Unbridled Hedonism V7E

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Unbridled Hedonism V7E

Postby Aurilika » Tue Nov 05, 2019 1:12 am

So, for those who don't know me, I'm Aurilika, and I've been working on Vore War for more than a year at this point. https://aryion.com/forum/viewtopic.php?f=79&t=53707 Here's my newest game, Unbridled Hedonism. It's a game with AI driven characters on a map with no particular goal other than pleasure. The name is a reference to the default scenario, where characters indulge in pleasures (sex or vore) as they wish. You can make adjustments to enable or disable sex or vore as desired. It's loosely like the sims, where you are controlling a single character and any character you're not controlling is controlled by the ai. There's a variety of sexual and vore content, and interaction text is customizable.

The game will continue to get content and features added, and improve the AI. Player input will also help decide on the direction the development heads.

The list of longer term goals:
Spoiler: show
More Variety / Detail in Vore / Sex scenes (including option for pleasuring prey)
Improved AI
Anthros/Creatures
Improving UI
More interactions
Modding
Graphics - I want to add this, but it limits options. For example, any new race added would need its own graphics, and I'm not a good artist. I could import graphics from vore war, but that also limits options, as races would be restricted to ones that already exist, and limit hair colors, hair styles, etc.
Alternate maps (One interesting one that was suggested is an rpg town, where adventurers and monsters in a dungeon are generated periodically)


Recent Changelog

Spoiler: show
7E:
Added a 'Escape rate' slider to the game settings, affecting the odds of struggle and violent struggle actions. Can be used to change their effectiveness, or make them completely ineffective.
Added a 'Pred Conviction' slider to the game settings, basically reflecting how much a predator intending to digest someone will stick to their plan. Setting it high makes them unlikely, to agree to a Beg or Convince to spare, setting it low makes it more likely than now.
With those that should pretty much round out the vore settings for now, with the possible exception for controlling the digest rate.
Added an 'unyielding' trait that makes the pred automatically refuse PreyBeg and PreyConvinceToSpare, though it acts normally to asking to be let out when it's not digesting someone.
The Beg check odds are no longer affected by changing the Pred Ask Bias.
Fix for the weight gain text listing the amount gained before the multipliers set in the settings. It was changing by the correct amount but the text it was giving as results was off.
Preds with the full tour trait now only move prey if the bowels are empty, or are already set to the correct digestion mode. (Would potentially stop digesting or start digesting prey unintentionally before)
Fixed the text on Prey willingness to reflect the fact that the prey willingness thing is an option instead of fixed at a specific value.

7D:
Reworked the vore internals to make them more customizable to suit your preferences.
Vore Acceptance and Vore Casual word are stripped out, and replaced by 6 variables that cover their territory more specifically, as well as adding new options.
Vore Hunting Bias - How often preds will enter hunting mode
Pred Ask Bias - How often predators will ask to consume prey
Pred Force Bias - How often predators will forcibly consume prey
Vore Anger - How upset people will be at witnessing vore or being vored
Help Prey Bias - How often people will try to rescue prey, can be set to 0 to disable entirely like in the vore casual world
Fully Willing Threshold - Characters with a prey willingness above this level will always be regarded as willing, even if eaten unwillingly. This was previously fixed at .7, but now allows it to be moved around, to make everyone that way, or no one, or anything in between.
Added 3 new traits (remember that traits can be disabled with the trait weights system if desired)
Gassy - Character is significantly more likely to use the burp action
Full Tour - Character will move prey internally from stomach to bowels, assuming that that option is available based on game settings.
Traitor - Character is significantly more likely to sneakily switch to digesting prey inside of them.
Added a system where randomly generated traits and quirks will avoid picking ones that are useless to a character. The current system isn't foolproof, but should help cut down on the number of traits that have no effect on a character. Examples are a character who isn't a pred having any pred related ones, or someone who is vore immune being better at escaping (note that that one just checks the character's vore immunity flag).
Anywhere where left-clicking on a characters name selected them (the two side panels), right clicking will now center the camera on that character. You can now also left click or right click names in the text window at the bottom.
Fixed a bug where the PreyConvinceOtherPreyToBeDigested action didn't have the 'asks player' flag set, so your character would answer automatically if you were asked.
The RomanticDesirePred trait has been split up by request, it's now RomanticPred for only eating people they're romantically interested in, and VoraciousLover for being more likely to eat the person they're having sex with.
Fixed a bug where the debug goals option was non-functional while you were in observer mode.
Fixed a bug where 'does not force' trait had access to the ask to interactions after a hunt, but still had the option of using force.
Endo dominators who are unable to digest and are prey should now be able to forcibly eat other prey.
Fixed a bug that was preventing the AskOralVoreDigest from triggering properly when used as a standard interaction.
Fixed some interactions that were only supposed to be available when you're talking to a prey from outside (like TalkWithPrey), being usable in a prey on prey situation, resulting in some weird text.
Fixed the beg odds not falling after a failed beg if the odds to spare were 0 (instead of the odds to beg being 0)
Fixed several miscellaneous exceptions. There's one that I may have to revisit if the root cause isn't fixed by this patch.
Added another check to search for any characters that didn't import properly (get the vore interest stats randomly assigned) from previous versions.
Adjusted the capitalization of female/male/last names.txt so that they work correctly on Linux.

7C:
Pred loyalty now has a moderate effect on how likely people are to save someone they consider a friend.
The Debug Option for showing all interaction text that happens now works properly in observer mode. Though you still need to have a living person that your vision is attached to.
Prey meet is now only visible for characters you haven't met. Also fixed a recently introduced bug where prey could only meet other prey if their pred was capable of digesting them. (A piece of code ended up in the wrong place)
People hunting for prey should no longer target people that they're incapable of eating. (It covered vore immune, but didn't account for teams or vore tiers, or digestion immunity.)
Also, people hunting that have the 'does not force' trait will now ask prey to be eaten instead of failing to do anything.
Added missing female/female missionary intercourse lines.
Went ahead and updated the strip commands during sex so they can be used in any pose. It doesn't make perfect sense, but the AI was already ignoring the pose restrictions, and it helps sex flow a little bit better.
Did some more tweaking, increased people's interest in romantic relations with people they don't have much of a relationship with (to encourage more relations to start). The general odds of AI vore should also be increased.
Slightly reworked the Convince to digest interactions, AI will now accept even if there's more than one prey in that area, but it only immediately takes effect if every single prey in that location is not expecting endosoma (either through consent, or already digesting a bit). This should be a positive change in general, and was needed for ConvinceOtherPreyToBeDigested to work properly.
There is now a flexible stats decay speed option. You can use this to disable the slow falling of stats that can be raised, or just reduce it, or even crank it up.
People should be less single mindedly focused in the library or gym.
Can no longer use the disposal actions while prey, there may later be prey specific versions that make sense for the situation.
Fixed some broken conditionals on the ShoveIn ability that made players unable to use it.
Ai will no longer ask someone who's already nude to strip.
Characters now avoid going to library or gym in the earliest parts of a game, giving them a little more time to get established.
Characters no longer have a chance of being unfriendly towards characters they have no relationship with. Added a jerk trait that makes characters more likely to do unfriendly actions.
Cleanliness now matters less for AI vore calculations.
Fixed a random rare exception when there were mutliple unwilling prey in a predator.
Fixed an exception if you used the gender editing screen without having been in the start screen.
Fixed a bug where the AI's usage of AreaVoreTease was based on their pred willingness and not their prey willingness.
Fixed a very minor bug where if you were in observer mode, it would skip half as many turns as you tell it to.
Fixed a few dialogue typos.

7B:
Fixed a portrait related exception that could completely halt the game.
Fixed a bug where special characters wouldn't be imported correctly.
Fixed a bug where a script that was designed to clean up corrupted saved units would run when loading savegames.

7A:
Added a 'add random trait' and 'add random quirk' button to the trait editing screen, to allow for more flexibility.
Fixed the vore difficulty options being backwards, now they work as intended, and the tooltip also clarifies how they're supposed to work. Note that you'll need to modify them again to get them where you'd like if you'd already changed them.
Horniness from sex drive alone will only increase to .85 now. This makes it require some sort of action to actually reach orgasm, instead of it being possible when they were just walking around. Also prevented witnessing vore from causing an orgasm in itself, though it can raise it above .85. Being swallowed can still cause orgasms, though. This made sense to change, but can be made an option if someone really wants.
The PreyWillingAskToBeLetOut will now not succeed if you're being digested. It was really designed for endo and it's odds and function reflected that, so you'll need to use PreyBeg or PreyConvinceToSpare in that case.
Split the prevent pop up tooltips option so that it only blocks popups on the main screen, and allows them everywhere else. This is due to reports of not having tooltips in the add traits screen that was related to this. The actual option only mentioned interactions, so that may be part of the misunderstanding. If there are people that want the remove all pop-up tooltips back, I'll add that as a second option.
Generated characters with an assigned label will keep that label, and no one else will get that label. Note that this leaves multiple characters with the same label alone.
Fixed a bug where characters added from the saved character list mid-game would not get assigned a label, now they do.
Fixed the Beg/AskToBeSpared having odds set way too high, also that the odds on Beg weren't going down on subsequent asks.
Fixed AreaVoreTease having a conditional to use that made no sense. Also fixed a bug with its use, and gave a response to people that it succeeded on.
Changed a few of the trait names, this will be very rare for these to change, but I opted for the suggestions of the person who came up with a lot of the traits.
HornySlip -> SlipperyWhenWet
SneakyPred -> PredInPrivate
Neatnik -> DirtRepellent - This is because it was a personality trait mixed in with the quirks, and at this point trying to move it might make a mess, so it was retooled to change the rate of getting dirty, instead of how frequently they felt the need to shower.
Slob -> FilthMagnet - Same as above.
Fixed an error where trying to list the PreyConvinceOtherPreyToBeDigested interaction would cause errors and mess up the game in unpredicable ways.
Fixed a text bug where males were always described as shirtless.
Fixed the bugs where generated characters would be modified if they were changed in game. It should automatically clean up saved characters, but doesn't mess with existing games because that would cause damage to them.
Added a button to show the storage directory to the main menu. If you're using windows, you can copy that text and paste it in an explorer window to get to that directory. That has the saves/maps/ stored characters, etc.
Options menu is now accessible from the main menu.
Fixed the Team/Predator tier options that were accidentally locked to 0 or 1, now they can go up to 20.
AI desire for library/gym has been lowered a bit more.
Fixed the -dead portraits not working, because it was mistakenly assigning the hungry portrait to dead as well as to hungry. Also fixed an issue that I'd introduced where the hungry state was showing the horny picture. As well as an issue where the names collideed and a -fullhorny might also be treated as a -full due to the names overlapping to an extent.
Fixed a bug where the ask if can digest/melt interactions weren't triggering properly for the ai.
Fixed a bug where randomly generated traits didn't properly respect contradicting traits.
Fixed a logic error that would cause digestion immunity to restrict vore attempts in places it shouldn't have.
Fixed a stack overflow when it tried to load the list of saved characters if it failed to load.
Fixed some misc dialogue errors (such as the hug thinking nudity was preset when it wasn't)
Fixed the alt belly image toggle in the options menu not actually being connected to anything, it would use it by default, instead of respecting the toggle.
Fixed a linux issue with the tile graphics, due to linux's case sensitive file structure.

7:
New Features / Content:
Added Quirks and Traits. The line is a little hazy between the two, but Quirks physically affect the character, affecting stats, hunger rate, relationship changes (that's the bit that's slightly hazy) and things along those lines, while Traits solely change the way the AI makes decisions and their behaviors (such as hunting down predators, hiding in their room to digest, or just boosting / reducing the odds of certain interactions). Another way to think of it, is a character that's solely controlled by a player will notice/feel the effects of every Quirk, but traits will have no impact at all.
(Also know that I might use the word trait at times to apply to both, because they were shared until it was recommended that I split them into these two categories.)
You can adjust how many quirks and traits are randomly assigned to characters, and also the relative random weights. Allowing you to prevent a trait you don't like, adjust the odds to your liking, or virtually guarantee that everyone will have a certain trait or couple of traits. Traits are also assigned to groups, to ensure that a character won't get contradictory traits (like SirenPred and NoVoreZone, or FastDigestion and SlowDigestion, etc.) Traits can also be manually changed by modifying the person.
In the game creation screen you can now 'generate' a character to have more flexibility. This will change them from their usual data + personality and appearance to a normal in-game character, allowing you to pop into the editor and change anything like you could during a game and save those customizations. The main downside is that makes them vulnerable to getting some blank data on version changes, but you can just manually set any new variables introduced from here on. Plus I'll generally try to randomize new variables (though there's no guarantee I'll remember every time)
Characters now have a 'vore trust' of other characters that affects the odds of accepting willing vore from that person. Being vored agains their will and being digested against their will lowers it, but being vored and released raises it. This is basically them being wary of the other person if they've previously violated trust, or getting comfortable with being consumed by them.
Can now add saved characters mid-game by choosing them from the list of saved characters.
Added a rare stomach growl for hungry characters.
Added a few new picture cases for custom pictures to use. Dead, HornyFull, and Hungry, Allowing for a little more optional variety.
Gender settings and Race weights are now changable from the pause menu.
Can now set a specific percentage of characters that will be pred when creating characters, instead of just being on or off.
Can now set specific genders to have vore disabled regardless of the individual unit's setting (useful if you want to have a sex that's only prey)
Can now assign tags to saved characters, their main function is making it easier to add groups of people to a game. So you could have several characters tagged say, 'movie stars' and then add all of them at once. These are case sensitive.
Added a immune to digestion flag to characters, that prevents them from ever being digested. The logic for that (and teams and the tiers where endo is permitted) should prevent the AI from seeking it out, but probably isn't foolproof. So, these flags also give immunity in the event that they end up in a part that is digesting, and should still display the endo messages even if they're in a part that is set to digestion. So, they will be immune, but some of the logic or messages might be slightly off.

Game Settings is can now be saved into defaults, that will load automatically whenever you start a new game.
Characters can be assigned a team. Characters on the same team will be unable to digest each other. Characters with a team of 0 will considered to not be on a team and behave as they did before.
Characters can now be assigned a vore tier, characters will be unable to vore characters of a higher tier (with endo against higher tiers being toggleable). It's basically a more selective vore immunity, and enables things like player being able to vore anyone, the best friend able to vore anyone except the player, and then males only able to vore other males. Or having only certain people able to digest.
Added the ability to adjust the difficulty of various vore types. (I.e. if you wanted Oral to be relatively easy, but the other types to be harder)
Added variable tile sizes and a fill function to the map editor. So you can deploy tiles in 1x1, 3x3, 5x5, 7x7, 9x9, or fill which changes all contigous tiles of that type to another. Walls are still only on a tile by tile basis.
Added an option for flexible stats (allowing them to change over time) Currently this only affects three stats. Strength - gained through eating strong prey, or exercising, and slowly lost over time. Voracity - Gained from eating prey, and digesting prey, lost very slowly over time, or if a prey forces their way out of you. Charisma, gained from researching it at the library, lost extremely slowly over time. Also worth noting that Strength and Charisma will not decay if there isn't the respective room to improve them, to prevent them from just free falling.
Added a couple new types of rooms, the gym, and the library. If flexible stats is turned off, these don't have much effect, other than providing something else that characters will randomly do. If it's turned on, characters can boost their strength by exercising in the gym, or slightly boost their charimsa through research at the library or boost their voracity by eating or digesting people. Note that you can create maps without these rooms just fine, if you find them disruptive to the way you like to play.
Added the ability to specify a game to export all interaction text to a file. It's a relatively basic system, you can turn it on, and specify a file name for a specific save, and then it will send all players' text to a file. It buffers a bit to avoid excess file operations, but will always save out the rest of the buffer if you load a game, go to the main menu or quit the game. Note that loading a save will still save the current text, even if the save is the same game, unless you turn off the saving before you exit. It is also only capable of saving events that happen while it is enabled.
Added the option for a 'vore casual world' that makes people's relations not affected by witnessesing vore attempts, and they will not try to rescue others. Also makes forced vore more likely. Prey will still be flagged as unwilling/willing and act normally, but there's no relationship drop.
The gender edit screen is now available in game in addition to the create game screen, allowing you to change things around or change the weights so that new people spawn differently. It's worth noting that changing some things mid game (like the presense of genitalia) may result in some undefined behavior.
Character's gender can now be changed mid-game with the editor as well.
Added an option to display a character's portrait as their predator's full image (if it exists)
Added an option for predators to only eat prey based on their orientation (i.e. a straight female would only eat males)
Weight gain is now more flexible, and can be adjusted by part (also, dick growth is now an option)
Added the ability to change the rate at which characters in general get hungry.
Added a key to center the camera on the player. It can be rebound like the other controls, but it defaults to the period key.
All of the tile images are now read from a directory, allowing you to change out the way certain tiles look. More information is available in the readme in the streamingassets folder.

Changes / Bug Fixes:
Fixed a bug with the line of sight calculations that caused people to not see some squares they should be able to see into. (Mostly used for witnessing actions)
Added an option to prevent the AI from suddenly deciding to digest, and from using the ask to digest / ask to be digested interactions. Basically people can only be digested if they're eaten with the intent to digest, though the player is not bound by these restrictions.
Can no longer ask the person you're dating if they're single.
Character AI will now sometimes try to keep doing interactions with a single person, instead of flitting around between nearby people as soon as their action or stream finishes.
Slight performance optimatiation for large maps.
The way the AI picks interactions was changed quite a bit, to make it easier to add new interactions, and to be simpler for me to reason through. It's possible that some events occur more or less than they should, so if something stands out to you as a possible issue, feel free to mention it.
The odds of AI accepting interactions has also been revamped in a lot of cases.
Endo dominators with hold forever enabled can no longer be begged for release.
Fixed a bug where characters added to the start game screen would use the feminine check, instead of the feminineName check.
The 'Save All Settings' button was removed. The actual settings button can now be saved independantly, allowing it to just automatically load your preferred settings. The Person saver had some added features to hopefully make it more useful and flexible than the save all settings function was before.
Fixed some bugs in the Ai's reclothing check logic, so they should now do the ideal choice for reclothing. Also, they will now strip immediately if they are higher than their preferred clothing, instead of waiting for it to occur naturally.
Added a slider to the game settings to control how often disposal is done in public.
When choosing a location to travel to to fulfill a need, they will now strongly weight close tiles (though they will still go longer distances occasionally)
The current AI goal will now be displayed for the player if that's turned on, and the last player turn was given to the AI. (Allowing you to see what your AI is trying to do if it's in control, like you could for other people)
When you're asked about interactions, the text is clearer and tells you what they're asking of you, instead of just giving the interaction name.
Added an option for relationship decay, where positive friendship and romance will slowly fall with time, though it should be mostly unnoticed unless you've gone a long time without interacting with someone.
Entering the menu will now stop the current batch of skipped turns, allowing an easier way to cancel it (I think the only current way was to set it to 1 turn and click skip again to overwrite it), and also preventing it from continuing while you're in the menu.
Fixed a bug where moving prey from the bowels to the stomach would reset whether they expecting to be digested or not.
Fixed a bug where the player wouldn't digest their prey properly when they were also prey.
Can now view all of the target information even when in observer mode.
Dialogue and images can now support files in subdirectories instead of only one specific directory, allowing you to organize them if desired.


UHV4.jpg


I decided to do this project after seeing the wish for sims vore mods (though this approaches it from a different angle because I'd rather work with the freedom you don't get when doing a mod, plus you get the nuance of text rather than a simple animation). There didn't seem to be any freeform vore games that I could find that actually tried to simulate other characters, instead of having all of the content just be a scripted interaction when the units met. The other influence is arena based games, like Nightgames, or Pandemonium. Part of this game is based on an old private project I was working on before picking up development of Vore War, called Society. That ran into issues with graphics and UI that I'm able to work through now that I know my way around Unity. Speaking of, unity is probably not the best choice for this project, but I'm sticking with what I know.

Download links (Updated November 24th, 2020)
All versions should be save compatible, if they aren't it's an issue that I'll be fixing. Due to continued issues with Mediafire, files are now hosted on Mega. Let me know if alternate sources are needed.
Win 32 bit - https://mega.nz/file/BWpGiIhR#d4f-UshZ8ETC75Ftj6s6DzESjQqKn5TaLk7H-lRNIGY
Win 64 bit - https://mega.nz/file/cWxU2AJB#ukOQeRp86riP0CX0Yqi2XZWUCQkY4HpJK-zVQG46WkQ
Mac 64 bit - https://mega.nz/file/MOxA1agC#vKaJyeEUCtk5wA-yoM5B18oH3pR78wspSJixH6p3V2k
Linux 64 bit - https://mega.nz/file/BGginAzC#xzaOIEyHMKGNEI6DcjjHKpWpyVZtOp15wsI-0wIw9LA

The source code is also available if you want to check it out. https://mega.nz/file/oXxiVKKR#zFUUdMEUWO2X0JuR_uCC206l8u41EF3XIp1r5dxzjWE

Discord Link - https://discord.gg/fgsrCnW

I now have a patreon, though it's fairly basic to increase the cut I get from it, and because I'm not sure if I have anything of value to offer for this game, yet. Later on as the game gets more developed I may have some sort of tier benefits, but right now the focus is just on general improvements. https://www.patreon.com/Aurilika
Last edited by Aurilika on Wed Nov 25, 2020 12:48 am, edited 38 times in total.
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Re: Unbridled Hedonism V1

Postby Datstrudel » Tue Nov 05, 2019 1:57 am

Ok, do I can definitely say that I'm very interested in this game. I can see this being something of a really great vore world simulator. So I'm all for it.

I'll start with what I like. The game is pretty open ended, you can roleplay how you want. I like the customization of each character. What you have so far is really good.

As much as I've played, I haven't had the AI just randomly eat people. I'm not sure if that's possible, but I think it'd be cool to just be going around and someone has a full belly of prey.

I definitely think graphics will be a good addition. I'd personally say just use vore war graphics for now, or keep it to just a few species to start.

This is definitely a good start. The UI is a little confusing, but I assume you have lots of plans going forward. I like it a lot so far.
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Re: Unbridled Hedonism V1

Postby Turbotowns » Tue Nov 05, 2019 1:58 am

Well Hel-LO!
I'm the Christian-Brony-Voraphile. An acolyte of MaDneSs! And SlimeGirl Connoisseur!

I use "Gulps" like stars. I.E. :gulp: :gulp: equals 2-stars. ^^
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Re: Unbridled Hedonism V1

Postby Anesthetic » Tue Nov 05, 2019 2:33 am

OK. So currently I think this game should be titled:

SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

MANYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY

IN-TRO-DUCTIONSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Seriously if you have the number of characters maxed out the first bit of the game is just a MASSIVE chunck of introductions. It is also HARD as hell to follow individual characters.

If i might suggest, Include the Alphabet as sprites, then have each of the characters get assigned the first letter of their name as their sprite, so you can keep track of where they've gone.
Last edited by Anesthetic on Tue Nov 05, 2019 4:00 am, edited 1 time in total.
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Re: Unbridled Hedonism V1

Postby VLover552 » Tue Nov 05, 2019 3:18 am

dang if only it was not no nut November I would love to check out this game as it seems really cool lol
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Re: Unbridled Hedonism V1

Postby Katar » Tue Nov 05, 2019 3:29 am

I really love the concept. However I would suggest focusing on one thing at the moment in terms of content. I know everyone and their cousin are going to want to have their own special race added to the game but I think focusing in would help fantastically.

I would suggest focusing in on this university setting for the moment [The mechanics don't have to be only useful for that, but in terms of initial plans most things would be geared around that idea.] I would suggest limiting the races to literally just human. Everything worried or cared about for the first few updates is ONLY for that setting. It simplifies graphics especially in terms of variety. The university setting would also allow you to only have 1 base uniform and undergarments with coloring options and maybe a few additions like ties/whatever. Hair styles, facial expressions, etcetera all focused on ONLY that human aspect.

The university setting could be fleshed out more with mechanics that could be used in future updates. I.E. Teachers = A way to shift your sliders. Faculty = Various Shops. Parents = resource nodes.

A mechanic I think may prove neat would be to have two different types of NPCs. The first being these custom made ones [Stronger, more interactions, more influential to the world, more experience on eating them, etc.] and filler [Just random NPCs that wander around that have simple interactions and serve as EXP farms or drains on the world for things you want like maybe they drain shops of items. Having it so that NPCs require to visit these locations and socialize to gain their desires / needs with interactions with primary NPCs providing more bonus but maybe have it limited somehow?

The university setting should be kinda Hogwarts esque in the idea that it may be separated by different "factions" and all the characters you make are part of your faction. This would be symbolized by different color gradients graphically and eventually maybe mechanically. [I.E. RED GROUP = Player group. This could be used as the school faction to an adventuring guild to even just your immediate family. While BLUE GROUP = Prey students / monsters / adventurers.]

Two immediate suggestions I would like to see is a simple graphical representation like literally a larger circle with a color representing either gender or faction or friendship level [Maybe their colors would all be random at first but they would start to shift color towards their own friend groups making cliques. Player color would stay the same]. Also I'd like it if two units couldn't occupy the same space. So maybe hallways would be 2 spaces wide and rooms would be like 6x4.

But overall this is very nice and has a good initial framework for future things to be built. Initial focus is a good idea along with simple graphics to represent the states of characters.
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Re: Unbridled Hedonism V1

Postby RakeVuri » Tue Nov 05, 2019 4:01 am

This is fun to mess around with so far. If you're thinking about non fatal vore, I'd recommend tying it into the flirting or sex system somehow. Push someone between your legs as a part of playing with them, and if vore's accepted or folks have a high friendship with you, they might not panic seeing you walking around with someone inside you.
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Re: Unbridled Hedonism V1

Postby komaru » Tue Nov 05, 2019 8:53 am

Looks great for a start, you have my interest!
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Re: Unbridled Hedonism V1

Postby thespyfurry69 » Tue Nov 05, 2019 9:43 am

I like this , especially the option for disposal ,not many v games have that
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Re: Unbridled Hedonism V1

Postby Brezzerk » Tue Nov 05, 2019 12:38 pm

I like this the concept so much, the are sometimes that I'd like to suggest, I think that be cool if the intentions be hide or be an option... also when someone is vore could have some options, like struggle, scream as well submit or beg, it could be affected by friendship or charisma... maybe an option to add more npc after someone vanish.
Anyway I like the game so much, sorry for bad english
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Re: Unbridled Hedonism V1

Postby Randulf » Tue Nov 05, 2019 12:55 pm

I like the open ended approach, adds a lot of degree of freedom
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Re: Unbridled Hedonism V1

Postby Alesleo » Tue Nov 05, 2019 3:22 pm

I really like this. As others said, it's a great tool for roleplaying. I second the option to hide intentions so you have to ask yourself if they want to lead you to
their room for sex ot to eat you (even though for now it seems they always eat you).

While sprites could be cool I'd like a choice for not having them. After a couple of games I went full R34 with names, so sprites would break the illusion :D
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Re: Unbridled Hedonism V1

Postby Madmaxman » Tue Nov 05, 2019 4:05 pm

Liking it so far. However, at a certain point all relationships stop progressing. This issue reliably happens, but I'm not sure what the trigger is.
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Re: Unbridled Hedonism V1

Postby Aurilika » Tue Nov 05, 2019 4:55 pm

Datstrudel wrote:Ok, do I can definitely say that I'm very interested in this game. I can see this being something of a really great vore world simulator. So I'm all for it.
I'll start with what I like. The game is pretty open ended, you can roleplay how you want. I like the customization of each character. What you have so far is really good.
As much as I've played, I haven't had the AI just randomly eat people. I'm not sure if that's possible, but I think it'd be cool to just be going around and someone has a full belly of prey.
I definitely think graphics will be a good addition. I'd personally say just use vore war graphics for now, or keep it to just a few species to start.
This is definitely a good start. The UI is a little confusing, but I assume you have lots of plans going forward. I like it a lot so far.


The AI does eat people, but right now they only do it if they can lure someone back into their room, or if the person's prey willingness is high enough that they are considered willing prey (and thus don't fight back, or cause other people to try and intervene). They don't risk it in the open right now, though that will probably be in sooner or later.
Yeah, I consider the UI as one of the weak points, but I plan to upgrade it as I get suggestions for making it better.

Anesthetic wrote:OK. So currently I think this game should be titled:
so many introductions
Seriously if you have the number of characters maxed out the first bit of the game is just a MASSIVE chunck of introductions. It is also HARD as hell to follow individual characters.
If i might suggest, Include the Alphabet as sprites, then have each of the characters get assigned the first letter of their name as their sprite, so you can keep track of where they've gone.

Yeah, that's part of the legacy from my society game. I was torn because it makes sense that you'd meet someone first, but it also kind of gets in the way, so I'd totally be up for removing that if people are frustrated by it. I will be putting in a better way to track individuals on the map as soon as I determine it, alphabet or different colors seem like the two best canidates

Katar wrote:I really love the concept. However I would suggest focusing on one thing at the moment in terms of content. I know everyone and their cousin are going to want to have their own special race added to the game but I think focusing in would help fantastically.

I would suggest focusing in on this university setting for the moment [The mechanics don't have to be only useful for that, but in terms of initial plans most things would be geared around that idea.] I would suggest limiting the races to literally just human. Everything worried or cared about for the first few updates is ONLY for that setting. It simplifies graphics especially in terms of variety. The university setting would also allow you to only have 1 base uniform and undergarments with coloring options and maybe a few additions like ties/whatever. Hair styles, facial expressions, etcetera all focused on ONLY that human aspect.

The university setting could be fleshed out more with mechanics that could be used in future updates. I.E. Teachers = A way to shift your sliders. Faculty = Various Shops. Parents = resource nodes.

A mechanic I think may prove neat would be to have two different types of NPCs. The first being these custom made ones [Stronger, more interactions, more influential to the world, more experience on eating them, etc.] and filler [Just random NPCs that wander around that have simple interactions and serve as EXP farms or drains on the world for things you want like maybe they drain shops of items. Having it so that NPCs require to visit these locations and socialize to gain their desires / needs with interactions with primary NPCs providing more bonus but maybe have it limited somehow?

The university setting should be kinda Hogwarts esque in the idea that it may be separated by different "factions" and all the characters you make are part of your faction. This would be symbolized by different color gradients graphically and eventually maybe mechanically. [I.E. RED GROUP = Player group. This could be used as the school faction to an adventuring guild to even just your immediate family. While BLUE GROUP = Prey students / monsters / adventurers.]

Two immediate suggestions I would like to see is a simple graphical representation like literally a larger circle with a color representing either gender or faction or friendship level [Maybe their colors would all be random at first but they would start to shift color towards their own friend groups making cliques. Player color would stay the same]. Also I'd like it if two units couldn't occupy the same space. So maybe hallways would be 2 spaces wide and rooms would be like 6x4.

But overall this is very nice and has a good initial framework for future things to be built. Initial focus is a good idea along with simple graphics to represent the states of characters.

Yeah, I was planning to do the same sort of thing as Vore war, where I've got some stuff in mind, but letting the community somewhat determine the priorities.
Yeah, for a while at least, humans, and possibly some demi-humans would be the goal, with anything more complicated waiting until some more of the basics are ironed out.
I'm still torn on the graphics part, I want to avoid spending too much of my time on that instead of improving gameplay in general.
Yeah, classes had been mentioned as a potential way to improve various sliders. It could probably be considered a vore school like appears in some other games on this site, like Saint Millunina's vore academy. Teachers could also serve as more powerful students, that usually don't take advantage of their superiority.
Having secondary npcs is probably a good idea, that gives a source of potential other food. That was one of the points I spent some time thinking about, and the reason that the friendship system is kind of simplistic right now. If you've got well fleshed out characters and they all die quickly, that doesn't make for the greatest experience (at least to me). That's why I was thinking that adding vore without digestion would be a higher priority, to get more vore in there without grinding the population down too fast, but still leaving room for some digestions.
Speaking of other locations, right now the cafeteria and showers are the main public attractions, the cafeteria because people need to eat, and the showers because I'm a pervert. Classes would be another one, but I wasn't really sure what other types of locations to have.
Factions might be a good idea to have, probably optional, but makes for some interesting mechanics. They could have separated dorms, and would probably automatically get along better with members of their own faction.
Yeah, the factions add another wrinkle for telling units apart. I'll definitely have a better system in for the next release for telling people apart, as I imagine some people want even higher populations as well (Right now the population is limited to the number of dorm rooms, 12).
As for not having two unit occupy the same space, I'm not sure about that, I think that would kind of become a mess (with hallways regularly blocked off) unless hallways were at least 3 units wide, but then it would take a long time to get anywhere.
Thank you for the compliment and the feedback.
RakeVuri wrote:This is fun to mess around with so far. If you're thinking about non fatal vore, I'd recommend tying it into the flirting or sex system somehow. Push someone between your legs as a part of playing with them, and if vore's accepted or folks have a high friendship with you, they might not panic seeing you walking around with someone inside you.

Yeah, that's what I was thinking. Trying to make it more acceptable without making it so acceptable that you're just digesting unwilling people out in public.
komaru wrote:Looks great for a start, you have my interest!

Thank you.
thespyfurry69 wrote:I like this , especially the option for disposal ,not many v games have that

Thank you. That would probably be a little down the road, and someone else would have to write it since it's not for me, but I'm certainly not opposed to having it in there.

Brezzerk wrote:I like this the concept so much, the are sometimes that I'd like to suggest, I think that be cool if the intentions be hide or be an option... also when someone is vore could have some options, like struggle, scream as well submit or beg, it could be affected by friendship or charisma... maybe an option to add more npc after someone vanish.
Anyway I like the game so much, sorry for bad english

Ah, yeah, I will add more options, and it makes sense that the opinion could change. Right now it effectively just enters two paths, unwilling and willing, unwilling yells out before they're swallowed, but the options could have an effect in addition to creating different dialogue.

Randulf wrote:I like the open ended approach, adds a lot of degree of freedom

Thank you, I felt like this would be an interesting thing to try, no matter how it turned out.

Alesleo wrote:I really like this. As others said, it's a great tool for roleplaying. I second the option to hide intentions so you have to ask yourself if they want to lead you to
their room for sex ot to eat you (even though for now it seems they always eat you).

While sprites could be cool I'd like a choice for not having them. After a couple of games I went full R34 with names, so sprites would break the illusion :D

Well, they can lead you for sex too, or at least they're supposed to (though it would be at high relationships, and possibly only when they're already horny), but it makes sense that I should hide some of the information under a debug mode toggle, so I'll get that added.

Madmaxman wrote:Liking it so far. However, at a certain point all relationships stop progressing. This issue reliably happens, but I'm not sure what the trigger is.

They stop changing at all? There is a maximum that it slows down as it approaches. Right now this is 'close friends' for friendship and 'lovers for romantic. Right now there's only 3-4 positive names for both of those, for lack of a better term progression system.
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Re: Unbridled Hedonism V1

Postby Turbotowns » Tue Nov 05, 2019 5:05 pm

Oh, I'm REALLY excited to see where this goes! Though, possible bug: After getting the population down to 2, flirting with the last cutie, and fucking her, she went to her room, AND NEVER CAME OUT, I used the skip 200 button several times, and she eventually started starving(and getting tired despite being in her room), I had to go up to her room, and ask her to follow me(And then I fed myself to her). XD
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Re: Unbridled Hedonism V1

Postby Aurilika » Tue Nov 05, 2019 5:13 pm

Turbotowns wrote:Oh, I'm REALLY excited to see where this goes! Though, possible bug: After getting the population down to 2, flirting with the last cutie, and fucking her, she went to her room, AND NEVER CAME OUT, I used the skip 200 button several times, and she eventually started starving(and getting tired despite being in her room), I had to go up to her room, and ask her to follow me(And then I fed myself to her). XD

Ah, I'll check into that. I think she might have thought she was leading you back to her room, but that should time out if you're not actually following her.
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Re: Unbridled Hedonism V1

Postby Madmaxman » Tue Nov 05, 2019 5:21 pm

Aurilika wrote:
Madmaxman wrote:Liking it so far. However, at a certain point all relationships stop progressing. This issue reliably happens, but I'm not sure what the trigger is.

They stop changing at all? There is a maximum that it slows down as it approaches. Right now this is 'close friends' for friendship and 'lovers for romantic. Right now there's only 3-4 positive names for both of those, for lack of a better term progression system.


Yes, they completely stop changing.

Edit: I can also confirm that I've seen NPCs go into their rooms and never come out.
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Re: Unbridled Hedonism V1

Postby Alesleo » Tue Nov 05, 2019 5:49 pm

Madmaxman wrote:Edit: I can also confirm that I've seen NPCs go into their rooms and never come out.


Happened to me too, I suspect they try to sleep but for some reason they can't. A temporary fix is to control them momentarily, go to sleep and then exit their room, they should work again.
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Re: Unbridled Hedonism V1

Postby Slayerhero90 » Tue Nov 05, 2019 7:59 pm

Of the items in the list, my top three desires are, from highest to lowest priority:
- Nonfatal vore
- Alternate modes of vore
- Multiprey
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Re: Unbridled Hedonism V1

Postby Turbotowns » Tue Nov 05, 2019 10:13 pm

When they're "moving to a specific tile", like "9,5", I have NO IDEA where that is, I tried going by "columns,rows"; which would put the shower, for example, at "1,6"... but then it said it was "3,?"(don't remember, I'll edit it in if I see it again.)! maybe have the numbers outside the map, so we know WHAT tile the coordinates refers to?

Also, I hope there's like, a notification when someone else gets eaten. Even if I'm nowhere near(cause it'll likely be in someone's room, and I'd have to be right outside their door, to find out(EDIT: Nvm, being outside their room doesn't give me anything, I guess if they succeed, they get away scot free, can't stop it, nor enjoy it)).

Another bug.
I'll let this chat log speak for itself(But say that it involves Patricia(Ruth tried eating for 2 turns ago, while Adora was talking to me))
wishywashi.PNG
Last edited by Turbotowns on Wed Nov 06, 2019 12:56 am, edited 4 times in total.
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