Nomad Vore Game Alpha 22 CO

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Nomad Vore Game Alpha 22 CO

Postby darkevilme » Sun Sep 13, 2015 8:44 am

Nomad is a vore game I've been building for months solo. It's coming together nicely though committing to making a game of this scope means I can't create all the content. That's where community contributions and guest writers can come in.

As for what sort of game it is?
A dash of roguelike (but without the perma death mechanic as...this is a vore game and i think too many people want to go gurgle), a fair bit of exploration and survival and all set in a science fiction setting. Science fiction seems to be less popular as a place for vore games so I'm fixing that. Game has pred and play gameplay and support for becoming something other than female and human.


Premise:
You're a human from earth's first FTL mission. During the initial jump something went horribly wrong, casting the ship a vast distance further into the unknown than intended and leaving the ship in critical condition. You escaped, but now your pod has come crashing down upon a strange world. You are alone, surrounded by danger and far from home. If you ever wish to return to earth then adventure awaits.

Features:
Spoiler: show
Ammo, inventory and weapons system
crafting system
faction support
space travel system
open world gameplay
ease of content addition
XML definitions
LUA support
science fiction


fetishes:
Spoiler: show
oralvore, breastvore , unbirth , cockvore, analvore, sex, cocktransformation,absorption


Changelog:
Spoiler: show
21: cone attacks, additional items,new enemy, spacehulk improved, new research entry, new perks. New scenes as prey: 1 CV, 1 AV by me. 1 CTF, 1 BV/BTF, 1 slimesorbtion by nomad contributors. New scenes as pred: 1 cv by nomad contributor. 2 CV, 2 OV, 1 UB by me.
20: combat move perks, seduction rework, dialogue ui, player as pred cockvore, 4 new cv scenes (as pred)
19A: re-attached skin, more guaranteed computation valves in ruins
19: F1 help screen, rest button (r), quickslot (trigger with q), more equipment, 1 new CTF scene, 1 new unbirth scene (as pred), 1 new oralvore scene, 1 new cockvore scene, fixes! content!
18: fast forward(hold ctrl or shift), ability to recharge equipped items without unequipping, UBTF scene, new sex scene, new cockvore scene, slight rewrites, slight renaming of objects, temporary removal of allegiance system
17: npc spawner support, 1 new perk, alpha minoris III(8 new zones, empty), alpha minoris II(4 new zones), 1 new shop, 3 new named npcs,1 new feral monster, 3 new oralvore scenes, 1 new ub scene, 1 new CV scene, 1 new bj scene, 1 av scene. tweaked shuttle thrust cost
16A: bug fixes (deflector band, robotcontrol centre)
16: more sex, more CTF, research and development system, new item(repulsor belt), first signs of life in the saurian village
15: partial d-girl support, verbose combat option
14: fixes, items, stealth, quest support, special move support, more perks, new areas. 2 OV, 1 AV, 1 CV, 1 CTF, 1 absorption scenes as prey, 1 OV scene as pred.
13A: weight fix
13: landing site selection, old bugs out, new bugs in, 1 new prey ub scene, 1 new pred ub scene, 1 improved tileset
12: content.
11: expanded chargen, faction support, companion support, perlin noise, supply drops, escape pod computer, content
10: content, hotkeys, arbitrary sprite size support, readme file, tweaks
0Z: bind state support, generator support, a little more content
0Y: quality of life improvements, a little more content
0X: autosave, intro
0WA-F: fixes
0W: SPACEHULK!
0VC: broken level up now fixed
0VB: bug fixes, numerous. improvements, minor.
0VA: infinite turns with melee weapons fixed. smart(bitmasked) tiles implemented. exposition implemented, ship component placement implemented. karma meter implemented. various other features mid implementation.
0V: new combat framework added, new weapon added, status effects supported, two status effects now in game, 2 status buff items added
0U: shop framework added, player chargen framework added, mushroom girl fixed
0TA: fix harpy assertion, fix harpy AI, flag increment, violation detection dialogue elements
0T: town support 1 of 3 (crime and punishment), harpy rewrite, local and global flag support
0S: appearance system added, mutator system added
0RA: linux libraries bundled.
0R: fixed weight, fixed projectile effects, outsourced player start to start.xml instead of being hardcoded, changed ranged weapons to be more effective at range but conversely less effective in melee.
0QD: fixed nav console, hopefully
0QC: fixed levelling up, hopefully
0QB: fixed saving, hopefully
0Q: christmas update! (space travel,crafting, spacecraft, exploration reward 1 of 3)
0P: added conversation portrait and custom sprite support. fixed at least two crashes.
0N: Converted to LWJGL 3, numerous fixes and improvements. mostly minor, but one major one. Also, titjob'd the mushroom mother.
0M: tweaks, more items, 1 bug fixed.
0L: player as pred support added, perks added, character screen added, storage chests added
0Kfixed: guess who broke save compatability and had to fix it, also projectile special effects added.
0K: robots, mushroom girls, mushroom mother (unfinished)
0J: loading and saving, fixes for earlier stuff
0I: ruins zone added, plains zone added, shuttle added, auto resizer added, much refactoring
0H: assertnot added, lua harpies added, cave zone added
0G: Preference limiter added. Pants detection added. Controllable interface now has attackplayer(int attackindex) method. Config file added. Preference file added.
0F: added support for dice roll conditional, integrated komaru harpy. minor changes and improvements.
0EA: Fixed crash related to the new menu
0E: Still trying to kill dead issues with the conversation engine, also added ability to go back to the menu from game over..also, added a menu.
0D: prevented multiple initialization of dialogues..hopefully
0C: shrunk the game in the dryer, to appease the tiny people
0B: first release


Troubleshooting:
Spoiler: show
"It crashed/broke/had an error, did anything it wasn't supposed to"= this means you need to send me the contents of the error.log file in the game directory. This file will contain information I can use to determine the cause of this terrible event.

"java is not a recognized command"=this means you don't have a java runtime environment installed.

I can't see the edge of the window=you need to go into nomad/assets/config.txt and adjust the window size to fit your screen

"i experienced a fetish i didn't like!"
put the fetish string in the assets/data/preference.txt one to a line. see the fetish strings in the fetishes section of this here OP.


modders guides:
conversation files

Download:
https://www.mediafire.com/folder/9wrt0eti4ewt6/Nomad
https://www.dropbox.com/sh/i7fiteahqnhiprq/AACCqYgSmckk-5OxZSnmAQIua?dl=0
source code:
https://github.com/warpedrealities/Nomad-vore-game

Contributers:
Spoiler: show
Komaru,'J', Serenity, j_mac_tavish,HTC,TiraT,maenethal
Last edited by darkevilme on Sun Apr 09, 2017 12:15 pm, edited 132 times in total.
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Re: Nomad Vore Game Tech demo 0B

Postby Bright » Sun Sep 13, 2015 10:22 am

Could you show us a screenshot of the game?
Visit my artblog?
Spoiler: show
http://julienbrightsidesart.blogspot.no/
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Re: Nomad Vore Game Tech demo 0B

Postby Midir » Sun Sep 13, 2015 10:25 am

Hello darkevilme, nice to meet you again ^^

And first request - could you make the screen smaller, it does not fully fit my monitor resolution 1600x900.
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Re: Nomad Vore Game Tech demo 0B

Postby darkevilme » Sun Sep 13, 2015 11:46 am

Bright. Here.
Image

Midir....This is what i get for asking people about resolutions on the chat. I will TRY. but as i sorta, hard coded everything on the assumption of resolution the best i can do is shrink things.
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Re: Nomad Vore Game Tech demo 0B

Postby Shadowlyger » Sun Sep 13, 2015 11:47 am

Yeah miiiiiight need to make the window a wee bit smaller.

EDIT: I AM DEFEATED
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Re: Nomad Vore Game Tech demo 0C

Postby darkevilme » Sun Sep 13, 2015 12:10 pm

Alright. that was marginally less painful than I expected. But there may be true life consequences for shrinking the game.
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Re: Nomad Vore Game Tech demo 0C

Postby hyenaofleisure » Sun Sep 13, 2015 1:44 pm

The game isn't opening for me. I hit 'run' which I am assuming is the ideal way to open the game, but it opened my command interface. I hit enter, but then said interface closed, and nothing happened.
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Re: Nomad Vore Game Tech demo 0C

Postby That1guy » Sun Sep 13, 2015 2:08 pm

Oh, darkevilme! Uh, that reminds me, you asked for feedback on an update on ai update vore wars some time back, and then you got no reply. I was going to test it and report back but that never happened. Sorry about that.

In any case I took a quick look, seems like a decent start for this early in development. Excited to see what becomes of it. Oh yeah, I suppose the text of the harpies putting you "deep into their womb" is still just placeholder for now? Because it doesn't really seem to do much.
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Re: Nomad Vore Game Tech demo 0C

Postby darkevilme » Sun Sep 13, 2015 2:26 pm

that1guy,, yes, placeholders because this is a tech demo. but the fact that all that stuff is exposed in XML files means someone could replace the vore scenes with something with actual smut content.

As for Hyena.. I dun suppose it gave you a message of some sort in the command interface or in the error log text file? this game inherits game engine stuff from vore war.

edit:
I'm trying to track down sequence breaks in the vore dialogue systems. As that's the key smut engine. If someone could get unbirthed by harpies a lot and see what they can discover that'd be great. The dialogue is place holders hence being devoid of smutty detail and short. But the sequence and pathing should work okay assuming the dialogue engine doesn't crap out in reading the XML and stuff.
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Re: Nomad Vore Game Tech demo 0D

Postby komaru » Tue Sep 15, 2015 12:49 pm

Tagging for easy visibility. Just downloaded, once I have a bit of free time, I'll see if I can track down a bug or 2 in the vore engine!

Edit: Ok, so a basic rundown of what I've found so far in version 0D regarding the vore system:

works well so far if there's 1 predator, I was able to eventually trigger the strength fail, the pleasure fail, the strength and pleasure successes, and the surrender with no trouble.

With multiple preds around however, it seemed the vore couldn't trigger at all, I just kept getting an endless loop of "The harpy begins to straddle you." I'm unsure if it's all the same harpy looping or all of them trying to vore simultaneously. If I can figure out adding a new enemy, I'll make another test pred and see if that helps narrow it down.

My only other suggestion regarding it would be a restart key for the game over screen, or if there is one, just label it, I wasn't able to find one using the "usual suspects" (Return, Esc, Space, R or Left Click)


EDIT2: Okay, made a goblin (pretty much a carbon copy of harpy minus flying and a view descriptions.) Think I may have found the cause of the aforementioned bug. Seems to actually have nothing to no with number or type of preds, but rather seems to be triggered by the player reaching negative HP (usually from an escape from a pred, although occasionally can be caused from taking a lot of damage at once.)

As a side note, if you want another test monster with terrible text, here's the goblin I made, like I said, she's basically the same as the harpy, except she has oral vore over UB, and doesn't fly. Might fool around with another monster later on to test how a monster with multiple vores works atm, if that's something you want tested?
Attachments
Goblin.zip
(3.04 KiB) Downloaded 411 times
Last edited by komaru on Tue Sep 15, 2015 2:28 pm, edited 2 times in total.
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Re: Nomad Vore Game Tech demo 0D

Postby Firon » Tue Sep 15, 2015 1:53 pm

not bad at all....I'll be keeping an eye on this
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Re: Nomad Vore Game Tech demo 0D

Postby darkevilme » Tue Sep 15, 2015 5:21 pm

Much thanks Komaru:
Multiple vores, non vores, all the vores. Whatever appeals to you Komaru. The whole point of me making the dialogue in XML and script support in lua for the AI is to make the game as moddable as possible.
And regarding the error I'm going to ring fence the hell out of the beat player/start conversation with checks that the dialogue isn't active. I thought I fixed that with version D but I guess not.

Regarding modding:
Anyone wanting to write content feel free to ask me about stuff. I know I haven't gotten a howto up yet but I'll get there. Also, those planning to make content can feel free to suggest things that'd be handy to have supported by the game. Like hell am I doing this all myself. Speaking of doing for myself though I added an ability to in theory have the AI run as LUA scripts so enemies could behave differently. I'm not fluent in LUA and not necessary able to devote the time to become proficient(someone on the chatrooms suggested doing this). So if anyone wants to write AI for the game you'll need few things

something like this in the definition for the npc.
Code: Select all
<controller AI="harpy"/>

This looks in data/ai for the file named harpy.lua
the code must have a main function like so
Code: Select all
function main(controllable, sense) 
   a=math.random(0,8)
   controllable:Move(a);
   
end 


the controllable interface is for what it's controlling
Code: Select all
   public boolean Move(int direction);
   
   public boolean Attack(int x, int y);
   
   public boolean setAttack(int attack);
   
   public int getDisposition();
   
   public boolean getAggressive();
   
   public boolean Pathto(int x, int y);
   
   public boolean FollowPath();
   
   public boolean HasPath();
   
   public int getHealth();
   
   public int getResolve();
   
   public LuaValue getValue(int index);
   
   public void setValue(int index, LuaValue value);
   
   public Vec2f getPosition();
   
   public void Wait();

the sense interface is just some handy info
Code: Select all
   public boolean CanWalk(int x, int y);
   
   public boolean CanSeePlayer(int x, int y);
   
   public Vec2f getPlayerPosition();
   
   public int getPlayerHealth();
   
   public int getPlayerResolve();
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Re: Nomad Vore Game Tech demo 0D

Postby RedmanQ » Tue Sep 15, 2015 8:53 pm

When i use run.bat, it gives me this error:

Spoiler: show
Image

Don't mind the white space, that's just me blotting out my true name and the file path. And the ¥ symbol is just how windows displays backslashes when the system locale is set to Japanese - they work exactly the same, and I don't think that is the problem since other java programs can run fine.

I'm assuming it's saying that I need a different (probably newer?) version of Java than the one that i have, but for all I know it could just be some uh... filepath thing, like maybe it's trying to use the wrong thing to unpack the jar? What edition of java did you use to make this?

...God it's been ages since the last time I worked with Java myself, there was a time when I might have been able to understand what this is saying but now it's mostly alien nonsense.
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Re: Nomad Vore Game Tech demo 0E

Postby darkevilme » Tue Sep 15, 2015 10:03 pm

version 8 update 60. I updated just before starting this project. So yeah I'm probably using a newer version of java than you are.

edit: New version up. Hopefully stabilized conversation engine.
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Re: Nomad Vore Game Tech demo 0EA

Postby komaru » Wed Sep 16, 2015 5:47 pm

Will certainly have a look at the new version. In the mean time, to see if I can get the ball rolling with monster creation, I threw together a few "templates" for a basic monster, a victory scene, and a defeat scene. I also added a few comments into the files based on what I've played around with, to hopefully let people know what they're changing, without being worried about breaking something (Seriously, these monsters are so awesomely customizable! Play around with it!).

I do plan on making some cool new templates with longer conversations/more than 1 vore, etc. (probably in the form of actual monsters, rather than generic templates.), and will continue to throw comments in the XML.

To actually add a monster to the game, all that you need to do is open the desired world .xml (which can be opened with any text editor, although i like just using Notepad++, it's free and colour codes things to make it look less overwhelming if you're not too familiar with xml.) (Also, the only world is currently Alpha Minoris IIA, both zones 1A and 1B) and between the <floodfill> tags, put <SeedNPCs min="x" max="x" name="myEnemy"> </SeedNPCs> where min is the minimum number of that enemy you want to spawn, and max is, well, the maximum that you want to spawn, and the name is the name of your enemy (determined by what you re-named the "<Enemy></Enemy>" tags to. (more on this in the enemy template.))

All that said, I did have a couple of questions before I try some things with enemies:

1) I've seen the THERMAL, and KINETIC damage types, what others (if any) are available, and is there a file that can be edited to add others?
2)Other than flying, is there any other properties that can be added to enemies at the moment?
3)I've seen a way to add multiple vores via the initial defeat menu, is there a way to have it pick a random vore? Or will it basically be "player's choice"? I know there's a random number generator behind the scenes being used for seeding/attack damage, just wondering if it can be accessed in the vore conversations.

EDIT: Seems that the fix is working for the infinite conversation loop, have not been able to go under 0 HP again, so I have not seen it trigger.
Attachments
enemyTemplates.zip
Template for basic enemies. Just move the enemyTemplate to the npc folder, and the victory/defeat templates to the conversations folder.
(3.44 KiB) Downloaded 344 times
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Re: Nomad Vore Game Tech demo 0EA

Postby darkevilme » Wed Sep 16, 2015 6:35 pm

Komaru gets a minor request cookie for being of assistance in the early days. And now to answer the questions.
1) KINETIC, THERMAL,SHOCK. TEASE,PHEREMONE,PSYCHIC. Note the last 3 need more work before it'll work properly and also they're aimed at resolve not hp. Yes, enemies can seduce you into being willing in theory.
True Resolve and True Health damage types which cannot be resisted by defence scores are coming in a future version. And no the damage types are hard coded as they're the first 6 slots on the attribute table for the npcs and player. I'd have to refactor how defences are handled to make them fluid.
2) Nope, mainly cause none have occured to me.
3) Not yet, but a random number dice roller conditional IS scheduled to be added to the game with the next update.

Regarding something seen in the templates.
Enemies can be given multiple attacks, but the default fallback AI won't use any but the first attack. For an enemy to use multiple attacks would currently require someone to insert an LUA script into the AI slot and in it call controllable.setAttack(int attack) with the number of the attack to change which one its using before calling attack(x,y). so you could have a dragon with a breath weapon at long range doing heat and a melee attack doing kinetic at short range. But the default AI doesn't use more than the first attack cause the whole idea was people would write LUA AIs.

Regarding another thing in the templates.
Multiple descriptions for an attack means it random picks one when the attack is launched. so you could have several different ways for it to say the harpy claws you with claws and it'd vary it up a bit.
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Re: Nomad Vore Game Tech demo 0EA

Postby komaru » Wed Sep 16, 2015 6:54 pm

Sounds good! That definitely gives me a fair bit to play around with.

Will update the template with a few of those things as well, was kind of wondering how multiple attacks would work.

Seems I may end up teaching myself a bit of lua ;p

EDIT: Lewd-ified the harpy a bit

-added a harpySeduced conversation for beating one with seduction instead of attacks. Slight changes result from this, the most notable being that it's the only way to trigger healing unbirth, even with over 30 disposition.
-Giving the harpy oral no longer gives experience, just friendliness (disposition) and makes her nonhostile, Just to prevent people spam seducing non-hostile harpies to grind xp ;p
-Making the harpy give you oral no longer makes her nonhostile, but gives you experience, if done through the Seduced conversation, her attitude will remain unchanged, if done through defeated conversation, she will immediately go hostile again. (Might also make this heal the player a little bit, later.)
-A hostile harpy who defeats a player with over 30 disposition will now cause a small loss of disposition. Turns out harpies don't befriend weaklings. ;p
-generally just tried to flesh out some of the conversations
-each different outcome that leads to a game over now has slightly different text. (E.G. failing to escape via Strength gives a different game over than submitting.)

The only thing I noticed, doing this is that the buttons and game over screen can't hold all that much text. Buttons seem mostly sufficient, unless you wanted to write something really wordy for some reason. Game over screen seems not to make use of about 2-3 lines near the bottom, and the text could probably be *slightly* smaller, if possible. It holds about 1-2 sentences now.

Didn't really add an AI or anything yet, I have a few more monster-girls I think I'll put on this planet to try some different conversation/AI/combat things with.
Attachments
Harpy.zip
Harpy - Generic Flying Unbirth Monster
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Re: Nomad Vore Game Tech demo 0F

Postby darkevilme » Fri Sep 18, 2015 4:16 am

Outstanding Komaru. I went and integrated it into 0F if that's okay.

Version 0F contains various small things though what might be of use to you and anyone else is a new dialogue conditional that should work
Code: Select all
<condition operator="lessthan" evaluate="DICEROLL" value="10"/>

This rolls a D20.

My plans for 0G:
to create an ability for the dialogue engine to detect if the player is naked already so any undressing will make sense or not.
to make it load things like window scale from a text file so those with larger monitors can re-inflate the game window and those with monitors even shorter than 800 pixels can take their chances with the compression.
To continue to work towards implementing loading and saving
Possibly work on adding pref tagging for branches. So those who aren't into vore type X can have it forbidden from appearing.
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Re: Nomad Vore Game Tech demo 0F

Postby komaru » Fri Sep 18, 2015 6:21 pm

Excellent, and I'm glad you like it!

I will see if I can find some time to play with that dialogue over the weekend!
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Re: Nomad Vore Game Tech demo 0F

Postby komaru » Fri Sep 18, 2015 7:35 pm

Regarding something seen in the templates.
Enemies can be given multiple attacks, but the default fallback AI won't use any but the first attack. For an enemy to use multiple attacks would currently require someone to insert an LUA script into the AI slot and in it call controllable.setAttack(int attack) with the number of the attack to change which one its using before calling attack(x,y). so you could have a dragon with a breath weapon at long range doing heat and a melee attack doing kinetic at short range. But the default AI doesn't use more than the first attack cause the whole idea was people would write LUA AIs.


Quick questions about this, making a Centauress who has two attacks, a charge, and a kick. The Charge hits like a truck, but ideally, can only be used under certain conditions. The kick being fer normal, filler attack.

I'm looking to code this into the lua, and just had a couple of questions:

1)when calling the controllable.attack() method, what do the x and y do? Just attack at that location, picking whichever attack can reach?
2) I'm not familiar with LUA's syntax, but could I write an if statement to choose and attack, so I'm thinking, from a pseudo-code point of view, something like:

Code: Select all
if (controllable.getPlayerPosition() (is more than 1-2 blocks away from Centauress, so not in melee range, but no further than two blocks))
           {
             controllable.move(x,y(player position, since it's a charge))
             controllable.attack(using the charge attack)(x,y)
           }
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