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

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

Postby Bleeb » Mon Mar 13, 2017 7:24 pm

Soooo any news yet?
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Tue Mar 14, 2017 12:51 pm

Sorry, busy one week, thinking the next. Overall, I'd say that I've been tweaking and cleaning the scripts and database.

...Now that I think about it, I'd say my issue is focusing too much on the whole game instead of the demo content. I mean, other than the vore gameovers and some balancing, there's technically not much more I need to add. Might also need to replace a nest or two to make this process faster (spider nest still in place).

===

What I've done this month in detail:
-Damage formulas had been redone to use the new damage calculations as well as to take advantage of of strings defined for the battlers and attacks.
-Database has been cleaned of most default and experimental skills. New skills and items added in.
-State: Shells - This state is like Paper Mario where you have to hit an enemy numerous times before you can deal damage.
-State: Glitch - This state messes with your bars and numbers. A visually distracting state that forces you to remember what your HP and MP are.
-Counterattack and Magic Reflection altered to be more visual and to hit other enemies if the initial target dies.
-Pop Up and battle log have been altered to hide unneeded popups.
-A small edit to the jumping script drastically reduces the need to put jump-restrict regions.
-Added a new method so enemies can detect nearby player more accurately.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Mon Mar 20, 2017 1:16 pm

This week's update:

Minor work on TFWW. Over the weekend, I took a look at one of Parasangkti's RPGish pictures (latex artist on DA) and I wanted to replicate the Dark Latex Armor's Sleep Mode (basically apply state at a certain HP to regen and immune to damage). Then I wanted to replicate a few more things. I ended up spriting some latex and mummification characters and updated my movement script: It can make your character unable to move unless a number of "steps" are taken and can force your character to run without stopping, plus arrays make inserting multiple states with the same movement restrictions cleaner. I'm likely to insert this script into TFWW to make map encounters and cocoons more interesting.

Like last time, I am not abandoning The Fates We Weave. However, I do need to step back and see why work on what should be the final steps is super slow, so the latex game might come out before this demo. We'll see how it goes.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Mon Mar 27, 2017 1:03 pm

Working on TFWW became easier to focus on after a week on that latex game, like going back to work after a vacation. Still need to put in filler text for the Game Overs and add in some skills/rewards for the Nests.

Hm, speaking of Nests, here will be the enemies you will face:

Recluse - The first spider enemy you might face in the game. In addition to webbing, they should possess some hard-hitting skills.
Cyber Fae - They're as simple as Chainsman's Tape Buddies. In that sense, they'll just keep taping and attacking you even if they're wrapped up.
Mudballs - These golems will counter with a mud bath. Get too much mud, and you might wind up as a statue!

Since we have 3 types of enemies, I decided that the first set of Nest rewards will be Wrappers on Hard Mode. These items will allow you to web enemies. For future updates, the Nests will rotate enemies and rewards, and previous rewards may be removed/nerfed to keep some balance.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Mon Mar 27, 2017 3:56 pm

Recluse sounds interesting IMO.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Fri Mar 31, 2017 1:27 pm

The Recluse's battler was on the last page. Considering its thick legs and imagining an anime-sque fight, I figured it swings hard; for the demo, Guard Breaker (extra damage against Guard) and Overwhelm (high damage attack that also deals damage to user) seems to represent this in addition to their webbing. At the moment, webbing is its main attack; as said before, I'm using a formula that allows 1 web attack to cover multiple body part states, though it'll also deal damage once the target is cocooned so that the spiders can at least end the battle in their favor.

As of the moment, 2 more in-story enemies to write a Game Over plus the 3-4 for the Nest. Doesn't seem like I need to wrap up anything else for the demo.

---

Also, here's some of the battlers I've drawn because I notice a distinct lack of pictures in this topic. There's 55 to use in your RPGs, free for non-commercial and commercial use.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Sat Apr 01, 2017 9:34 pm

Gotcha, eager to test that out.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby ThePornucopia » Sun Apr 02, 2017 1:43 am

A while ago I commented on getting an instant game over after talking to the woman. Has the game been updated past that already?
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby polyedit2000 » Sun Apr 02, 2017 3:15 am

The Alpha demo was only to test that Cocooning state. I will probably take that down once the new demo comes out.

The new demo does not star a spider, but it will have a story. At the moment, that story ends after the first boss, but there is some side-content to play around with that involves spiders. (Though spiders will officially appear from the second chapter onward). So I would say the new demo is way past the alpha.
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Re: [VX ACE] The Fates We Weave (In Progress)

Postby Bleeb » Sun Apr 02, 2017 6:36 pm

Sounds awesome IMO, eager to try it out.
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Re: [VX ACE] The Fates We Weave (FIRST CHAPTER)

Postby polyedit2000 » Tue Apr 04, 2017 2:21 am

It's finally here!

Demo Ver 0.1.0.1

Contents:
- The game is playable to the first Chapter.
- Nests- This place is full of monsters. Take the challenge and beat them all!
- About 6 Vore Game Overs and some casual vore dialogues. You'll need to activate Vore Mode.
- In addition, there's Hard Mode, Random Traits Mode, and Level 1 Mode to spice up your game.
- Several other features.

---

Well, I can finally take a break, pretty much work on other games or draw more battlers for this.
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Re: [VX ACE] The Fates We Weave (FIRST CHAPTER)

Postby polyedit2000 » Wed Sep 06, 2017 12:55 pm

It's been quite a while. I've been holding off this post because The Fates We Weave is officially on hiatus, the previous game I made is focused on latex, and my current project is still determining fetishes. However, I might as well chance this.

So I decided to have a blog for my RPG Maker happenings. It's mainly to post updates on my games, though from time to time, I'll also post some graphics (mainly battlers) or scripts. Here's the link:

Dramatic Lightning Co

You'll be able to find the latex game and the title demo of my Halloween game there as well.
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