Nomlike [WIP] [Planning] [Early Alpha]

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Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Thu Feb 07, 2019 8:14 pm

- Note, this game is still in planning stages, and could change wildly at a moment's notice -


Hey, I've been a long time lurker under a lotta accounts, all of which I lost passwords and usernames for.

Anywho, I've started early development on a furry vore roguelike, text based, and i'm working on making it as easy to port to as many possible devices as I can. It's made in c++ using NCurses for Android/Linux, and conio for windows and dos.

So far all I have is some ideas, and an alpha with a character that can run around one generated floor, no stairs or other objects, just walls and floors.


I have a list of ideas/features/races/items, and i'm open to suggestions for features, items, and races.

Spoiler: show
Code: Select all
-Vore Roguelike ideas-

Stats:
Vigor - Offensive Capability
Fortitude - Defensive Capability
Psi - Psi Effectiveness
Skill - Weapon Effectiveness
Celerity - Agility, move speed
Grace - Luck

Races:
Humans
Cats
Dogs
Wolves
Taurs
Avians
Lizards
Wyverns
Foxes
Horses
Unicorns
Changelings
Snakes
Hypogryphs
Gryphons
Lions
Tigers
Rabbits
Ferrets
Gator
Bear
Shark
Orca
Seapony


Ideas:
Customizable Home Town
Infinite Dungeon
100 Floor Quest Dungeon
Rebirth/TF system
Limb System
Limb Crippling/Removal
Impregnation System
Optional MPreg System
Eggs
Hypnosis System
Lewd Parasites System
Elemental Floors
Realistic Inventory, two hands and a back slot

Weapon Types:
Knuckles
Knife
Dagger
Arming Sword
Long Sword
Zweihander
Tanto
Walkazashi
Katana
Naigata
Scimitar
Club
Mace
Hammer
WarHammer
HandAxe
WarAxe
Quarterstaff
Spear
Halberd

Ranged Weapons:
Throwing Knives
Darts
Sling
Bow
Longbow
Crossbow
Revolver
B-A Rifle
Tomahawk
Javelin

Armor:
Clothes
Jacket
Duster
Gambeson
PlateMail
ChainMail
RingMail
Dou
Robes
Vest

Shields:
Buckler
Kite
Heater
Tower

Boots:
Socks
Tabi
Sandals
Shoes
Boots
Toe Boots
Combat Boots

Handwear:
Fingerless
Mittens
Gloves
Gauntlets

BackWear:
Backpack
Dufflebag
Sword Sheath
Zweihander Sheath
Katana Sheath
Cape
Cloak
Hooded Cloak

HeadWear:
Cap
Fedora
Cowboy Hat
Ushanka
Bandana
Open Helm
Closed Helm
Winged Helm


Materials/Enchantments:
Wooden - Burns V Fire, Breaks, Elec Null
Stone - Brittle, breaks sometimes
Copper - Weak Vs Elec
Bronze - N/A(?)
Iron - Weak vs corrosion, Breaks Rarely
Steel -  N/A(?)
Silver - 2x VS Were/Undead
Gold - 1/2 DMG VS Norm 2テ優MG Vs Par
Platinum - 3xDMG Vs Parasite
Fiery - Fire Element, Enflames, Burns Wood
Wet - Fire Douse/Immunity, 10x Elec DMG
Electrified - 10x Vs Wet, 0x Vs Wood/Leather
Blessed - 1.75x All, 5x Vs Were/Undead
Prismatic - 2x vs Elemnt, 0.75x vs Norm

Cotton - Burns, Strong Vs Cold
Leather - Elec Null, Burns V Fire
Hide - Burns V Fire, Null V Cold, 0.90x DMG



Unplayable/Monster/TF Races:
Anthro Shroom/Fungus (U)
C.Snake (U)
Waspling (U)
Anthro Mosquito (U)
Mindsquito (U)
Bloodwurm (U)
Symbiote (U)
Vampire Bat (T)
WereSnake (T)
WereHorse (T)
WereWolf (T)
WereBat (T)
Anthro Fox Pitcher Plant (U)
Mindflayer (U)
Undead Anthro, Any Species (U)
Anthro Bee (U)
Anthro Queen Bee (U)
Giant Slug (U)
Parasitic Giant Slug (U)
Giant Serpent (U)
Foocubus Anthro, Any Species (U)
Latex Drone, Any Species (T)
Living Plush, Any Species (T)
Siren (U)
Living Costume (T)



I'm planning on making it very loosely fallout-esque with it's limb system, but going a little more in-depth with it, such as limb loss, and an inventory system that makes you think a little bit more about what you pick up and put down, as you only get 3 slots, both your hands, and a back slot.

The back slot can equip/hold/etc a backpack or sheath, and I'm going to try to make it loosely logical, you're not gonna fit a two-handed sword in a backpack, but you can fit a dagger or potion in, etc.


It's going to be very heavily focused on Vore, with AV, CV, OV, Unbirth, etc, with some Transformation, and a little mind-control.
Last edited by CykaBlyat on Sun Feb 10, 2019 1:19 pm, edited 2 times in total.
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby empatheticapathy » Thu Feb 07, 2019 8:34 pm

Is willing prey a possibility?
How long-term is limb loss?
Does left or right-handedness matter at all?

Shame we can't play as the bees, though I do like a lot of playable species.
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Thu Feb 07, 2019 8:39 pm

empatheticapathy wrote:Is willing prey a possibility?


Yes. Very yes. The list there in spoilers is literally just what i could think of off the top of my head during 15 minutes of a 30 minute lunch break.


empatheticapathy wrote:How long-term is limb loss?

Semi-permanent. I'll include prosthetics that have detriments but benefits too, and likely a potion or scroll that can restore a limb.

empatheticapathy wrote:Does left or right-handedness matter at all?


Not likely, but if it's really requested enough, I might try to add left and right handedness.

empatheticapathy wrote:Shame we can't play as the bees, though I do like a lot of playable species.

Once again, the list is merely what i could think up off the top of my head. I can definitely add a Bee race. ^w^
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Thu Feb 07, 2019 8:45 pm

Also, classes are in consideration too, though for now, mostly, the main idea is they just change what starting items you get.
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Thu Feb 07, 2019 8:51 pm

Also, i'm going to loosely try to follow some resemblance of how materials and elements work. Fire attacks will burn wooden shields and leather armors, electricity will shock metal armors, etc, it may not be perfectly realistic,but i'll try to keep it somewhat realistic.

I'm also considering rebirth for CV and Unbirth, where possibly, a character can be turned into an opponent through CV or UB, or maybe change the focus of the game somehow by playing as the converted/rebirthed character. It's still mostly ideas floating around in my head at the moment.
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Thu Feb 07, 2019 9:01 pm

BTW, Development will be a little slow, i have a full time job, but i work on the game almost nonstop during my off hours, same as i did with a 5+ year old 3d engine i had for the longest time.
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby RakeVuri » Thu Feb 07, 2019 10:50 pm

Might be a good idea to think about a different name for this project, just so you don't wind up getting mixed up with Myconid32's Vrogue mod.
I'm all for more vore games though!
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby AnalagousSam » Fri Feb 08, 2019 2:09 am

If your main goal is to make a fun vore game, I'd try to avoid too much feature creep (realistic inventories, customizable hometown, intricate elemental systems) this early in the process. As this is a solo project, it's important to focus your efforts on walking before you can run. Even developing a basic rogue-like game is quite a lot of work, and the vore content you've proposed alone is already quite extensive without accounting for a dozen player races (with varying number of arms/legs/wings) or headwear types. A game can have all the realistic simulation in the world and still not be much fun. I'd really suggest trying to hone down your concept to its core components before tossing in the proverbial kitchen sink.

One thing I'd be really quite delighted to see is a game that uses vore both thematically and mechanically. Often, a "vore game" is a just a game where the consequence for failure is seeing your character get eaten. This creates a really weird mindset, where the player (who is probably playing a fetish game for its fetish content) is simply trying to trigger a game-over as quickly as possible. As a result, 99% of your intricate mechanics are wasted, because your player is just trying to speed-run his way into the mouth of a hungry level 1 bear. I think there are lots of ways for vore to be a fun primary game mechanic. What if you start each level as a series of random protagonists, and getting caught by an enemy warps you back to the start while it digests your previous character, giving you a chance to slip past it on your next run. This way, your player can appreciate the gurgles while still making progress! Or maybe you go around the level subduing and capturing smaller enemies, so you can satiate the appetite of a big monster blocking the exit.

Here's an idea, what if you travel through the dungeon followed by a carnivorous familiar who gets hungrier with every step, and you have to keep leading it to enemies or else you'll get eaten yourself? I think that could lead to some tense and exciting moments. Maybe it'd give you gradually less and less subtle hints (belly groans, licks, etc) as time went on, and you'd have to explore the dungeon faster and faster in order to keep its belly full.
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby empatheticapathy » Fri Feb 08, 2019 2:37 am

I actually rather like triggering game overs to see vore.
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Fri Feb 08, 2019 5:36 am

AnalagousSam wrote: Even developing a basic rogue-like game is quite a lot of work, and the vore content you've proposed alone is already quite extensive without accounting for a dozen player races (with varying number of arms/legs/wings) or headwear types. A game can have all the realistic simulation in the world and still not be much fun. I'd really suggest trying to hone down your concept to its core components before tossing in the proverbial kitchen sink.


*giggles*

I know this is a lotta work, i made my own 3d engine from scratch, this isn't the first roguelike I've worked on, I've been programming for 11+ years now. ^w^

however, I'll still take your advice to heart, it's not bad advice. Though i will state, once again, all of that is just features i could think of during a break at work, not everything necessarily will make it in.

Also the limb system isn't going to bother with wings or anything, just basic head, torso, and right and left legs/arms.

Also, this isn't even my first vore roguelike, just the first one I'll release publicly. x3c
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby Ouroborus » Fri Feb 08, 2019 11:27 am

CykaBlyat wrote:Also, i'm going to loosely try to follow some resemblance of how materials and elements work. Fire attacks will burn wooden shields and leather armors, electricity will shock metal armors, etc, it may not be perfectly realistic,but i'll try to keep it somewhat realistic.

I'm also considering rebirth for CV and Unbirth, where possibly, a character can be turned into an opponent through CV or UB, or maybe change the focus of the game somehow by playing as the converted/rebirthed character. It's still mostly ideas floating around in my head at the moment.


This was one of my favorite features of the devourment mod for skyrim (It's not a 1 to 1 comparison, but it's close) and an RPG maker game called Monline

RakeVuri wrote:Might be a good idea to think about a different name for this project, just so you don't wind up getting mixed up with Myconid32's Vrogue mod.
I'm all for more vore games though!


I thought this was a spin-off or expansion to that at first, so a different name might help catch new people's attention

AnalagousSam wrote:If your main goal is to make a fun vore game, I'd try to avoid too much feature creep (realistic inventories, customizable hometown, intricate elemental systems) this early in the process. As this is a solo project, it's important to focus your efforts on walking before you can run. Even developing a basic rogue-like game is quite a lot of work, and the vore content you've proposed alone is already quite extensive without accounting for a dozen player races (with varying number of arms/legs/wings) or headwear types. A game can have all the realistic simulation in the world and still not be much fun. I'd really suggest trying to hone down your concept to its core components before tossing in the proverbial kitchen sink.


Basically this, don't try to add everything at the start, start with the bare minimum needed to make a playable game and then add in more stuff piece by piece. (Reading your other posts, it seems like you know what you're doing so go ahead and disregard this lol)

My one gripe with roguelike games where you have to die to get the content is that the time it takes to get to new stuff gets longer and longer each time, so maybe adding in codes for reaching certain levels like old NES games, or even cheat codes to reach later levels would be appreciated. All that said, I'll certainly be following the progress of this game with great interest!
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Re: Vorogue [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Fri Feb 08, 2019 5:56 pm

Ouroborus wrote:
RakeVuri wrote:Might be a good idea to think about a different name for this project, just so you don't wind up getting mixed up with Myconid32's Vrogue mod.
I'm all for more vore games though!


I thought this was a spin-off or expansion to that at first, so a different name might help catch new people's attention



Understood, and i'll be working on thinking of a new name for the project.

Ouroborus wrote:
AnalagousSam wrote:If your main goal is to make a fun vore game, I'd try to avoid too much feature creep (realistic inventories, customizable hometown, intricate elemental systems) this early in the process. As this is a solo project, it's important to focus your efforts on walking before you can run. Even developing a basic rogue-like game is quite a lot of work, and the vore content you've proposed alone is already quite extensive without accounting for a dozen player races (with varying number of arms/legs/wings) or headwear types. A game can have all the realistic simulation in the world and still not be much fun. I'd really suggest trying to hone down your concept to its core components before tossing in the proverbial kitchen sink.


Basically this, don't try to add everything at the start, start with the bare minimum needed to make a playable game and then add in more stuff piece by piece. (Reading your other posts, it seems like you know what you're doing so go ahead and disregard this lol)

My one gripe with roguelike games where you have to die to get the content is that the time it takes to get to new stuff gets longer and longer each time, so maybe adding in codes for reaching certain levels like old NES games, or even cheat codes to reach later levels would be appreciated. All that said, I'll certainly be following the progress of this game with great interest!



Yeah, i agree, I love the vore brogue mod, but i do find myself having to enable debug mode and cheat mode, then essentially speedrun to my favorite floors to get nom'd, and I would be more than happy to try to find a way around that problem.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Sat Feb 09, 2019 11:04 am

Okay, so far, I have a solid idea of more specifically how stats will affect player/enemy ability, barring PSI which i haven't quite worked out yet.

Vigor - Every 2 Points adds a +1 Damage Modifier
Fortitude - Every 2 Points adds a -1 Incoming Damage Modifier, and Every point adds 1 Hit to all Limbs
Psi - Currently Unsure
Skill - Every 2 Points adds a +1 To-Hit
Celerity - Every 2 Points negates 1 to Enemy To-Hit
Grace - Every Point increases chance to crit, for trapped chests to instead not be trapped, and even increases a minor chance to cheat death.


So far the idea is each stat goes from 1-9. I'm still trying to decide how i want levelling to work. Might use a very basic skill system like Fallout, and have it so that any stat increases are extremely rare.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Unicornwill » Sat Feb 09, 2019 2:51 pm

Will there be a no digestion mode or option to this game?
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Sat Feb 09, 2019 3:02 pm

Unicornwill wrote:Will there be a no digestion mode or option to this game?


Soft vore? I think I can make that work, yeah.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Unicornwill » Sat Feb 09, 2019 3:08 pm

Will there be a no digestion mode or option to this game?
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Sat Feb 09, 2019 3:15 pm

Unicornwill wrote:Will there be a no digestion mode or option to this game?



I just answered that.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby CykaBlyat » Sat Feb 09, 2019 4:55 pm

Okay, quick update, NPCs spawn, have stats, the player can move, there's a sorta fog of war around the player, the player can attack NPCs and deal damage, no death yet, the basic framework for weapons and armor as well as materials is in, fists and knuckles have their own unique damage calculations that are stat based instead of material/weapon type based, and i'm working on adding NPCs being able to attack back.
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Justaweirdo » Sat Feb 09, 2019 7:12 pm

Oh boy, I'll be keeping my eye on this-
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Re: Nomlike [WIP] [Planning] [Early Alpha]

Postby Jacket » Sat Feb 09, 2019 7:49 pm

This one certainly looks interesting.
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