[VX ACE] The Fates We Weave (FIRST CHAPTER)

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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Sun Jan 01, 2017 1:27 pm

The bit about the spiders webbing the player char in an ambush sounds interesting.. I can't wait to try that out. would that be a game over or struggling scene? or just the web hopping scene.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Sun Jan 01, 2017 5:51 pm

I think I explained it before, but ambushes depends on the enemy. In the case of a spider, they'll either web your party or cocoon you before going into battle. Later, either by leveling or escape items, you could skip a battle but the cocooning penalty from the ambush would still apply.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Sun Jan 01, 2017 7:59 pm

Ah before going into battle. so what happens if you lose to them during that fight then?
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Mon Jan 02, 2017 4:50 am

As said before, losing would ideally be a dialogue accompanied with a picture, mainly vore or cocoon-related, about the standard of several Vore-RPGs. Keep in mind that things may change, but at the moment, it's too early to tell.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Tue Jan 03, 2017 1:56 pm

Ah gotcha, was wondering if that stayed the same, seeing as you're changing some things up here.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Sat Jan 07, 2017 3:59 pm

Another weekend update...Not much. I figured after I get key events (teleports, some dialogue and switches) in place, I would fancy up the maps and dialogue.

...That was delayed to two factors. I wanted to take a peek at the Diablo anniversary stuff in a few games, and I was trying to 3D-Print the Swordfish II from Cowboy Bebop. That spaceship is not printer-friendly, and I still need to add custom supports.

Anyway, World of Warcraft's 7.1.5 patch which includes Brawler's Guild and Nighthold will be coming out next week, plus its Diablo event only lasts this week. Fortunately, I'm not going to sub yet...Well, until I finish Final Fantasy XV. I am doing so many sidequests...

---

Now that I mention it, that does sound like I have enough content for a small demo...though there are things that I am missing like sprites for my other characters and some appropriate music. So let's see, a list of what I need to put in the game and what could be left out until the final version:

Must (for first demo):
-Sprites and Faces for characters
-Appropriate moves for characters
-Moves and events for enemies
-Mandatory dungeons and dialogue up to Crashed Airship.
-"Inns"

Side-Priority:
-Make maps look better
-Dialogue for Game Overs.
-Playing with scripts
-Extra dungeons to hold over until next update.
-Music and stuff
-Basement

===

Hm, playing Final Fantasy XV got me thinking...If I have a bed in my house to recover HP and MP, what good are Inns for? That's a simple question, really. First, the game takes place in Oryia, which should have plenty of vorish creatures, so inns should have some nice near-vore dialogue, such as a man-eating flower in a fairy village. But to keep players from going through that and resetting, inns will probably grant some temporary buffs for a few battles.

I was also wondering if food should play a bigger role in this game. Reason is, Oryia's meals are often very fresh...like swallow a whole live rabbit fresh. Diamont, however, is not a native of Oryia, so she'll cook her first meal (Yeah, chopping and roasting food must be horrifying). That got me wondering: do I go about discovering more recipes and having food all about? And how should I balance the food buff? Hm, I guess for that last part, it'll probably last one battle so that inns remain important.

---

Also, Esthe Hunter was an inspiration in one part: when the weather changed, the map also changed a bit. That's not to say it was perfect since rainy mud may appear for one map and transition into normal for another. Thankfully, I decided on two simple factors: You need to sleep at home or a inn to change the forecast of an area, and you would have to defeat the boss of a new area before you can affect the weather of that area. Main reason I decided on a "weather" system is variety. Because if I don't have that, then there would be spiders in one area and no spiders in the other area.

Let me put it this way. There will be a variable for each area or set of areas, and they will be randomized when you sleep (sleeping in that area will not randomize the variable for that area). The variable then determines what happens in that area, from travelling merchants to rain to spider scouts, and when you sleep, the variable randomizes again. However, the variable might stay on certain numbers in certain circumstances; for example, if an area is placed under a full-scale Spider Invasion, sleeping is not going to remove the spiders; you'll have to clear the spiders out of that area then you can randomize the place again.

Of course, if I think about such features, I also have to think about additional things that may or may not add on. For example, it could be possible to add some Dream Charms that increases the chance of getting certain "weather".
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Sat Jan 07, 2017 5:11 pm

Wow, first big update in a while eh? lots of curious information there.. curious to see what you put up if you do another demo.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Fri Jan 13, 2017 7:50 pm

Update: Hm, I decided to start a new project, mainly to set up a boss order like Megaman (defeat a number of bosses to get to the mid and final areas). Then a part of me wondered how to fetish-ize this game.

So while I'm still working on The Fates We Weave, I might also touch on Meka (name pending). The story for this side-project is that in the far future, robots begin to "eat" humans, (more of abducting them using their bodies). It's up to Meka, a humanoid robot, to quell this malfunction. By the way, I'm thinking of a spider boss for this game, but her cocoon would be a paralysis instead of what I have in TFWW.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Sat Jan 14, 2017 3:15 pm

Ahh, so this game here might be going on hiatus then. Well it was an interesting concept while it lasted then. good luck with your new game.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Fri Jan 20, 2017 1:51 pm

No, The Fates We Weave is not going on hiatus. While Meka is an interesting take on Mecha Vore, it is not a test bed for scripting/eventing at this moment, so Meka would probably get one of two touches in a week.

Anyway, I've drawn some slimes...and made three racial variations of them. For this story, Ventasian Slimes are common in the world, and Synthon grabs some of them to enhance them into Synthon Slimes. However, a Synthon airship crashes into Oryia, which didn't have slimes. Some Ventasian Slimes break free, but after eating the fruits of this island, they morph into Oryian Slimes, which are more voracious than their counterparts.

I also touched up a few things here and there, namely adding some movement and other character where there be dialogue.

---

Anyway, this thought came to me. I had a Shared HP script to prevent the party from dying, both to enjoy the status effects and to keep the player from panicking if one of their members die. However, I am thinking to replace the Shared HP with this: HP works normally, though when Cocooned, your HP doesn't drop to 0...Except if all your living members are cocooned.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Thu Jan 26, 2017 2:55 pm

Weekly update as per usual:

I put in music to set the mood for scenes and towns. Started out as 200 megabytes, then I shortened them and accidentally put them on a lower bitrate, so selected music about 30ish megabytes.

...I am working on making the dialogue fancy even though the maps aren't. Now that I think about it, I should probably be preparing enemies and skills at this point. Hm, I also need to think about positional enemies (enemies that will attack the character in the same "column" unless defeated) that I may or may not use.

---

Also, I'm thinking about some options to put in the game. They'll be placed only in a part of the game that is available in the beginning. These are options I'm pondering now:

Vore - This turns on the Gameover scenes when you lose, and possibly unlock some vore scenes in the map. This does not affect anything involving spiders and webs. This is on by default.

Random Enemies - This turns on enemy prefixes. Normal enemies may have random effects: Armored enemies always have Defend even while attacking and Golden enemies offer more money but no item drops. Unique enemies or enemies that come with bosses are not affected by this.

Hard Mode - This turns on several attacks or boss phases that should make the fight more complicated. For example, the humble Neematod attacks in Normal Mode but gets a Lick in Hard Mode that removes your Guard, which could be bad if it is paired with another enemy that needs to be tanked.

????? - This mode is automatically turned on when Vore, Random Enemies and Hard Mode are all on. Ideally, this unlocks more content in the game such Yr'gnuh and his minions, but it might also upgrade some Hard Mode bosses to Mythic Mode...

Level 1 Limit - Some people out there do level 1 runs, so I put this option in for the challenge.

---

Speaking of which, I'm experimenting with staggered level limits. For example, you will remain Level 1 until you defeat the first boss, in which you'll be able to go up to Level 5. You should also be able to defeat bosses in side quests for a limit boost as well.

Also, I'm thinking of this damage formula: if a.atk > b.def then damage = a.atk, else damage = rand(a.atk). Pretty much full damage on qualifying enemies but a wide range of damage if enemy defense is better, so while players are not hitting for 0, they aren't defeating them quite as fast.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby DarkPinkie » Thu Jan 26, 2017 3:09 pm

For a damage formula, try to avoid heavily randomized things. Like that random 1 up to highest attack looks like it will be incredibly frustrating. Perhaps quarter damage + 50% randomized. That increases minimum damage to a quarter of normal (possibly +1) and maximum damage to 75% of normal and reduces maximum damage so that it will not be completely arbitrary luck on defeating tanky enemies (still kind of is, but at least less than what you suggested).
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Thu Jan 26, 2017 7:00 pm

I might end up making the damage bits more complicated, but having a 25-75% threshold against a standard defensive enemies sounds reasonable. Of course, when I think about it, how would that convince players to add more armor? More experiment be needed then.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Thu Feb 09, 2017 1:13 pm

Right, last week, foot problem. Pretty painful that I didn't do much computer stuff, including RPG Maker.

This week, my foot is a bit better, so I've updated my random (enemy) targeting as well as the dialogue for the tutorial fights. However, I'm a bit stuck with the tutorial because I made three spots for those fights and I only have two up so far: The first demonstrates how Guarding can redirect and alter attacks, and the second shows off stacking states and states that alter commands. The spider stuff comes after the tutorial/first dungeon, so that's not a valid choice.

...I got it! There are some states that alter the level of healing, so that ought to cover the third tutorial.

---

Also, in regards to the Game Over and vore, I don't know if I can write for every enemy, so I might just draw simple pictures instead.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby ThePornucopia » Fri Feb 10, 2017 12:00 pm

Um... Have I downloaded an old version, or is there a reason to me getting a game over after I interact with the lady after the Goblin fight? I've tried interacting her form every angle, but all of them just immediately bring me to a game over screen.

Or is that the end of the demo?
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Fri Feb 10, 2017 1:27 pm

That is the end of the alpha demo, designed to show off how cocooning works and to show off the game-over screen. The next demo is still in the works, though it will have story content (plus a few things here and there). I should think like the others here and just release the new demo once the story for two dungeons and update content instead of waiting for two dungeons and extra dungeons.

Hm, now that you bring it up, I once thought about having this game have three selectable leaders including a spider but decided to stick with a female lead. I suppose with what I coded so far, I could make another game starring the spider, but after I release the demo.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Thu Feb 16, 2017 2:57 pm

Hm, progress this week: Should I say that the first dungeon is done?

I mean, putting down the maps for the place is simple even if I might expand on them in future updates. The cutscenes, a bit time consuming too. However, what made the first dungeon take up time comes from the fact it is a Tutorial Dungeon, meaning the first scripted fights had to be fancy. The first dungeon is also designed to be an "advising" dungeon, so there were plenty of signs to read. And I experimented with some monsters and formation setups too.

Anyway, the first dungeon: The Forest of Sages, home to the fairies. A concerned adventurer thought about helping them by placing signs with written wisdom throughout the forest. Sadly, the fairies stopped reading those signs when creatures populated the forest. Because of this, fairies would banish a bad fairy into this forest and pray they get eaten.

---

That means I should work on the next dungeon so I can get the demo out. I'm also still deciding on Game Overs. I guess at the moment, they'll mainly be text...Since bosses are static in a way, I suppose I can do some sprite game overs as well.

But yeah, the spiders will be introduced in the second dungeon, so now we are getting to the selling point of the game. I'll have word once I start once on that.

===

Edit:

Change of plans for the demo. I think it'll take me some time to pull out the second dungeon, so instead, the first demo will release with the first dungeon and a couple of "nests" that contains encounters including spiders. Sorry for taking long on this.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Tue Feb 21, 2017 5:22 pm

Awesome to hear we'll get to see the first dungeon and a bit of the second, I'm especially eager for that second.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Wed Feb 22, 2017 4:36 pm

I suppose a Nest would be a preview of enemies to come. Well, I might have actual Nests past the first demo, so here's the details of how they work:

Nests are like mini-arenas filled with monsters. Clearing a nest should net you some pretty good items, though doing so on Hard Mode will also net you some unique items. Regardless of whatever options you choose, enemies can ambush you and will obtain some random traits to make the battle harder. Oh, and you still need to turn on Vore to enjoy the experience.

---

Also, here are what you should be able to experience in the first demo at the minimum:

-Story content up to the first dungeon boss. The demo will not end there so you can explore other features.
-Enemies will have Vore dialogue (if enabled).
-Nests. They are filled with monsters (and traps) that will show up later. Clearing them might earn some prizes.
-Options: Vore/Hard Mode/Random Enemy Traits/Level 1.
-Secret Superboss. He will be much harder in the actual game.

---

After the first demo, I'll take a "break" so that I can work on the mechanics of my other projects and draw some battlers for them. If what I come up with works, some of those battlers and ideas might be reused in this game. That won't stop me from doing small updates on the demo from time to time.

My goal other than working on The Fates We Weave is to get at least another "small game" out before the end of the year. Most likely that small game will be released by Halloween.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Thu Feb 23, 2017 5:25 pm

Nice, I can't wait to try out that 'nest'.
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