Discussion: Elements in vore games you dislike

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Re: Discussion: Elements in vore games you dislike

Postby mZmm » Sat Jun 17, 2017 2:15 am

Playing on mobile is going to be a terrible experience regardless. The mobile player for Quest is just awful.

Using struggles to change scenes is a good idea but you gotta change it up otherwise it gets kinda stale
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Re: Discussion: Elements in vore games you dislike

Postby maraudingmarauder » Sat Jun 17, 2017 2:31 am

QTEs are a terrible mechanic in any game, vore or otherwise.
Applying that mechanic to a frickin' CYOA though? Unforgivable.
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Re: Discussion: Elements in vore games you dislike

Postby mZmm » Sat Jun 17, 2017 2:39 am

b12481632 wrote:Random events:
Get clever with interactions. Tie the results to the player's response to nearby objects or NPCs. It should ideally be referenced (outright or subtly) in the scene so the player knows something different will happen otherwise.
"A picture of a butt is on the wall. This is nice (y/n)? Stare at it?" -> "Eww... no." -> AV flag is not set.
"Raid the fridge?" -> "You stole their food and left the fridge wide open for kicks." -> OV flag set; psychological urge for player to try interacting again -> "Put the food back where you found it?" -> OV flag unset.


This is an interesting idea, but these actually require a bit of thinking to understand why they set what they do...you're gonna get a lot of people complaining about not "getting it". My game is incredibly straightforward but I still had to make a walkthrough because people couldn't figure out certain things.

maraudingmarauder wrote:QTEs are a terrible mechanic in any game, vore or otherwise.
Applying that mechanic to a frickin' CYOA though? Unforgivable.


I don't think QTEs can work in text games/CYOAs, and I don't know anyone that's implemented it. The system isn't built for fast reaction stuff - the shortest timers are usually gonna be 20-30 seconds to figure out something, which is just a timed event, not a QTE
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Re: Discussion: Elements in vore games you dislike

Postby MirceaKitsune » Sat Jun 17, 2017 6:29 am

darkevilme wrote:not to toot my own horn, but i'm gonna. In discordia's tale I had a preference journal that helped to check/uncheck things. and In nomad there's preferences.txt file that allows the player to screen out say...CTF or CV. Admittedly, I don't have a preference tag for those who'd want to screen out demis. I do for ferals though and nomad contains no anthros at the present time. I suppose it's a matter of what I consider most banal that means demis don't get a tag.

Anyway. This is an idea I've implemented before so it's do-able and others should totally do it if they're catering to a broad range of fetishes.


No worries, and I'm glad someone did in fact consider this option! But yeah; I do believe the preference should be not just about vore type, but include every species and gender as well! There are a lot of people who are only okay with female preds, as there are many who are only okay with male ones... also there are folks who only want to see human preds, while on the other side people who are only into furry ones exclusively (myself goes here).

Therefore the best way to do this sounds like a list of independent options. Perhaps with checkboxes for each pred character, which is then registered to multiple categories it must match. Simple example:

Code: Select all
Types
[x] Soft Vore
[x] Anal Vore
[x] Cock Vore
[x] Unbirth

Gender:
[x] Male
[x] Female
[x] Herm

Species:
[x] Human
[x] Anthro
[x] Feral


Also, in procedurally generated worlds where characters aren't set in stone, unchecked characters could perhaps not appear altogether! So instead of just selecting whether you see a vore scene, you choose what types of preds you're alright with encountering in the world to begin with. IIRC Nomad works like that, so it could go for this approach.
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Re: Discussion: Elements in vore games you dislike

Postby darkevilme » Sat Jun 17, 2017 7:09 am

MirceaKitsune wrote:
darkevilme wrote:not to toot my own horn, but i'm gonna. In discordia's tale I had a preference journal that helped to check/uncheck things. and In nomad there's preferences.txt file that allows the player to screen out say...CTF or CV. Admittedly, I don't have a preference tag for those who'd want to screen out demis. I do for ferals though and nomad contains no anthros at the present time. I suppose it's a matter of what I consider most banal that means demis don't get a tag.

Anyway. This is an idea I've implemented before so it's do-able and others should totally do it if they're catering to a broad range of fetishes.


No worries, and I'm glad someone did in fact consider this option! But yeah; I do believe the preference should be not just about vore type, but include every species and gender as well! There are a lot of people who are only okay with female preds, as there are many who are only okay with male ones... also there are folks who only want to see human preds, while on the other side people who are only into furry ones exclusively (myself goes here).

Therefore the best way to do this sounds like a list of independent options. Perhaps with checkboxes for each pred character, which is then registered to multiple categories it must match. Simple example:

Code: Select all
Types
[x] Soft Vore
[x] Anal Vore
[x] Cock Vore
[x] Unbirth

Gender:
[x] Male
[x] Female
[x] Herm

Species:
[x] Human
[x] Anthro
[x] Feral


Also, in procedurally generated worlds where characters aren't set in stone, unchecked characters could perhaps not appear altogether! So instead of just selecting whether you see a vore scene, you choose what types of preds you're alright with encountering in the world to begin with. IIRC Nomad works like that, so it could go for this approach.


Not quite. Nomad has fixed named npcs who are relevant for their story/quest/progression stuff as well as having smut scenes. I can't just make them poof. Nomad is a semi procedural game with a lot of developer defined elements. Still it's a nice idea and something to consider when I look at the road not travelled. I'll put tagging the demis on my todolist though and if I ever get anthros in the game I'll announce that.
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Re: Discussion: Elements in vore games you dislike

Postby LightDragon » Sat Jun 17, 2017 10:53 am

Psycho_wolvesbane wrote:I plan on making it a sort of RPG turn based struggle to escape with proper player vs pred attribute stats with some element of item usage to balance out the whole "preds are much stronger than prey in general" thing. Don't expect to hear any more of this game for a long while yet.
If you ever realize your idea, then I'll certainly try, because it sounds really interesting !

What I dislike in a vore game is automatic game over when you are eaten. I know it's a rare, but I feel like the fun only begins when the prey is swallowed, and I like when it is able to fight back. In like when the player can fight back and/or escape the pred.
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Re: Discussion: Elements in vore games you dislike

Postby TheHungryELf » Sun Jun 18, 2017 3:23 pm

In my opinion... worlds where the only males are humans and the predators are monstergirls... seems... really done to death and boring to me. At least imply that males exist? Where do the girls come from, the air?
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Re: Discussion: Elements in vore games you dislike

Postby mZmm » Sun Jun 18, 2017 3:33 pm

this is primarily a discussion of mechanics, not of personal content preference
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Re: Discussion: Elements in vore games you dislike

Postby BellyOfTheWubblies » Sun Jun 18, 2017 4:20 pm

mZmm wrote:this is primarily a discussion of mechanics, not of personal content preference


A lot of these mechanics also are somewhat needed to make it a game rather than a clumpy mess or a simple porn gallery. Like The Showers. No fatal or anything, just you collect a couple codes, then it's a porn gallery.
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Re: Discussion: Elements in vore games you dislike

Postby Thagrahn » Sun Jun 18, 2017 6:41 pm

Since a lot of the games here are RPG Maker games, there is the issue of battles being split between ones you can lose and ones you can't. The random troop battles are usually set to game over by default, while specific event based battles can either be game over, or have a can lose condition.

Troop based random battles take some of the work off the developer, but scripting an event for each battle give more control.

Unless the event window within the troop creation allows for a lose condition somehow, the enemies in the troop usually get made to weak to be a threat to the party.
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Re: Discussion: Elements in vore games you dislike

Postby Psycho_wolvesbane » Mon Jun 19, 2017 7:44 am

Speaking of prescripted battles in RPG Maker how many of the devs actually spent any length of time playing through their battle system and tweaking it so that the initial random enemies are not over powered?
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Re: Discussion: Elements in vore games you dislike

Postby Xorus777 » Tue Jun 20, 2017 12:21 am

I hate dick-vore scenes in vore-games.. That's it.. Aaaaand low shitty graphics.. And now that's certainly it )
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Re: Discussion: Elements in vore games you dislike

Postby DirtyMac » Thu Jun 22, 2017 1:02 am

I haven't played many vore games, but one from most of the RPG maker ones I've played, I feel a severe lack of vore based content in battles. I've been trying myself to implement skills and states for such, but it's quite time consuming to make and test. Still, hope to get it done eventually.
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Re: Discussion: Elements in vore games you dislike

Postby KavenBach » Thu Jun 22, 2017 3:08 am

Implementing the fetish content directly into the battles (not just vore, in my case) can certainly be done in RPG Maker games, but it can be tedious to code, particularly if you suck at coding (like me). The more characters are involved in the fight, the more complex it gets to consider, and then actually code, for every possibility. I've tried very hard with Helpless Heroine to have all the fights have some fetish aspect or another to them, but due to the aforementioned "I suck at coding" issues combat can sometimes get glitchy; the monster sprite not changing to a stuffed one after eating a party member, or staying in the stuffed sprite after the party member gets out, or a monster supposed to "Guard" while it has a full belly instead attacking the characters like it isn't stuffed.

Trying to code every battle to include the fetishes also may severely reduce the variety of the battles, particularly when the game is being worked on by a single creator. Working on it can then become very tiresome for said creator, particularly if you're making your own sprites. And when you suck at that part, too, also like myself... yeah. It really needs to be a labor of love or you'll give up on it. I've had more complaints about the crappy graphics of Helpless Heroine than I can count, with the game with at 40 - 50 hours of playable content and almost done, but most players won't look past the graphics long enough to get into the story. Most people really just want their porn, with little to no story. :lol:
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Re: Discussion: Elements in vore games you dislike

Postby Tetrahedra » Thu Jun 22, 2017 11:08 pm

One thing I can't stand in a game like this is when it takes forever to get to the good stuff. I'm not downloading to read an infodump for 15 minutes. Instead, it's best to at least have a relevant scene to get the player interested. Then you can do whatever you want.
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Re: Discussion: Elements in vore games you dislike

Postby Thagrahn » Fri Jun 23, 2017 2:09 am

... Welp, tried figuring out one of the challenges to implementing strategy to use fetish based skills in battle. I'm working with RPG Maker MV.

Problem is using the common events to only check the target enemy for a state and only affect the target. May have to look over the options for in the skill and event again to get it to work right.

Can't do much more than basic test, but MV has some thing different than VX ACE, so having to consider how to do things.
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Re: Discussion: Elements in vore games you dislike

Postby TentacleTuesday » Sun Jun 25, 2017 2:15 pm

Any issue I have with Vore games have been pretty much covered, and the rest are not game mechanics so it would be useless to bring them up, lol. Of course everyone would love AAA graphics and more control over what happens in the game they are playing, but both require a lot of time especially if you are developing solo. So my biggest complaint is that vore game developers aren't much into working together. This thread has been quite informative to someone looking to start work on a new game though, so keep up the constructive criticism it is the only way we get better.
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Re: Discussion: Elements in vore games you dislike

Postby Onewingedangel » Tue Jul 04, 2017 3:04 pm

Gelus wrote:In my case, the thing I tend to loathe are sudden loss-scenarios. Something where you go to a certain place or do a certain thing and immediately fall into a cutscene where your viewpoint character is forced into a prey position. Considering that I play games for the opportunity to be a predator, it's jarring and unpleasant to suddenly be forced into a role I don't enjoy. It's one thing to lose a battle, or run out of time in a puzzle, it's another for the game to just go "Nope, now this is happening". I guess it's the same kind of frustration as scripted-loss boss battles in rpgs.


This. And specifically, I don't particularly care about losing, but when I'm playing a game, the main difference for me is that I get to identify with the PC. I am exclusively interested in being the pred, so when I talk to some random bartender looking for prey and suddenly I'm shrunk and in her anus it's a tremendous turn off. Additionally, these scenes are often unskippable and I sit there for like 30 seconds mashing spacebar untilI get to load the game again. It reeeeeally wrecks my suspension of belief. IMHO, if you're going to do a mixed game you need to either never create these kinds of autoloss prey scenes, or create a switch somewhere towards the start of the game designating which kind of scenes you'd like. A good example is having an 'intro' level in which you make decisions that set up your preferences while avoiding having some cloaked figure in a corner saying: "Pred On/Off? Prey On/Off? Scat On/Off?" Don't get me wrong, that cloaked figure is fine, but for setting your preferences from the start it is possible to be more graceful. Just some thoughts.
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Re: Discussion: Elements in vore games you dislike

Postby Thagrahn » Tue Jul 04, 2017 8:59 pm

FSM wrote:I haven't played many vore games, but one from most of the RPG maker ones I've played, I feel a severe lack of vore based content in battles. I've been trying myself to implement skills and states for such, but it's quite time consuming to make and test. Still, hope to get it done eventually.


I finally managed to get a setup that relies on three states. First state is applied by a debuff skill, second state is a special troop condition, and third state is applied by the skill that starts the common event that completes the maneuver. The second state is unique to one troop of enemies, and causes an alternate effect to occur in the common event. The skill with the third state is dependent on the first state being there to add the final state required for the common event to be able to find anything since the skill is signal target.

Warning RPG Maker MV scripting

Damage formula = if (b.isStateAffected(8)) {b.addState(15); 20; } else { 1; }

This means it deal 1 damage if the first state is not there, but deals 20 damage and applies a new state to the target.

common event script =
for (var n = 0; n < $gameTroop.members().length; n++) {
var nme = $gameTroop.members()[n];
if (nme.isStateAffected(15)) {
if (nme.isStateAffected(11)) {
$gameParty.gainItem($dataItems[5], 1);
} else {
$gameParty.gainGold(2);
$gameParty.gainItem($dataItems[1], 1);
}
}
}

First is the loop that cycles through each enemy, second is the if statement checking to the state applied by the skill with the prior damage formula, and third is an if+else that checks for the special condition state. The if+else can be taken out and replaced with a just if statements that could check for one of several states to decide the result.
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Re: Discussion: Elements in vore games you dislike

Postby b5n » Thu Jul 27, 2017 5:10 pm

1 : only be the prey because i want to dominate someone not be the predators bitch

2 : text cause i'm french and most of theme are in english and have no any picture

3 :rpg without vore sprite/picture like in nyan adventure

4 : giant vore game because i prefer same size

5 :be stuck like in laraphra witch tale were i'm always stuck at some point

6 : repetitive gameplay like in to a girl heart because its boring

7 :visual novelty game because my pc can't take them

ps : sorry for bad english i'm french
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