Vore War V30H

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Vore War V30H

Postby Aurilika » Thu Jul 19, 2018 7:48 pm

This game is a continuation of darkevilme's game Vore War. It is a turn based tactical game with rpg elements in a vore related world. There are many many races available.

Strategic v21.jpg
Strategic View


Tactical V21.jpg
Tactical View


GameplayOptions.jpg
Some of the options


UI is designed for 16:9 resolution, but I'm leaving the option to pick resolution open so people can use what they like, it's just that other resolutions will have some extra blank space on the full screen UIs

This project is basically on maintenance at this point. I didn't want to abandon it completely because there were still races being worked on that I didn't want to waste people's efforts on, but I had basically burned myself out with a combination of the sprites and events. I'm still doing bug fixes and some minor features, but most of my energy is going towards my other project on here, Unbridled Hedonism.

Recent Changelog
Spoiler: show
30H:
Added the essence aborption trait - it's the vore equivalent of the killer knowledge trait - every 4 digestions the unit gets +1 to all stats.
Added the Raptor monster race, they are visually similiar to the compy, although they do possess oral vore capabilities, unlike the compy. They are considered an add on race to the compy spawner, and if enabled, the armies will be half compy, half raptor.
Villages should now always properly update their colors when captured. There were situations where they would retain their old colors until the display refreshed.
Some minor sprite updates for the sharks and the dark swallowers.
Can now set the odds for auto-surrender, allowing more flexibility than either 0% or 100%.
The 'clear status effects' cheat now removes the surrendered flag.
Digestion converstion / rebirth now clears the surrendered flag, if it was enabled.
Fixed a bug that prevented the AI from using the resurrect spell correctly. (Sometimes this would cause battles to get stuck -- To be clear it was accidentally impossible for the AI to use it before due to this bug, so AI armies with a resurrect book will be significantly stronger than they were before)
Fixed issue where the specialty spells (ones tied to traits) were pickable as innate spells but not usable. Now they function properly as innate spells (though may be rather powerful as non single cast spells)
If Auto-regurgitate friendly units is off, units that are converted / rebirthed by digestion will no longer automatically pop out.
Removed the special accessory slot from the saved uniforms (it was part of the character for a lot of races and not really a clothing item, so it didn't really make sense to save.)
Added the ability to save hats and Accessories as part of a uniform. You check whether they're saved or not when saved. If not saved, it will be randomly generated.

30G:
Added Catfish Race for the monsters, created by Micadi.
Fixed a bug where the featherweight trait (Avians) was actually increasing the chance to be hit by melee instead of decreasing.
Slightly reduced the vore defense penalty of the gelantinous body trait to help the slimes perform slightly better at higher levels.
Fixed a bug with the astral call trait that allowed it to call significantly more units than intended in certain circumstances. Basically the fractional units weren't working correctly, so now it should summon 1 unit per 8 summoners, with any any remaining summoners combined into a fractional chance. I.e 12 imps would summon 1 guaranteed imp, and a 50% chance of a second imp. The utility of this trait drops off at higher levels so adjusted it a little bit to make it not worthless at higher levels, so it now creates units at 90% of the level of the summoner, instead of 60%.
By request, added a few traits that modify overall stats without modifying size. Peak Condition, Fit, Ill, and Diseased.
Fixed a bug where the refugee event would make the village the wrong race from a replaced race.
Breast vored prey for units with the advanced breast vore sprites will now cause breast gain when weight gain is on, instead of counting as general weight gain.
Fixed a bug that could cause the compound bow arrow sprite to appear as the wrong sprite for certain races.
Bees now use the intended ranged projectile sprite for them, instead of the default arrow.
Added a little bit of logic to prevent the AI from stalling on a really rare circumstance (friendly surrendered units completely blocking the way to an enemy force that was surrendered

30F:
Bee sprites have been improved and reworked. Due to extensive changes, any currently existing bees from older versions will re-randomize their appearance in order to function correctly. Uniforms would need to be changed manually, however.
Units can now be assigned spells in the unit editor. They have two slots, and it also allows you to edit the innate spells that certain races get (Dragon, Fairy), which previously were basically locked on creation.
Options on the unit command list (on the right side of the tactical screen) should now get smaller if there's a lot of them (which only really should happen if a unit has a lot of active traits/spells)
The logic for what monsters are summonable with the Summon spell now allows monsters to appear if either the monster is set to appear as a merc, or if the monster type is set to spawn in the game. (Previously it only worked based on the merc toggle)
Added an option to prevent monster armies from reforming on defeat. This makes it so when the army is defeated it will vanish completely, instead of reforming nearby with any fled / eternal / lucky survival units.
Loading a saved tactical game or getting to an ai vs ai battle while paused will now clear the paused state, which will allow the images to load properly. (I looked into setting it to update partially, but that seemed likely to create bugs, so I went with this route. Usually you don't actually want pause to carry over in those circumstances anyway.)
Fixed a glitch that was sometimes preventing leaders from having the right clothes in pure tactical.
Fixed the stats numbers to avoid being messed up if defenders are converted with the conversion trait. (There may still be errors, but this fixes one that could result in really messed up looking numbers there.)
Fixed a bug that could let traits effect a unit more than once in rare cirumstances.
(There was an option added previously that didn't make it into the patch notes where Herms can be set to use only female hair now)

30E:
Devouring all of the population of a type should now correctly remove hireables of that type. There may still be times where you'd think a hireable would be eliminated but stay, but this is me erroring on the side of caution, rather than deleting all mercs that aren't represented (which can happen when you temporarily overpopulate a village and leave the population there and the population falls back to the maximum). So, in that case, those hireables should still stick around.
Fixed a bug where friendly units that were digested with the conversion traits would end up changing sides instead of simply staying the side they were already on.
Fixed some glitchiness with the selective devour functions. Devouring all of a race would exit the devour function entirely, and also did not work properly (it was devouring randomly instead of devouring the race due to a missing argument.)
Fixed a bug that could occasionally cause the garrison to return less units than expected if there were a lot of different races in the village (and a high garrison cap)
Fixed a bug where garrisons could end up creating population for defense when there were many weapons around
Fixed a bug where status effects didn't automatically remove themselves after a battle. Was rarely ever seen because status effects generally didn't last long enough for it to be noticeable, but Blade Dance brought attention to this bug as a status effect that didn't wear off on its own.

30D:
Fixed an exception caused if a non-predator had the light Frame trait and performed a melee attack.
Fixed a bug where the monster individual conquest type was not being saved to the default correctly, and would change when saved to default, and then you entered the create game screen again. Somehow I missed this when fixing the previous bug, but it seems to stay correct after a lot of messing around, so I think it's fixed for good, now. Current saved games are fine, but it's worth checking your defaults.
Fixed some bugs that caused the blade dance stacks to disappear faster than intended.
Fixed a bug where renaming a unit in the unit editor only supported names up to 6 letters long (The recruit screen supported 12, but I made them both the same and upped it to 14).
Fixed a bug where defeated garrison members with Eternal or Lucky survival would automatically get added to the defending army after the battle if the army/village survived, instead of remaining in the garrison. They still should get relocated the same as before if the defending force is defeated.
Fixed a related bug that could cause armies to occasionally exceed their maximum size with the right combination of circumstances.
Fixed a bug where the Avian leaders weren't defaulting to the Avian leader outfit.

30C:
Fixed the gender options screen going off the edges of the screen.
Fixed a display issue in the world settings screen. It displays the correct number for max garrison and max army when you open it, instead of having the slider in the right place, but the number shown being wrong.
Village population displays now have a scroll bar in the unlikely event it's needed.
Improved the Unit Customizer descriptions for Merfolk, Avians, Hippos and Mantis.
Fixed another bug where units would sometimes be duplicated. From my tests, it seems to still be possible, but is now extremely rare.
Fixed a bug where dismissing into an empty village would cause the unit to be destroyed and not raise the village population.

30B:
Added an option to remove all specific prey bulges (i.e. the Selicia prey bellies)
Fixed a bug where the monster individual conquest ype was not being saved correctly, and would go up by one every time you saved. Also fixed up some glitchiness where it sometimes didn't work as expected. It's a good idea to review your monster conquest settings to make sure they're where you want them, now.
Fixed a bug where summons with eternal or lucky survival would become permanent (and also glitchy).
Fixed a bug where the Events wouldn't correctly display the village population.
Fixed an issue where a dead unit would sometimes end up with living prey trapped inside of them.
Giving units with a locked inventory the resourceful trait will no longer cause them to lose their intended weapon.
Fixed some minor sprite issues for a couple of races.
Fixed some bugs where the race population system could lead to units cloning themselves.
Fixed a bug where adding population to a village with 0 population would throw an exception at times (there's a few places where this could happen, including the map editor, or events)
Fixed a bug I accidentally introduced that prevented the normal races BV sprites from displaying correctly (They weren't going up in sizes, due to a flipped conditional)
The Selicia sprites have had some modifications done, which also includes a Selicia belly sprite for Selicia herself -- don't think too hard about that one.

30A:
Fixed a rare exception that could happen to Auri. Also slowed down the rate that her belly expanded with prey.
Digestion Rebirth trait should now properly reset traits, as well as animations.
Cheat replacing races now correctly converts the race instead of doing little with the new system. It will replace the full population of any village that's of the type with the new type. (I.e. if a village was 75% cats and that's the village's race, and 25% slimes, changing it to dogs would make it 100% dogs, except for any specific units in the village). Early in the game this shouldn't matter, but late game might result in some weirdness if you're not expecting it.
Fixed that leaving the population breakdown with no unit selected would cause an exception. (By the way, you can view the population breakdown by clicking on the population text (i.e. where it says '67 Cats')
Fixed the Merfolk and Avians starting allied due to a variable I forgot to change. Would need to be manually changed for any currently running game,
Added the monster spawners to control spawning locations for the Mantis and Eastern Dragons
Fixed a bug where using the selective devour function would prevent you from ending your turn until you saved and reloaded.
Fixed a bug where changing the multi-race villages toggle while in the create game screen would cause an exception.

30:
Added a conversion rebirth cheat trait, that works similar to the conversion digestion, but it converts to your side and also changes the unit's race, with a 50% chance of triggering on a digestion.
There is now a system for Multiple races in a single village, created by Danthebur. It's considered something of an experimental feature. It should work for the most part, though there are some oddities caused by some systems that look at the village's race still, like village happiness. It seems to be mostly exception-free though. It's currently set up so that an army on a village still adds to the the breeding pool, but the races are determined by the race make-up of the village itself, requiring you to manually dismiss into a village to start other populations there. The background changes to make this work are always on, but you can toggle it on and off, and it should adapt appropriately.
Added some reworked / expanded Lizard clothing thanks to Flame_Valxsarion
Added a uniform saver. Allows making of clothing sets from the current clothes, can load manually, and load automatically. So you can give a specific race a uniform, or a set that it randomly picks from. Or you can ignore it all together and let it use the pure random. You set the % to use for each race. So you could have say, a 50% chance of wearing something specific, and 50% to use the normal randomnesss.
Added a button to the cheat menu to change all relations for every empire to -1
Added Avians, a new main race. They have a new trait that gives them a small speed boost, a dodge bonus, but a melee damage weakness.
Added my character, Auri as a special mercenary. (GreenSlime wanted to do something for the second anniversary of the game's release so he worked on that as a secret even to me)
Added the Eastern dragon race.
You can now specify each monster's conquest type individually (or leave it as default to keep them all the same). This allows you to do things like have certain races avoid villages, some only eat villagers, and others take over the village. Also found and fixed a bug that could cause races with add-ons to get stuck constantly devouring the village in repopulate mode if the other races outnumbered the main race. (i.e. if young wyverns outnumbered the wyverns in the army, a village occupied would become the young wyvern race, and it would be eaten because it wasn't the wyvern race, and then repeat.)
AI now gives prioritity to casting the resurrect spell if they have it.
Added the mantis monster race, they come with a few new traits, the first is sense weakness, which increases the damage they do against injured targets or targets with negative status effects. The second is Blade dance, that gives them bonus strength and agility for every hit they make, and lowers it for every melee hit they take (though it can't go below 0 stacks). They also have the lightweight trait, allowing them to melee attack twice, as long as they don't have any prey, but it also increases the damage they take from all sources by 25%.
Added a way to set how long the AI takes to move when you've allowed them to play out your turn.
Adjusted the slime queen so that she only spawns as herm if you have herm % above 5% (previously it could either do that, or male percentage above a certain level, but it makes more sense to have it gated behind having herms enabled.)
Unit names can now be set in the unit editor by clicking on the name.
Can now set a stat to a specific value by clicking on it in the unit editor, allowing you to quickly change the value.
Monster villages owned by players now automatically have garrison, rather than forcing the purchase of weapons that would end up overwriting the monster's weapons.
Fixed bug where biter would use the weapon damage if they had a melee weapon equipped, instead of just the claw damage.
The escape key should now close the recruit/village window.
Added an option to have the leaders automatically get leadership points by levelup by request (note that this raises the effective power of leaders)
Added a lucky survival trait that causes the unit to have an 80% chance of coming back to life after the battle (like eternal) when killed.
Fixed a bug where the cathedral didn't have any effect.
Fixed bug where if you had a lot of maps (More than 25 or so), the ones near the bottom wouldn't be visible
Fixed Vipers not displaying right if the use tail as second stomach switch was off.
Fixed the info panel being artificially limited to partial length on some resolutions.


September 15th - V30H Released -- As usual, savegames should still be compatible.

Switched to Mega only because Mediafire seemed to be increasingly flagging the files, let me know if you need a different download method.
Win 32 - https://mega.nz/file/xXZwmIzS#Gk2apdFaSu2zS_gTqntvWcwNIn0QLVY061JQQQX24Do
Win 64 - https://mega.nz/file/kWBkVCIb#AXfFaYDWlsTKoA09ifxscxSLNk3omBkn5SOzZ4sNCg0
Mac - https://mega.nz/file/VTJgGARK#36_uOj8VDPlSpM8ChqcIFHKQTqvJ5fzd0JXJw2gujlM
Linux 64 - https://mega.nz/file/tCBgCSaC#H-flrC5gdrDPYHkJyMdJ1Y5pDa_N3IbYZMrDqaxr1sQ


For those that want to check out the source code / unity project you can check it out here : https://mega.nz/file/VKJ02aST#o99DtssYLNL4FIgyjA3WbruGlmH0hZO_mWKxMCjoM5w . It's not the greatest quality code, but it's not terrible either. You can also view all of the graphics in there as well.

Discord server https://discord.gg/qTQSztP

I now have a Patreon. My focus is more on Unbridled Hedonism, but if you enjoy my games, feel free to contribute. I will continue supporting this game to a lesser degree as well. https://www.patreon.com/Aurilika
Last edited by Aurilika on Tue Sep 15, 2020 9:26 pm, edited 193 times in total.
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Re: Vore War V08

Postby GreenSlime » Thu Jul 19, 2018 10:49 pm

Ooh, this is interesting. Changes sound really cool and male chars/male vore are really rare. Definitely will be following this.

I actually did some light spriting (armor pictures) for original vore war, but, sadly, I never got to releasing it and it got lost together with my old hard drive. I could try drawing something again.

Armors were combined with weapons due to old game's limitations, though, so, i guess, adding separate armor slot will be the first suggestion.
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Re: Vore War V08

Postby Rayen » Thu Jul 19, 2018 11:33 pm

I wish I wasn't so busy with my other work or I'd love to do more spritework on this again. I remember playing with them and making those character sprites. (Though I'm not really proud of the doggirl tails now that I look back at them. :V)

Anyway, glad to see someone working on this again. I wish ya all the luck with any additional features ya plan to add. :V
Disclaimer: I am a lazy bastard.
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 1:02 am

Woah, I'd never heard of the original Vore War, but I'm glad you're doing this.

A tactics rpg with a vore-driven combat system is something I'd thought about making for a long time before actually starting my own (very different) game, so I'm excited to see this and looking forward to watching how it develops... Would help with art if I could, but, well, that's the part I'd also be lacking if I'd tried to make something similar.
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Re: Vore War V08

Postby Anesthetic » Fri Jul 20, 2018 3:11 am

Hey cool. I always loved this game. Awesome to see someone actually pick up a mantle and run with it. Most of the time someone says they are going to do this and all we ever get is Ambitions, and planned features. You actually succeded.
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Re: Vore War V08

Postby Zomulgustar » Fri Jul 20, 2018 3:22 am

Interested, but I keep getting an "Unable to connect to mediafire" message.
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 5:26 am

I dunno if this is a bug (feels like one?), but whenever I level up a soldier, the game becomes impossible to interact with after I choose which stat to upgrade. Just in case it matters, both attempts I tried putting the level into Speed.

The screen stays dimmed like it is while you select which stat, but the stat-selection box vanishes so I'm just stuck softlocked on a dimmed screen with no apparent way to back out or select anything else.


Edit: Also, this one I'm less sure if it's a bug, but on the strategy map I'd see enemy towns labeled as "garrison: none" and then have to fight a battle against 16 enemies anyway when I tried attacking. Is that just an intentional advantage given to the ai to have automatically full garrisons versus the player, or is it not intended?
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Re: Vore War V08

Postby darkevilme » Fri Jul 20, 2018 5:39 am

I just want to say openly for the record. I have given full permission to Aurilika to continue vore war in this fashion and I am happy to see him taking up the torch of my old project.

Congratulations on your first release Aurilika. I'll give the game a try sometime soon.
edit:
Gave it a try
it seems level up selections don't work properly. It doesn't undim after you've made your choice.
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Re: Vore War V08

Postby nnnddt » Fri Jul 20, 2018 1:00 pm

Don't know if it's me who didn't see it, but i don't see where i can go for equip a specific item to a specific girl.
And same than others before, lvl up a girl don't allow me to play further, what is problematic when your ennemies have an army with plenty of leveled up girls.
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Re: Vore War V08

Postby Aurilika » Fri Jul 20, 2018 6:38 pm

RediQ wrote:I dunno if this is a bug (feels like one?), but whenever I level up a soldier, the game becomes impossible to interact with after I choose which stat to upgrade. Just in case it matters, both attempts I tried putting the level into Speed.

The screen stays dimmed like it is while you select which stat, but the stat-selection box vanishes so I'm just stuck softlocked on a dimmed screen with no apparent way to back out or select anything else.


Edit: Also, this one I'm less sure if it's a bug, but on the strategy map I'd see enemy towns labeled as "garrison: none" and then have to fight a battle against 16 enemies anyway when I tried attacking. Is that just an intentional advantage given to the ai to have automatically full garrisons versus the player, or is it not intended?


Okay, I've released a fixed version that fixed the level up bug. The good news is that the saves should be compatible (note that they are just saved in the directory). Hopefully the autosave feature prevented people from losing to much to what was effectively a freeze. The dimmed screen was a relatively recent addition to make the level up menu more clear, but I apparently forgot to add one line of code in the right place, everywhere else the dimming turned off fine. :oops:

That garrison thing is a bug and definitely not intended, I'll look into it. Edit: I can't seem to replicate that bug. If it happens again, try to get a save for it. I think what might be happening is that the AI (assuming you're playing against the Full strength) will wait until there's an army within attacking distance of a town before raising a garrison, so maybe you're seeing no garrison the turn before and then not noticing that it changes? A garrison of 16 should be listed as 'huge' under my system for making enemy numbers vague inspired by Heroes of Might and Magic.


nnnddt wrote:Don't know if it's me who didn't see it, but i don't see where i can go for equip a specific item to a specific girl...


The way the shop screen currently works is that you enter into the shop screen for a particular girl, and can sell her items or buy items for her.
Last edited by Aurilika on Fri Jul 20, 2018 7:44 pm, edited 1 time in total.
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Re: Vore War V08

Postby Aurilika » Fri Jul 20, 2018 7:08 pm

GreenSlime wrote:Armors were combined with weapons due to old game's limitations, though, so, i guess, adding separate armor slot will be the first suggestion.


This is relatively easy to add, the question I ended up on is do you make separate versions of the army for different size bellies or do you just have them take off the armor when they eat someone? I couldn't find a great answer to that. I'm not afraid to add more layers, as I was going to try to add a separate layer for eyes, but the ones I tried to draw looked worse than the current set (which are actually part of the hair) that are still in the lower resolution.

Rayen wrote:I wish I wasn't so busy with my other work or I'd love to do more spritework on this again. I remember playing with them and making those character sprites. (Though I'm not really proud of the doggirl tails now that I look back at them. :V)

Anyway, glad to see someone working on this again. I wish ya all the luck with any additional features ya plan to add. :V


Well, I was the one that edited them to a higher resolution, so I'll repeat as I said in the credits (that are in the help menu). If it looks good, it's probably because of you, if it looks bad, it's probably because of me :D
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 9:29 pm

Aurilika wrote:That garrison thing is a bug and definitely not intended, I'll look into it. Edit: I can't seem to replicate that bug. If it happens again, try to get a save for it. I think what might be happening is that the AI (assuming you're playing against the Full strength) will wait until there's an army within attacking distance of a town before raising a garrison, so maybe you're seeing no garrison the turn before and then not noticing that it changes? A garrison of 16 should be listed as 'huge' under my system for making enemy numbers vague inspired by Heroes of Might and Magic.


This... might be what happens.

I'm sure it's because I'm bad at the money management aspect somehow, but I didn't consider that it was possible to just have the cash on hand to be able to suddenly do that while also having one or more well-equipped huge armies roaming the map.
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Re: Vore War V08A

Postby Absentia » Fri Jul 20, 2018 11:59 pm

Glad you decided to continue this, when he said he had no plans on continuing this before, did feel like a little bit of a waste, it had a solid foundation and plenty of potential, look forward to seeing you develop this more.
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Re: Vore War V08A

Postby Slayerhero90 » Sat Jul 21, 2018 8:50 am

oooOOOOooooooh. checked out vore war a while back and wasn't happy with it; maybe this'll suit my tastes better. gonna be watching this develop
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Re: Vore War V08A

Postby Lonewolf » Sat Jul 21, 2018 10:55 am

I played the old version of vore war, and I have to say this is a huge improvement on the game. Great job!

If you are open to suggestions. I have a few quality of life changes:
* A -levelup available- indicator of some kind would be a nice on the army info screen
* A -buy expensive all- button to give the stronger version of weapons to your army
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Re: Vore War V08A

Postby GreenSlime » Sat Jul 21, 2018 3:21 pm

Could you post or send me a spritesheet? I think I lost the old one and Unity is harder to interact with in this regard, i'll try doing something with armor/weapons/models themselves.

Another thing is skin tones. The ones in old Vore war were somewhat... yellow-y. Thee are many hex codes for more natural skin over the internet.

these ones are good:

https://i.pinimg.com/236x/5d/7b/ac/5d7b ... design.jpg
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Re: Vore War V08A

Postby Aurilika » Sat Jul 21, 2018 5:18 pm

Lonewolf wrote:I played the old version of vore war, and I have to say this is a huge improvement on the game. Great job!

If you are open to suggestions. I have a few quality of life changes:
* A -levelup available- indicator of some kind would be a nice on the army info screen
* A -buy expensive all- button to give the stronger version of weapons to your army


Thank you, and I'll definitely implement both of these changes.


GreenSlime wrote:Could you post or send me a spritesheet? I think I lost the old one and Unity is harder to interact with in this regard, i'll try doing something with armor/weapons/models themselves.

Another thing is skin tones. The ones in old Vore war were somewhat... yellow-y. Thee are many hex codes for more natural skin over the internet.

these ones are good:

https://i.pinimg.com/236x/5d/7b/ac/5d7b ... design.jpg


I'll play around with the skintones to find what works well. Here's the current spritesheet for you, and in case anyone else wants to poke around with it.
sprites.png
Character Sprites
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Re: Vore War V08A

Postby Jade86 » Sat Jul 21, 2018 9:07 pm

are you going to implement other vore actions like anal or unbirth or cock vore ?
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Re: Vore War V08A

Postby Jadex » Sat Jul 21, 2018 9:17 pm

heya the only thing I kinda wanted in the original game was a mode to run either ai vs ai or player vs player so it would be real neat if you could get that to work

• Neato apparently you already got that setup
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Re: Vore War V08A

Postby Aurilika » Sat Jul 21, 2018 10:43 pm

Jade86 wrote:are you going to implement other vore actions like anal or unbirth or cock vore ?


I do have something in mind for unbirth, but as for the others, as it stands now I don't know how I'd differentiate them other than just being a simple text change.

Jadex wrote:heya the only thing I kinda wanted in the original game was a mode to run either ai vs ai or player vs player so it would be real neat if you could get that to work


That's already in the game. You can play with 4 human players, or you can play with 0 human players, or anything in between. (The options menu also lets you adjust how fast the AI moves so that you can keep up). I did that pretty early on because it helps with testing features.
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Aurilika
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