look at them, but to use!
Pardon for my perhaps harsh words, but exactly such statements have already most of the good RPG's driven to ruin.
I'm really missing the good old RPG's where you have to play several hours to get really started...
Hah, those were the times...
Raiden264 wrote:Also, when the succubus is in your inventory as a "prisoner" and you try to put her in jail you get a notice saying "you have no prisoners".
Spoiler: show
Spoiler: show
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Lawrence Craft - Advanced Vorarephile
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Re: A vore dawn (RPG maker game V1.15)
Lawrence Craft wrote:You can easily beat them, even without sending they to sleep.
That's completely untrue. They always come in pairs OR MORE, and as long as they are on equal numbers with your party or better, your chances of winning are completely dependent on them not spamming leg sweep and stun locking your team to death.
- Snorlaxkid
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Re: A vore dawn (RPG maker game V1.15)
Not really.Snorlaxkid wrote:That's completely untrue. They always come in pairs OR MORE, and as long as they are on equal numbers with your party or better, your chances of winning are completely dependent on them not spamming leg sweep and stun locking your team to death.
In the camp which is mentioned by the succubus are "enemy-groups" of ONE or more (What did you say? Always two?).
I can't deny that their ability to stun your characters is a little bit annoying, but like I already said depends the gameplay of RPG's always a little bit on your luck (or planning, at least if you understand some of it *cough*).
You have 16 different save slots, why don't you make a little bit more use of them and save before a fight?
No matter what one may say, I'm sick of hearing this whining.
If your not willing to spend a little bit more time in a game, why you're playing it?
One may report me / my post for this, but it really pisses me off.
This game is after a long time finally a RPG game which the player really something demanded.
And by such statements, it becomes possibly a 0815-game which can occur only kick in the bin, or so...
I know that there are different views of one thing, but one thing I have clearly understood.
A RPG is nothing what you can play through in 15 or 30 minutes.
A RPG always require a greater amount of time (the minimum are 5+ hours) to play through, at least if you read the text (explanations, back story or history, etc.) and don't click through all the things which may be relevant or interesting to read and invest some time in the character development.
At least when it is a good one, not a 0815.
It is fortunate that you can load from a save file, if something went wrong, or if you picked a wrong choice.
The most online rpgs are not like that.
If you make there a mistake, or pick a wrong choice you can delete the whole charactere and start over from the begining.
Some games offer though a reset service, but that are mostly connected with enormous costs of a in-game currency, or even with real money.
Hah, I'm tired... m(
Spoiler: show
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Lawrence Craft - Advanced Vorarephile
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Re: A vore dawn (RPG maker game V1.15)
-looks up from programming and writing-
One of the degrees of freedom that i hope to give later in the game is you can take fights out of order, giving more flexibility in the plot, but I might be getting ahead of myself.
As for food, well that is the choice you have, you can use it to heal health or to rest, it depends on your.... situation.
Display resources to collect for ship got it. -adds to the to do list-
Ransoming regular prisoners will start with v1.2 along with markets where things can be bought and sold.
Fill in stuff, did it areas are still open but more stuff in them. I think I will make a policy of never hide things outside, might make things simpler in terms of searching
Yes there was suppose to be an army at that outpost, would not be much of an outpost without large numbers of expendables.
Not really my style but I will try, I wont be able write scat ending for all of my previous scenes before my intended release date but I will attempt to write some, and we'll see what thought is on them. (There will be a filter w/ the default option on off,)
They do not one moment
^ this is done because the conversation (w/ the Sheriff) forwards certain plot elements, as annoying as it may be it stops you from breaking the game.
And they were good times weren't they? I admit this game is an uphill climb, I said that on the first page, but I think it is suitably entertaining for those who persist.
Any way version 1.2 is finished, painting in the final tree or two, it goes into bug testing march 4 (so bug testers heads up,) once I'm convinced there are no bugs it will be released to every one else, hopefully around a week I apologize to any about the delay in bug testing however, I would prefer a version 1.2, not 1.25, .. writing code to transfer files from one version to another is not very fun. I'm going out of town tomorrow, and wont be able to redress problems bug testers find effectively.
Now V1.2 includes
So thats Where I'm at
eleventh wrote:Just going to jump into some comments here. I didn't find the combat system to be particularly broken in any way, although the initial enemies with eight or nine hundred health were a bit tedious to start out. I'm fairly used to using disabling abilities in RPGs to get through difficult fights, and only really had trouble with fights in this game when I went out of order. Since I saw several comments earlier complaining about the combat system, it seems like the fixes you've made have improved it.
The idea of gathering and storing resources also doesn't pose much of a problem, although I had a rough start since I didn't realize I was supposed to hold on to all that food. (Hey, it heals you 50 hp a pop!) The system feels rough still, since I have to wait until the village is about to starve to give more food, and I have no clue how much of any resource I still need to collect for the ship. Since as far as I can tell, the ship doesn't exist yet, that isn't much of a problem as of now.
I'm not sure what's going on with prisoners, do they actually have any function yet? I remember something about ransom, but can't figure out how that works.
Some of those undeveloped locations are ENORMOUS. In my opinion, some, at least settlement 6, are way too big, or too open. I assume that will get changed in some way as the game develops, but one thing that tends to bother me in games is lots of blank space. Walking past what feels like miles of fields to hit an invisible wall and have to turn around is tedious in a game that expects you to search every crate.
Also, was there supposed to be an army of either 32 or 40 orcs in that south guardpost? Because I think I fought 4 or 5 waves of 8 orcs each.
I look forward to seeing how this game turns out in the future.
One of the degrees of freedom that i hope to give later in the game is you can take fights out of order, giving more flexibility in the plot, but I might be getting ahead of myself.
As for food, well that is the choice you have, you can use it to heal health or to rest, it depends on your.... situation.
Display resources to collect for ship got it. -adds to the to do list-
Ransoming regular prisoners will start with v1.2 along with markets where things can be bought and sold.
Fill in stuff, did it areas are still open but more stuff in them. I think I will make a policy of never hide things outside, might make things simpler in terms of searching
Yes there was suppose to be an army at that outpost, would not be much of an outpost without large numbers of expendables.
VoreLover12 wrote:Could you maybe include Scat and Watersports in this because i have been digested by alot of creatures now and it doesn't feel right that i am not being let out at all.
Not really my style but I will try, I wont be able write scat ending for all of my previous scenes before my intended release date but I will attempt to write some, and we'll see what thought is on them. (There will be a filter w/ the default option on off,)
Snorlaxkid wrote:Lawrence Craft wrote:You can easily beat them, even without sending they to sleep.
That's completely untrue. They always come in pairs OR MORE, and as long as they are on equal numbers with your party or better, your chances of winning are completely dependent on them not spamming leg sweep and stun locking your team to death.
They do not one moment
Spoiler: show
Lawrence Craft wrote:I'm really missing the good old RPG's where you have to play several hours to get really started...
Hah, those were the times...Raiden264 wrote:Also, when the succubus is in your inventory as a "prisoner" and you try to put her in jail you get a notice saying "you have no prisoners".Spoiler: show
^ this is done because the conversation (w/ the Sheriff) forwards certain plot elements, as annoying as it may be it stops you from breaking the game.
And they were good times weren't they? I admit this game is an uphill climb, I said that on the first page, but I think it is suitably entertaining for those who persist.
Any way version 1.2 is finished, painting in the final tree or two, it goes into bug testing march 4 (so bug testers heads up,) once I'm convinced there are no bugs it will be released to every one else, hopefully around a week I apologize to any about the delay in bug testing however, I would prefer a version 1.2, not 1.25, .. writing code to transfer files from one version to another is not very fun. I'm going out of town tomorrow, and wont be able to redress problems bug testers find effectively.
Now V1.2 includes
Spoiler: show
So thats Where I'm at
Saturn's Moon Titan has more oil than Earth. In unrelated news the US declared that the people of Titan need more freedom, and is planning an immediate assault.
- silentfate
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Re: A vore dawn (RPG maker game V1.15)
Lawrence, I've seen you post here often, and you seem to have a habit of making condescending remarks to people's posts...though i'll give you that they're generally dumb questions, but even then they're totally unecessary. I can understand your frustration, because there are people who just whine or refuse to look for answers themsevles. However, in this case i'm giving my opinion and pointing out some things that can be done better.
First, a harder game is not always a better one. That's a bad bad baddddd misconception. Likewise it being too easy isn't good either. You want that medium...where it's a challenge, but not over or underwhelming.
I meant that there are no enemies other than the Orcs to train on. I think there are some bandits and the knights, but they are all very strong. This is a problem. I also didn't say that i wanted to play through an RPG in 10 minutes, so with that false assumption out of the way we can get to what i'm saying.
I apologize if I sound like i'm being critical, I'm just offering advice. It's tough to progress in the game, and the options available are severely limited to train on one type of monster, which is quite strong for the player to beat. I've spent some years designing and playing games, so I've had a chance to see what makes the good ones work, and why the bad ones fail. This game is good. I like the concept, and the dialogue's not bad, my only problems with it are the combat and the bug I mentioned, but there will be bugs in games like this that aren't tested by a lot of people. It can be tough for one guy (if there's just one working on it) to find ALL the bugs so it's totally understandable.
In the next version I would maybe add some enemies weaker than the orcs outside of the areas blocked off by Orcs. Maybe 2 or 3 different types? Just a suggestion. It adds some variety to your enemies, and at the same time works as a good balance.
First, a harder game is not always a better one. That's a bad bad baddddd misconception. Likewise it being too easy isn't good either. You want that medium...where it's a challenge, but not over or underwhelming.
I meant that there are no enemies other than the Orcs to train on. I think there are some bandits and the knights, but they are all very strong. This is a problem. I also didn't say that i wanted to play through an RPG in 10 minutes, so with that false assumption out of the way we can get to what i'm saying.
I apologize if I sound like i'm being critical, I'm just offering advice. It's tough to progress in the game, and the options available are severely limited to train on one type of monster, which is quite strong for the player to beat. I've spent some years designing and playing games, so I've had a chance to see what makes the good ones work, and why the bad ones fail. This game is good. I like the concept, and the dialogue's not bad, my only problems with it are the combat and the bug I mentioned, but there will be bugs in games like this that aren't tested by a lot of people. It can be tough for one guy (if there's just one working on it) to find ALL the bugs so it's totally understandable.
In the next version I would maybe add some enemies weaker than the orcs outside of the areas blocked off by Orcs. Maybe 2 or 3 different types? Just a suggestion. It adds some variety to your enemies, and at the same time works as a good balance.
If ya like the stuff I make please support me on SubscribeStar! Unlock new content here...https://subscribestar.adult/raiv
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Raiden264 - Participator
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Re: A vore dawn (RPG maker game V1.15)
Thank you for the update Silentfate, though for a suggestion, I'd go with Raiden's idea of some weak enemies to practice/grind on, and I for one very much appreciate the lowering of enemy HP. It should make battle more bearable.
- Snorlaxkid
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Re: A vore dawn (RPG maker game V1.15)
*bumps* I like the look of this and approve of the concept, and the fact that the maker seems very interested in his own project and has a good ideal of what kind of game he wants to make.
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Snowytiggy - Somewhat familiar
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Re: A vore dawn (RPG maker game V1.15)
VoreLover12 wrote:Could you maybe include Scat and Watersports in this because i have been digested by alot of creatures now and it doesn't feel right that i am not being let out at all.
I'd also like to see such an addition to the game.
Also you should try and get someone to provide visuals for the vore scenes in the game, sort of like what "Mysta's Myst Adventure" has. I realize that's probably a lot to ask, but it'd make this game even better
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Hongry01 - Participator
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