Generations of Vore: Development and Suggestions

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How should enemies be encountered?

Enemies should be encountered in distinct areas separated by floors with bosses separating each floor.
60
52%
The floor level should dictate what enemies will spawn.
30
26%
All enemies should be encounterable from the start.
25
22%
 
Total votes : 115

Re: Generations of Vore: Development and Suggestions

Postby lich1993 » Thu Jul 13, 2017 1:52 pm

the city/temple area is a good idea but why not make it a resting place ?
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Thu Jul 13, 2017 7:06 pm

lich1993 wrote:the city/temple area is a good idea but why not make it a resting place ?

No reason I couldn't, but currently the "camp" is just a place to launch exploration and attacks from, not to have combat with nuns or something. I'll mull over it.
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Re: Generations of Vore: Development and Suggestions

Postby zandveer » Thu Jul 13, 2017 7:29 pm

Mm...you know a fun idea could be a heaven area too. Maybe upon death you have a chance to end up there and get a special benefit to your nextd escendant based on the thing that ate you there. Divine dump to bless your descendant. XD Mm.besides that though you gotta have cat girls. Maybe they could be like a special encounter type thing. Like there's one in every section but they're rare to come b or hard to get to cause they have good benefits. Maybe they could even be keepers of a certain treasure or treasures. Jungle could have a jaguar girl, wilderness could have some little sand cat, forest could have a small wild cat of some kind, mountains could have a mountian lion or snow leopard, and etc.
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Thu Jul 13, 2017 8:32 pm

zandveer wrote:Mm...you know a fun idea could be a heaven area too. Maybe upon death you have a chance to end up there and get a special benefit to your nextd escendant based on the thing that ate you there. Divine dump to bless your descendant. XD Mm.besides that though you gotta have cat girls. Maybe they could be like a special encounter type thing. Like there's one in every section but they're rare to come b or hard to get to cause they have good benefits. Maybe they could even be keepers of a certain treasure or treasures. Jungle could have a jaguar girl, wilderness could have some little sand cat, forest could have a small wild cat of some kind, mountains could have a mountian lion or snow leopard, and etc.

The heaven (well, considering you're a disciple of Slaan, the goddess of vore, I'm not sure it'd be heaven) idea is intriguing, but considering you retain all items and can potentially pick up all your lost XP, getting another bonus on top of that could be rather imbalanced.

I was planning on adding a cat girl to the wilderness and jungle, but if you'd like more, write a pred + prey scene and post it here.
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Re: Generations of Vore: Development and Suggestions

Postby lich1993 » Tue Jul 18, 2017 5:35 am

can i ask how it's going so far is it going as well of you hope without a lot of problems ?
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Re: Generations of Vore: Development and Suggestions

Postby sansuki » Thu Jul 20, 2017 5:54 am

I think for an early gameplay demo, just go with 'everyone available to be encountered from the start' and don't include many enemies at all. Just enough to get something out and workable to help you keep up your own momentum.
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Fri Jul 21, 2017 1:55 am

I think for an early gameplay demo, just go with 'everyone available to be encountered from the start' and don't include many enemies at all. Just enough to get something out and workable to help you keep up your own momentum.

can i ask how it's going so far is it going as well of you hope without a lot of problems ?


I suppose a progress update would be good.
Right now I'm doing some bugfixing. Things like not getting the dropped XP back properly, getting bugged items from exploring, that kind of thing.
The groundwork for the are based exploration is already laid down, so there's no point in skipping it for now. The main thing is to add some enemies to encounter.
Also, I had a realization a little while ago that the whole "floor" system I had been using didn't really make sense in this style of game. In a roguelike, you explore each floor until you find the stairwell. You go down and then you're (usually) locked there until you can get the big treasure at the end. Here, however, there isn't a map to navigate, just an area to regularly explore. For now, the floor system will be a user controlled variable. You choose if and when you want to descend a level to face tougher monsters, and you can do it at any time. Go too fast any you'll end up in someone's (or something's) belly. Go too slow and you'll... get bored fast, I guess.

This is my first game, and, seriously, it's a vore game. Gameplay usually takes a back seat to the sexual content. But, at the very least, it's made me aware of some tricky things in game design.
Think of a game like the Witcher, Dark Souls, or Skyrim. When you fight, so much of the gameplay revolves around the movement of the character. Seriously, the most overpowered ability in Skyrim is the freaking sprint. Games like Hyper Light Drifter or Terraria, while 2D, still have some of these aspects in the gameplay. However, in the 3D combat games, the fact that it is 3D is an extremely important aspect to the game.
In a turn based game like XCOM, you still have to think about positioning. It's actually very important! But it's not as important as the movement/positioning in the 3D games. Go another layer down: Rogue. Ancient Domains of Mystery. Dwarf Fortress. Suddenly, most of the strategy has moved away from positioning and into other things. Sure, maneuvering yourself to a narrow corridor can save you from getting gangbanged by three monsters at the same time, but it's not that important simply because of how easy it is to do. Running away/teleporting are more important than positioning.
Finally you end up at something like Final Fantasy or Pokémon. Positioning/Movement is nonexistent. ALL the gameplay has to rely on some other, more abstract mechanic. Pokémon makes you do type matchups and try to decide when it's better to buff/debuff, attack, which 'mon should take the next hit, etc etc.
Think back to the last Vore game made in RPG Maker that had combat in it. (I've got Vore Dawn in my head!) Combat strategy primarily revolves around attracting damage to your tank, healing party members at the right time, and keeping the enemy debuffed. Mitigate damage where possible and pick off enemies to reduce the amount of damage coming your way every turn.
Vore Dawn gets it right. It's hard, enough that it took a while for me to grind for a few fights, but it's not boring.

That's where I'm kind of struggling. The combat right now is pretty uninspired. You either smack them or you cast a spell. Spells can remove or protect you from debuffs, heal you quickly or over time for a larger amount, or just a damaging spell to an enemy. I'm not really sure what else I can do beyond adding more varied spells. For now, though, I'm focusing on finishing the core gameplay and adding the first creatures. Once I finish that, I'll probably add an Alpha version.
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Re: Generations of Vore: Development and Suggestions

Postby b5n » Fri Jul 21, 2017 6:41 pm

can you release screenshots
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Sat Jul 22, 2017 2:29 am

b5n wrote:can you release screenshots

I'm still building the "game" right now. In my "roadmap," images and characters aren't going to be implemented until Alpha 0.7, and even then, it'd be generic (but porny) images, not vore specific. I'm not an artist and, as I said in the original post, I don't know where to go or who to go to for artwork of that nature.

If people provide artwork or links to places I can get some, you'll get some visual content much, much earlier. Ren'Py makes it super easy to implement; finding the pictures is the problem. If this doesn't happen though, I'll have to learn some basic photoshop and do it myself when the time comes for that.

Once I finish Alpha 0.1, I'll put it up so people can see what's there as of now. There will be a handful of monsters to fight and a couple spells to use, but nothing beyond that.


ALSO: Because everyone and their dog had done this to some extent, I might incorporate some kind of character transformation that is affected by eating and digesting.
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Sat Jul 22, 2017 8:18 am

Alright. Developer's note!

I may have made a really overcomplicated spell system, and it's kinda biting me in the ass.

Here's how it should work:
I'm in combat, and I choose to "Cast a Spell." This pops open a list of spells that I know. Alright, what do I have? Well, you start with "Heal." Heal takes a bit of hunger to cast, but then it heals you! Hurrah... but how does it heal you?

I decided I didn't want to make spells functions like I did with my last game, because spells can have Damage/Effect over time or inflict status effects and other buffs/debuffs. A function is good for a one-shot thing, but not for something that lasts multiple turns. That's what objects are good for! So instead, the "Heal" spell is an object with a function, "Cast." The spell goes into my "Bag 'o' Spells" and, when casted, creates another object: an effect. This effect then goes in the target creature's effects list. There, at the start of every combat turn, effects will run their "act" function, which, in this case, heals the player. Then, it'll reduce it's countdown variable by one. If it reaches 0, it'll run it's "destroy" function. This tells it to clean up after itself before being deleted. For example, a debuff might half an enemy's attack value for three turns, but then when it's deleted, the enemy would be permanently weakened. The "destroy" function in this case tells it to double their current attack value, increasing it to the original value.

So, the cycle, simplified.
Cast a Spell
Subtract spell cost from player
Create Effect
Place Effect on the creature
Run the effect's... effect
Delete the effect

It's working right now, but the whole process is starting to strain the current GUI in terms of where to put notifications.
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Sat Jul 29, 2017 11:51 am

July 30th Update:
Spoiler: show
Progress on the game is still ongoing. I had a helluva time figuring out what was going on with the damage calculations. Turns out there's a good reason a lot of games go for higher numbers: playing with decimals isn't easy. Not by a long shot. After some testing, I figured out that Ren'Py (really the Python doing the math) was changing my decimal output into an integer. Anything higher than .5 became 1, .5 and anything lower became 0. With that and some other things out of the way, the final goals for the release of .1 are:
Adding the "floor" progression.
Adding another "area"
Adding enemies for the first two areas.

Once that's done, I'll upload the first version.

IF YOU CAN PROVIDE PICTURES, PLEASE, PLEASE HELP ME OUT. JUST POINT ME IN THE RIGHT DIRECTION IF THAT'S ALL YOU CAN DO.
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Re: Generations of Vore: Development and Suggestions

Postby b5n » Mon Jul 31, 2017 1:14 pm

suggestion you can do a femboi pred who was raise by his mother to be a girl and a pred
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Wed Aug 02, 2017 1:20 pm

b5n wrote:suggestion you can do a femboi pred who was raise by his mother to be a girl and a pred


Sure. I've got a list of "events," RNG scenes that give rewards on completion for scenes that wouldn't normally fit into the context of the game, that being combat where the winner eats the loser. Something like this would work well. I decided to have the "Nun scene" be one such event, for example. This would work well too.

If you could find a few images to go with it, I'd really appreciate it. The #1 time investment right now is finding and editing images, so linking some good to high quality artwork would be really good. Renders are great for this, and a lack of a background helps immensely!
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Re: Generations of Vore: Development and Suggestions

Postby b5n » Thu Aug 03, 2017 6:08 am

well try this if your good to photoshop

https://e-hentai.org/?f_doujinshi=0&f_m ... ply+Filter
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Thu Aug 03, 2017 10:41 am

b5n wrote:well try this if your good to photoshop

https://e-hentai.org/?f_doujinshi=0&f_m ... ply+Filter

That's great, thank you. I'm shooting for a fantasy theme, so anything that can fit in that is great. I'll make exceptions of course, but this should help out.

Some progress update:
There are now images for the Amazon, the Bandit, and the Amazon Queen, the first boss of the game. This means both normal and "vore" states, as in bloated/bulging. As I've said before, I'm not an artist and I barely know how to use photoshop (or GIMP, in this case) so for now, it's the best you'll get. Again, the more help I can get with images, the faster this whole thing will be.

The vore scenes for the Amazon are complete, and I'm working on the Bandit next. I'll make the first release after those are finished and some minor tweaks are made. The combat is working fine and the spells are functioning properly as well. Items are generating like they should and enemies are tougher the further you travel. Experience is lost on death, but will be picked up again upon reaching the "floor" you died on. Weapon drops are better at higher level areas, but also require higher stats to use. Strength lets you use better Dildos, Dexterity lets you use better vibrators, and Allure lets you use better wands.

...

What? :lol:

(Dildo = Heavy damage ; Vibrator = Mix Damage + Weak Spells ; Wand = Low Damage + Good Spells)

The releases will go up a version with each milestone. Technically I'm not finished with 0.1, as that will only be done once all enemies and bosses are added. 0.2 will mark the addition of all enemy-based vore scenes. Between those two stages, though, once I get enough bonus scenes or game updates, I'll probably put out smaller updates, designated by letter. 0.1a, 0.1b... so on and so forth. This will mean that until 0.2 is released, you might have enemies with images but no vore scenes, vore scenes but no images, or no content at all besides their existence.

My final note for this post is that the GUI is shit. Yeah, sorry. It's just gonna be that way until 0.6, when I'll take the time to learn how to make better interfaces with Ren'Py. It's workable and you'll get all the information you'll (probably) need, but it's not a priority right now.
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Re: Generations of Vore: Development and Suggestions

Postby b5n » Thu Aug 03, 2017 2:02 pm

well if you not against cock vore there is piyokorota he makes a lot of fix image with different faces expression also some cum inflation scene may look like big belly vore

https://e-hentai.org/tag/group:piyokorota
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Thu Aug 03, 2017 8:00 pm

b5n wrote:well if you not against cock vore there is piyokorota he makes a lot of fix image with different faces expression also some cum inflation scene may look like big belly vore

https://e-hentai.org/tag/group:piyokorota

I agree, these could be good for finding belly inflation stuff. I've also found that just searching "sprites" on e-hentai gives some good results, just not really with the "fantasy" theme that I'd like to maintain.
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Fri Aug 04, 2017 4:04 am

I've released the first version in the "Generations of Vore: Release Thread"... thread. Head over there for more info. Discussion for content additions and bugs will remain here.

Also, a wild screenshot appeared:
Spoiler: show
Image


EDIT:
It doesn't fit. Damn.
http://i.imgur.com/Fo7Z8oU.jpg?1
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Re: Generations of Vore: Development and Suggestions

Postby b5n » Sun Aug 06, 2017 1:32 pm

play the demo and :

-really small introduction so i don't know dafuq is going on

-non explain gameplay i can be lost

-we don't see our characther

if you can fix thats for future update pls :(
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Re: Generations of Vore: Development and Suggestions

Postby pendingdelete8925gv258 » Sun Aug 06, 2017 10:35 pm

b5n wrote:play the demo and :

-really small introduction so i don't know dafuq is going on

-non explain gameplay i can be lost

-we don't see our characther

if you can fix thats for future update pls :(


For the introduction, there really isn't much of a story. You'll learn about the character primarily through their interactions with the enemies or in different bonus scenes. The premise of the plot isn't very complicated, so I didn't think it needed a long introduction.

There's no tutorial in the game, no. The second post on the release thread has some basic explanations of the Camp menu though, which is currently the most complicated part of the game.

The player character has no model yet for a few reasons. For one, I didn't really intend to add one. It was originally up to the player to visualize the character, while the enemies would be given sprites. I might change that, but (and this is the second reason) that's not the main goal right now. Art assets are important but if I do add one for the character, it will be around 0.7, where more content will mean more mechanics (like eating a lot without resting will boost your allure by becoming busty or something) for that addition.

Once again, for reference:
# .1 - finish core combat and exploration established, including exploration, item generation, random encounters, and the final boss; .2 - all core vore scenes incorporated ; .3 - finish adding spells ; .4 - add more enemies ; .5 - add more consumables
# .6 - GUI overhaul (use NVL for combat?); .7 - effects and better character images ; .8 - add sounds and music ; .9 - add combat GUI ; 1.0+ - add vore-specific sprites to vore scenes
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