A new text-based game thing.

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A new text-based game thing.

Postby Esquisse » Fri Oct 24, 2014 7:26 pm

Link to game site.

So I've been lurking here for quite a while and even registered once and now that I've settled on a new name (that doesn't tie back to me in the real world) I decided to do my first post. It's a bit weird actually talking about vore in anything but hushed tones so I'll likely be one of the less-talkative members here for a while.
I don't have it uploaded anywhere and I don't know when I will but I'll still present to you this vore-porn-thing-rpg. (Even the name is a WIP.)

I'll give some details before I give images:
  • Pre-made, tile-based, not very detailed but still somewhat interesting and extendable world.
  • You can run around the world and randomly encounter enemies. (1/30 chance).
  • You can explore an area to try to force a random encounter. (1/10 chance).
  • Mostly-keyboard controls. So that there's only one hand required for playing.
  • Complex enemy generation. Enemies have heights, weights and attacks that are all modified by their random attributes. Enemies can be fat, short etc and you'll never see a fat thin enemy or a tall tiny enemy.
  • Enemies react to your physical attributes. Ok so you're giant, would it still make sense for the game to say "the bandit sneaks up in an ambush"? It'll be YOU who catches THEM at that size.
  • Stomach inventory! Your belly can hold a lot, (theoretically 4.29 billion individual enemies) and you can keep track of how well all those enemies are doing.
  • Your stomach grows as you eat things and can only hold enemies that are smaller than 2x its diameter.
  • Customizable, reactive enemy descriptions. An enemy can be generated as any gender it was given from a list. The enemy will then be referred to as "he/she/it/they/ze" depending on it. Same thing with species.
  • Your character will grow and will be compared to other things its size. "You're almost as tall as an elephant!"
  • Programmed in Javascript and run through the Google Closure Compiler. The entire game weighs almost nothing and runs on any system past IE 8.

Things I want to do:
  • Get someone to write for the game. Writing 10 descriptions of an enemy isn't fun.
  • Make a form where you can edit and submit enemies. This will be a bit harder.
  • Save games, an account + password system would let you get your save games back so it's not erased every time you leave private browsing.
  • Add a canvas to the character page where you can see your character's belly and track where enemies represented by dots (oh goodness I'm not drawing sprites for every single enemy) are in your digestive tract.
  • Other stuff you may suggest.

So, now, screenshots...
Spoiler: show
Image
Here's the game, as it looks right now.
Image
Here's what an enemy entry looks like.
Notice the 0, 200, 400? That's how tall in centimeters you have to be to get those descriptions. When taller, you'll have an easier time swallowing things while fattening up will make you able to swallow more.
Image
Here's the character screen right now.


Also, if you have a place you can host, I'd be happy to put it up. Right now I have server host that has strict anti-pornography rules in their TOS so I can't do anything relevant to you guys with it.

This concludes my showing-off of a game I haven't brought to a state where I can really release it yet. When I do release, I'll have a compiled version for everyone to play and a development version, maybe hosted on github (depends on their tos) where you can contribute to it.
What I'm actually looking for right now are more ideas, the bugs are something I can handle right now. :V
Last edited by Esquisse on Sun Oct 26, 2014 1:29 pm, edited 1 time in total.
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Re: Started a text-based game.

Postby Dragonvorelover135 » Fri Oct 24, 2014 9:11 pm

Is it possible to be prey in this yet? If not I think that's an idea to consider.
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Re: Started a text-based game.

Postby Whereaminow27 » Fri Oct 24, 2014 11:31 pm

I definitely am interested in this already. Let me know when you have a demo out, Id like to test it. It sounds great. O_o... Also very complicated. But Dam, that is going to be one hell of a game though. ! ! ! !
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Re: Started a text-based game.

Postby Maexam2 » Fri Oct 24, 2014 11:41 pm

Hmm... Looks promising!
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Re: Started a text-based game.

Postby 8Shapes4Colors » Fri Oct 24, 2014 11:46 pm

Oh, this looks promising!
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Re: Started a text-based game.

Postby Midir » Sat Oct 25, 2014 2:56 am

I like text games. There are lots of text games around here but I think they give you more freedom than 3D games or even JRPG. Though I like Game Maker too in fact.

I wonder though how good Javascript is for running games like that? I never tried it but I have never thought of it as a "real" programming language.

About descriptions -I would not bother about long descriptions yet. While they are fun to read I'd think more about how to make vore itself more enjoyable/interactive and less dull.

I like the idea about having different descriptions for different heights! Maybe it would be possible to write a fancy description generator which would slightly alter the text in order for it to be fitting for different heights?

if 'inanimated' in entity.attributes:
There is [a giant towering|an enormous|a big|a small|a tiny] #object right in front of you.

if ('creature' in entity.attributes) and ('sleeping' in entity.attributes):
You can see [an enormous|a big|a small|a tiny] #species sleeping [at #location|in #sublocation], [#species_unique_line].

Actually you could list all those 'size adjectives' somewhere in an array or list, together with the usage rules, for example, if I did this in python I would use a dictionary data-type with 'key' being the list of 'usage rules' and value - the word itself. { 'S1':'a tiny', 'S2':'', 'S3':'a big', 'S4':'an enormous', 'S4':'a giant towering' }. For example, 'S1' stands for 'small size'.

But you know what, nevermind that! First make the important parts - like vore and gameplay - interesting on their own~
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Re: Started a text-based game.

Postby SilverHornedDeer » Sat Oct 25, 2014 8:51 am

Looks very very promising, but I've got a question: will there be a chance to perform (or be the target of) other types of vore (like unbirth or cockvore) either by combat or quests/dialogues?
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Re: Started a text-based game.

Postby Snowytiggy » Sat Oct 25, 2014 2:33 pm

I am behind this 100% and I reeeeeeeeally enjoy that height and stomach capacity will be two separate mechanics. I Loooooove playing as a pred, and even more than that I love multi-vore that's same size or even larger. I have been known as an average sized character to make light snacks of macros in the past, so any game that has the potential to do that I'm behind 100%
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Re: Started a text-based game.

Postby uents » Sat Oct 25, 2014 4:20 pm

The account thing is neat, not completely basing it on cookies is a new thought.
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Re: Started a text-based game.

Postby Esquisse » Sat Oct 25, 2014 8:16 pm

First of all, thanks for the replies, definitely thinking of adding a lot of the ideas here.

I've thought up of one on my own: Having fun with an enemy after defeating them, after which you're returned to the part of the menu where you can choose to eat/sex/loot and leave them.

Thanks for the ideas, being eaten could be done and it wouldn't even be that hard to do in programming or writing.

SilverHornedDeer wrote:Looks very very promising, but I've got a question: will there be a chance to perform (or be the target of) other types of vore (like unbirth or cockvore) either by combat or quests/dialogues?


I can add different types of vore but then I have to write at least 4 more sentences for each type to make it interesting. Otherwise the writing would still be about the hero having a hard time shoving a (now grain-sized) enemy into #his pants. I'll add support for it but I'm not expecting myself to write a description for each. Expect this to be added but greyed out for most (read: nearly all) enemies. My goal though is to get other people to add them for me so you may be in luck at a later date.

Midir wrote:I wonder though how good Javascript is for running games like that? I never tried it but I have never thought of it as a "real" programming language.


You're right, JS is a scripting language, and not the best either. Thanks to modern computers though, javascript can run DOOM in your browser. (google: xibalba).
In this case, JS is moving health bars, making up random numbers, moving a character on a map and helping you eat things, it can handle it easily.

Snowytiggy wrote:I love multi-vore that's same size or even larger.

I guess it's time to add a cheat menu to allow for a stomach of holding.

uents wrote:The account thing is neat, not completely basing it on cookies is a new thought.


Losing progress because I'm in private browsing is something I loathe. It's always so annoying.

Also I found a VPS that costs 2.50/mo and allows anything hosted on it short of runescape bots, ddosing, drug sales and lottery sites. I could have the current (buggy unfinished unpolished) game up by tomorrow.
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Re: Started a text-based game.

Postby Indighost » Sat Oct 25, 2014 8:42 pm

Writing 10 descriptions of something isn't fun?! Blasphemy! : 3
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Re: Started a text-based game.

Postby deletbn9265gb » Sun Oct 26, 2014 12:26 am

This looks really promising!
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Re: Started a text-based game.

Postby Snowytiggy » Sun Oct 26, 2014 10:44 am

I've thought up of one on my own: Having fun with an enemy after defeating them, after which you're returned to the part of the menu where you can choose to eat/sex/loot and leave them.


Omg, I totally, 150 bajillion percent approve of this. A game where I could loot, have my way with AND devour prey alive? That is practically my fetish in a nutshell. Also, regarding having to write multiple sentences of description for all the enemies and such, might I suggest taking a gander at the Broguelike thread. I may be able to link it later, but Myconid talks about removing the need to write a ton of different things per enemy and instead has a central pool of generic vorish sayings that will pop up, with a few set aside special per enemy, and the text is chosen at random from that compiled pool. Instead of all enemies having 4 unique "it eats you/digests you" whatevers, you end up with a large variety of juicy options with less writing involved.

Same thing could be applied to alternative vore types. If this game pans out at all to the way I think it will, I would practically kill to have CV included.
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Re: Started a text-based game.

Postby Snowytiggy » Sun Oct 26, 2014 10:48 am

Myconid32 wrote:@ TheHungryElf: You may need to explain that concept in a little more depth. I'm not sure I understand the mechanics of what you are suggesting.

Aside from that, I thought I'd comment on a couple of things I noticed/changed while tinkering. First, I'm not going to disguise the fact that the game is... meant to be played one-handed, so to speak. That said, I find it annoying occasionally that the game needs active input to continue with digestion, even if I'm just hitting the "Rest" key repeatedly. Therefore, I've changed it so that predators will automatically continue digesting you (effectively skipping ahead to your next turn) if you do nothing for a few seconds. This shouldn't affect gameplay since the timer resets if you perform an action (even moving the mouse), and so predators won't get extra turns to digest you or anything. It's only there for the player that wants to watch nature take its course :P

Another thing I've noticed is a trend in the digestion descriptions. Half of them seem to be from an outsider's perspective, including the predator (such as "The wolf struts through the dungeon as he digests you."), while others are inside perspectives (such as "You feel an unpleasant tingling all over."). Since the latter category tends to be very general and is more type-specific than enemy specific, I've decided to make a change to the way digestion messages are set up. Instead of each enemy having four messages per vore type, they will now randomly choose from either three enemy-specific messages per type or a larger set of shared vore-type specific messages. This way I don't have to think of twenty different ways to say "You're being burnt by acid." This will ironically make messages less repetitive since there are more messages to choose from. It will especially help to tone down the amount of content I have to produce for each enemy, since the tedious issue is finding new ways of saying the same thing. Being able to make quotes more specific to enemies and still have a variety of actual digestion messages will hopefully make the experience more exciting.

Let me know what you guys think about these changes!

P.S. The new way of printing digestion messages also gives me room to create new messages in the event of willing vore, something which has been requested several times.


There ya go. a possible idea.
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Re: Started a text-based game.

Postby Esquisse » Sun Oct 26, 2014 1:28 pm

Snowytiggy wrote:There ya go. a possible idea.

Not bad. It's easy (but then again will take a bit) to add.
As I see it I can add it this way:
If there are descriptions for that enemy, use those, if not, use a set of general ones. I can add it so that it will use "tags" that are already on the enemies but then again it's even more writing lol.


Also the game is up on a really small VPS so I'll request that you don't start linking to it willy-nilly.

It is at http://31.220.43.61/ This is also now linked to in the original first post.
Disclaimer: no saving yet, only 3 enemies and they're mostly incomplete, game is still underwhelming, massive bugs including but not limited to: can't effectively heal in combat, healing spell in combat will deal 1000 damage to the enemy instead. Also you can't do much in-game.

All 3 enemies can be found in the forest. One enemy can be found in the fields beside your house as well.

Controls:
Image


Oh yeah, now I need help and ideas expanding the game world. What sort of world should it be? Medieval with magic is a given, takes a load of explanation off my back. What's the kingdom like? Obviously it has anthropomorphic and normal animals at the same time but what else? What do I even name this thing?
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Re: Started a text-based game.

Postby Hoodoo » Sun Oct 26, 2014 1:38 pm

Dragonvorelover135 wrote:Is it possible to be prey in this yet? If not I think that's an idea to consider.


First pred game in forever, open thread and of course the first response would be something like this.
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Re: A new text-based game thing.

Postby Midir » Sun Oct 26, 2014 1:54 pm

Yay congrats!
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Re: Started a text-based game.

Postby Esquisse » Sun Oct 26, 2014 2:13 pm

Hoodoo wrote:
Dragonvorelover135 wrote:Is it possible to be prey in this yet? If not I think that's an idea to consider.


First pred game in forever, open thread and of course the first response would be something like this.


I will add it since it's actually easy. Insides are kind of easy to "recycle". I won't have to deal with writing about how an enemy has feathers or how they have a knife or they're humanoid avian dragon etc. Just a description for being eaten by dumb animals and one for a smart animal where they taunt you.

Also feel free to cheat by using the javascript console. Sometimes highwaymen will spawn small enough to swallow but usually they're going to be a bit on the big side for that. Use player.addStomachCap(10000) to add enough room to eat pretty much anything. "Your stomach can stretch to accomodate things that are 2.68m tall."
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Re: A new text-based game thing.

Postby Midir » Sun Oct 26, 2014 2:44 pm

Oh, I have just noticed there are actually tiny creatures there too.

It's curious how you added different stats for stomach size and fullness. First time I see anything like this implemented.
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Re: A new text-based game thing.

Postby Esquisse » Sun Oct 26, 2014 6:41 pm

Well, it's made so that your stomach size can take something up to 2x as tall as it is because the prey can curl up or bend in half and so that you can fill your belly with 1000's of smaller things as well. "Fullness" is linked to how much weight's in your belly, "capacity" is linked to what the tallest thing can fit in there.

Also it's based on reality but probably with many errors. The game pretends that every enemy is made 100% out of water so that it can use weight and liters interchangeably for example.
NOT THAT REALITY HAD ANY PLACE IN THIS IN THE FIRST PLACE.


Also I'm planning it so that if you're big enough or strong enough you won't even have to fight enemies. When you're like 60m tall, the bandits won't even be able to fight before you eat them.

Up to this point by the way it's been easy to work on the game in public. Only in the past few days have I really started to write about sex and vore in the game itself because now I have to scroll the code around to get away from lines mentioning sex whenever I'm not working in private x.x
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