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- December 2019
Inside the Pred: Perks of making a mod
   Tue Dec 03, 2019 9:32 pm

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Inside the Pred: Perks of making a mod

Permanent Linkby Carreau on Tue Dec 03, 2019 9:32 pm

Fallout Vore 3.0 is still rolling along. I've started making alpha builds and getting things in the game. So what exactly have I been so busy doing? Well, for one, I've added a new struggle system for the player! The intention here is to replace the old E to struggle BS mechanic I added way back in early Voremersion. Now, when you're gulped up, you'll be presented with a set of movement directions to commit to memory and repeat. Do this successfully enough times and you'll make a break into the light! Fail too many times, and you become fat on the hips of your pred.



This has been a lot of fun to make. There's a ton going on here. The stars at the top of the screen represent how difficult a pred you have to escape. The arrow keys represent your key mapped movement keys (and if you use a controller, the D...

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Inside the Pred: Fun with Widgets

Permanent Linkby Carreau on Fri Jul 12, 2019 5:30 pm

As kind of a fun little side project, I decided to build a new XP widget based on the vanilla one, but for vore!

Thanks to Adobe corrupting my first completed project file, I had to start over. But I also learned that you can't have two widgets with the same file names and file paths. To speed up the process, I reused code from Thicc HUD and Prey Tracker.

So, the first thing I want to show is the HUD in action.

I took some vanilla sound effects and retooled them a bit to make it unique, but still fit within the soundscape of the game.

For the 3.0 release, I'll be redesigning the HUD again, especially now that I know about identically named classes. It'll allow me to shrink the size of the HUD file since repetitive code can be used to perform more than one function, and I can finally get some control over repositioning. So, the long and short of it, is there is supposed to...

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Inside the Pred: Fallout Vore 3.0

Permanent Linkby Carreau on Fri Jun 21, 2019 7:45 am

Where to begin?

I’ve had this idea of merging Voremersion and Fallout Vore 2.0 for a long time now. As much as I love my mod, it’s a major pain in the ass to mod a mod. There are very few records in Fallout Vore that I haven’t completely changed, so modding a mod can be a bit of a balancing act to maintain some stability.

The thing is, is Fallout Vore has been Gat’s baby. I’m just playing inside what he started.

After a ton of deliberation and confiding in Rasati and Rando, I decided to ask Gat if he wouldn’t mind that I combine our mods and make a Fallout Vore 3.0. While I was waiting on an answer, I started combining the mods into one and have a prototype that is basically Voremersion 1.4.2 combined with Fallout Vore 2.0.2. If you want to know why context vore brokenin 1.4.3, that’s the reason why.

This prototype has been sitting on the back burner, but I’ve also stalled development of adding features into Voremersion until I had a confirmation or denial. I found that copying dialogu...

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Inside the Pred: Where are we going from here?

Permanent Linkby Carreau on Sun Jun 09, 2019 8:02 am

So, 1.4.5 has been released. Context is back in action! So, where do I plan to go from here? I don't want to go into too many details as I have more of a general idea rather than specifics to talk about, but here we go.

I mentioned a while ago that I have context set up to handle different personalities. I want to make good on that promise and start adding in personality types. So far, I have a vision of having three at a minimum. Reluctant, Assertive, and Neutral. The current dialogue structure is mostly the neutral response. I have some changes to make if I want it to be truly neutral. But, the idea is when you first encounter someone, I'm going to roll a dice to assign their personality type. From there on, they'll be dedicated to that personality. I haven't decided if that will mean certain personalities will open up different tree structure, or if I'm going to try to keep it relatively similar between the different personalities. And I should also mention, this idea will...

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5 Comments Viewed 1736 times

Inside the Pred: Stop! It's HUD time!

Permanent Linkby Carreau on Wed May 22, 2019 7:28 pm

I finally re-upped my Adobe account to get access to Animate CC again so I can do some work on HUD widgets.

The first thing I wanted to do was revamp the HUD for Thicc Vore. The original was really poorly designed and required way too much papyrus coding to force it to work. Not only that, I kept getting confused users who think the Fullness meter was supposed to be Thiccness. The intent of the old Fullness bar was to show the player when they'd lose or gain weight. If you're above a certain fullness, you slowly gain weight and anything added to the meter beyond 100 would be converted to excess fat. Over time, hunger would set in, reducing the meter at a rate equal to your hunger (represented by arrows). Due to my poor design, I could only cram 3 arrows in the widget without it being too wide, and any user could get up to a hunger value of 7. Compound this with the fact only one companion could be tracked at a time, everything about the HUD was just...sub-par.

Fast forward a year....

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2 Comments Viewed 570 times

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