TheVoreEngineer wrote:Ok, gave the game a little run as well as checked the code (TY renpy magic). For a first release, this is pretty good, it's got it's a little backstory, a couple of scenes and a good setup for things to come. Let me just say first off from the developer side, holy crap that is come clean as code, delightful to look at, and all nice and clean. Like, I wish I had that level of programming skills, but alas. Looks really clean and runs smoothly. Second off, The general gameplay layout you got so far seems good, with an item system as well as a combat system already in place. As a backbone for a game, this seems really good.
Thank you very much! This is high praise and it made me smile.
TheVoreEngineer wrote:However, as with all things, improvement is always possible. Quickly I just want to note that the positioning of the enemy popup text to outline what my opponent is doing is obscured by the text box, which I didn't even realize existed until I played around 10 minutes. I doubt the positioning is meant to be like this, so may be worth updating the next version with this change.
Thank you for pointing this out. I know what's causing it, and you can see it for yourself:
- Code: Select all
renpy.show_display_say(None,"The Amazon Queen wrestles you into a submissive posture, inflicting " + str(damage) + " damage!")
This isn't "placed" anywhere in particular on the screen or otherwise modified. It's the closest thing you can get to a "print" method. What is basically happening is I'm running the "say" method that belongs to the Ren'Py Character class. Usually, you define a character with a name, font, font color, formatting like that. The problem is that Ren'Py has some
real trouble with scope handling. You can see some leftovers from this problem in the handling for equipping items when nothing is currently equipped:
- Code: Select all
#g("You equip the [item.name]") todo: this is a scope problem. gotta change this to either "notify" or "renpy.show_display_say"
self.inv.remove(item)
self.weapon.append(item)
Basically, Characters get retarded when they try to access come variables. I got some really, really weird shit going on with this, like the name of the argument actually calling a variable with the same name instead of using the one assigned to it when running the method. If you don't program, on the dumb scale, that's the equivalent of grabbing your ankles, shoving your head up your ass and calling it a donut.
In regards to when I'll actually fix this... see the top of the main script? I wasn't planning on doing anything serious for the GUI until 0.6. It just isn't a major issue. The game is playable right now, and there are more pressing concerns. One of which you mentioned...
TheVoreEngineer wrote:Basically, even including the enemy popups, I feel there is a lack of feedback with combat, you know what you're doing, but the notification popup lasts only a short while, as well as the enemy pop up only lasts until another action is taken. The health is then shown, then the loop happens all over again. While it seems ok on paper, it makes the combat cycle extremely quick and not very satisfying overall to play. I don't feel as if I am able to overcome my opponent, rather I am spamming a button till I get the win condition.
Here's a post I made in the other thread about
the difficulties of creating turn based combat.It's sort of a rant, but the point is that it quickly becomes harder to make combat entertaining the more layers of space and movement you remove. I mentioned in that post that "A Vore Dawn" got the formula pretty well. I might amend that to say that, yes, the combat was not shallow. I had to think it through. It wasn't, however, very enjoyable. It got in the way of what I wanted to play. Games like Flexible Survival and CoC/TiTs get around this by making the content inside of the combat. In this game and many other vore games, the sex content (which is what 99% of players want) is usually after the combat.
My plan to make the combat more interesting was to include the spell system, which, while it would be more difficult to use, would ultimately be more rewarding. It isn't fully implemented yet, however, and even then the combat would be lacking that special touch. I'm not terribly concerned with it right now, because, honestly, combat wasn't the top priority when I set out to make this game. I'm saving that for when I finish my libtcod tutorial and can make a decent 2D game on that platform.
forumlurker wrote:Would it be an idea for you guys to work together? I have a feeling you're aiming at nearly similar games.
Yes, that would be an idea /s
Seriously though, I'm pretty wrapped up with this project right now, but the thought out response was enough to get my attention and I'm gonna take a look at their project. From what I can see, they already have a more fleshed out combat system anyways.