Unbridled Hedonism V6G

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Unbridled Hedonism V6G

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 the prototype for my new 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.

I call it the prototype because the basics of the game are in:
the AI actors who all act independently, aside from the one you are controlling (similar to the sims in that aspect)
Interactions, including generic interactions, sex and vore.
An environment with some points of interest for characters to interact with. Granted, they are pretty limited at this point.

That's enough for me to release it and get opinions on it. I wanted to wait until I had enough that there's enough gameplay to get an idea of the game, but early enough that I can start collecting feedback on it. Nothing is set in stone at this point, aside from the presence of the three basics listed above. This means that systems can be stripped out if they are not fun, or major changes can be made.

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
6G:
Allowed interactions to be specified for more than one race. If possible, you'll still want to use the parent system, but this system allows you to do things like if you wanted a message to apply to predator demis you could do something like ' Demi-Fox&Demi-Cat ' to save having to maintain two copies of the same interaction (that might get modified differently, etc.)
Added a test interactions button on the main menu, that tries to compile all interactions at once. It's main purpose is so that content creators can quickly test to see if any of their conditionals are non-functional without having to wait until the message type would have come up during play. Sometimes the error messages will be less than helpful, but you'll be able to see if some stray text entered into the fields, or if it's missing the required spacing (Though I did improve the parser to hopefully work fine even if the spacing is messed up). If you can't figure out why the error message is there, feel free to contact me.
Fixed a couple of rare exceptions.

6F:
It should now properly display read errors encountered when loading a race, instead of failing silently and preventing the program from running correctly.
Fixed a bug where if a person was flagged as endo only, their predator would not want to digest them at all (when it should have been checking the pred's endo only flag).
Standardized the ranges for weight and height between the start screen and the variable editor, and expanded it further at the same time. (It still doesn't have a gameplay effect, though it might get one in V7.)
Fixed a bug where the randomize boxes for the dropdowns were still visible when viewing a specific character (they had no function there, and were only supposed to show up for the template character)
Prevented the AI from occasionally using the AskToVore interactions on a vore immune person (and sometimes succeding if it was someone AI controlled)
Cleaned up the hair text so two specific styles had less redundant text (basically removed the word hair from any hair descriptions) - but due to the way it's stored, will only affect newly created characters.
If you make it to the initiate vore screen as someone incapable of vore, it will now state that you're incapable of vore, rather than saying you don't have enough room.
Fixed bug where the willing scream text still didn't trigger properly due to a missing line of code.
(Realized I'd changed this before and forgot to mention it, but race texts can also be read as .tsv files, instead of just .csv files (it reads tab based for both extensions though) , so you can save directly from a google sheet to .tsv and drop it in without renaming it.)

6E:
Fixed an exception if you turned on new arrivals on a saved game from before V6.
Added a maximum population control for the new arrivals (More control over them will come in V7, but this was requested and took only a couple minutes to do)
Fixed an issue where hovering over a name would give information for, and switch to the wrong character when clicked (Changed the text parser around so that it prefers finding a first and last name match before checking for first name only matches. It will still mess up in extremely rare situations with a lot of duplication, but that should be good for now)
AI now has a small chance of using the burp action when available.
Fixed that the willing prey screams were never used.
Fixed a bug where customizations were being applied in the wrong order, so for instance the human customizations were overwriting the fox customizations, instead of the other way around.

6D:
Made freeing a fully eaten prey slightly more difficult.
Prey begging to be released now properly asks the player. (I think that was a leftover from before the callback introduction in V6 when it didn't actually matter what you said because you could only manually release them)
Fixed Autosave not working while in observer mode.
Replaced the generic "Is being eaten!" text on info panels to display their pred, vore type, and whether they're still being actively consumed.
Fixed a couple miscellaneous rare exceptions.
Fixed issue where the auto-ask to be freed interaction would happen even if the prey was dead.
Fixed a bug where Endo dominator preds would switch on digestion almost immediately, even if they intended to just dominate someone.
Fixed a bug where Endo preds with no desire at all to digest their pred would spit them up, instead of just turning off digesting. They'll still spit them up if they are incapable of endo, though.

6C:
Fixed the observer entity that's generated when entering into observer mode wandering around and doing actions. Also made it so that observer mode uses the correct observer information panel, instead of acting like you were controlling a character.
People should now always be able to observe events that happen in the same square as them, regardless of if either party is inside of someone. This is done to allow people to still observe their predator's actions, though maintaining vision was disabled in a previous path.
Fixed an AI issue where they would sometimes digest/not digest prey when they didn't mean to in their bowels.
Fixed bug where you could use the initiate vore dialog to consume someone at long distances.
Fixed an unintended behavior where if someone was eating you, and someone started eating them, you'd be instantly put fully into that pred's body, even when it didn't make sense. Now, unless you're already been mostly swallowed / otherwise consumed, you'll be freed instead of ending up inside. Otherwise, you're assumed to have escaped while the pred is distracted by being consumed.
Added an option to have the camera follow your character around.
Added a total digestions bit to the character information area - I stuck it on the personality page so it won't get in the way. It was already being tracked, so it's correct for any digestions that already happened. It only displays the line if there's at least 1 digestion.
Fixed the save settings button not saving the race when it saved characters.
Fixed a bug where the ask to be let out was never useful, because they would let you out naturally before the chance started to show up.

6B:
Added option for endo dominators to never release prey voluntarily.
Prey being anal vored or in the bowels are now properly listed in the info panels. (Though it will say swallowing to stomach if the direct to stomach is on, because that would be somewhat involved to change)
Bowels and stomach now share the same capacity for simplicity, which means that using the Anal straight to stomach option is unaffected, but having it set to not do that no longer grants additional space. Also fixed an issue where you could have unlimited free space if directly goes to stomach was off due to checking the wrong place.
The stomach speed option can now go significantly slower.
Fixed up some bugs regarding the set everyone's relation, so it should now work exactly as it says, and no longer requires setting two different people to open properly.
Newly generated people are now given a proper label symbol (which matters if you're playing with initials mode off)
Fixed an issue where the new interaction text reader would fail badly if the user's computer was set to any culture where , is a decimal point instead of . Also fixed it messing character's body weight due to that issue.

6A:
Fixed a bug where swapping characters would flag your dorm room as empty.
Image extensions are no longer case sensitive (it would fail for .PNG for instance)
Fixed an exception when viewing the info card for someone who was vored when you weren't
Fixed some minor text issues.
Fixed Anal prey not showing up to be disposed.
Fixed the observer mode text being clickable, even if it was scrolled off the bottom of the player tab (like under one of the buttons)
Fixed the start game screen being completely messed up if it couldn't read your saved gender settings (or you didn't have any)

6:
Can now view and edit the interaction texts. They're located in the streamingAssets folder, and there's a readme.txt in there that covers how they work, and also covers pictures, races, and some other miscellanous things.
Related to that, there is a new pickable race, Demi-foxes. Right now races are basically opt-in instead of opt out, so if you want to have them randomly appear you'll need to up their priority in the race weights screen you get to from the create game screeen. They don't have a whole ton of content at the moment, but will mix things up a little bit. Also added a specific character, Auri, who is a demi-fox. (I added my character in there mostly as an example of how to set up a named character as part of a race and to demonstrate the portrait system, though I will find it interesting to see how people react to her. She's not fourth wall breaking or anything, and you can always not add her to the game if you don't want to see her. To be a little more flexible some parts of her that are set (like orientation) are changable, and you can theoretically change her personality as well. )
Added a system for assigning portraits to characters. The files are in streamingAssets/Pictures. Right now every character defaults to just using the file that shares their name (blank if none exist), but you can modify what portrait characters use. Also, the capability exists to have up to 4 different portrait pictures for a character at this time. They are, in order from highest priority to lowest priority - A sprite for while they are inside someone else, a sprite for when they're horny, a sprite for when they have prey, and the default sprite. If they don't possess sprites for the other types, they will just be ignored and it will look to see if any of the other images applies.
(There is a Lamia race in the works, but the person working on it had a computer failure so it was delayed)
Added a new method of selection for vore actions. There's a simple 'Initiate vore' button that brings up a screen that lets you pick the vore type, Whether is it forced or asked, and the intended digestion mode. This is partially to combat the rising number of vore interactions (type, and forced is already 8 combinations), and also to give feedback. Being able to set the digestion there, instead of before swallowing, and also telling you if switching it would affect any of your current prey. Also, the digestion bit affects the odds of people agreeing, so you can ask them directly if they want to be eaten and digested as a single action.
Anal vore has been added. The poll that was to determine the best way to set it up was split a lot more evenly than unexpected, so I went for a hybrid solution. Anal prey can either go to the bowels, which has various anal related lines, and can be moved internally into the stomach after finishing consuming them, or there's an option where it just goes straight to the stomach, still using the anal consuming texts but transitioning to a normal prey when done. There's still room for tweaking this system or adding to it if desired.
Added an option for new people to periodically join the school if there are empty dorms. They will currently spawn as predators, with random stats, with their race, sex and orientation set by the gender and race settings for the current game.
I set up an end of turn callback so that reactions that happen inside of other actions play in the right order in the event log. I set up the scream for help to properly use this system, masturbating to orgasm, and struggling out of prey, but let me know if there are some I missed. Related to this, I was able to fix beg so it happens automatically, instead of requiring you to do it manually... And apparently at some beg was broken so that it had no effect, so that is now fixed.
When prey is suddenly dumped into your stomach (for example escaping from a prey inside of you) they will now automatically ask to be freed unless they were already both being digested, and willing prey. This allows you to release them without an relations hit, though you can also reject their offer. Other people may still react negatively, but at least this is an improvement.
The Options menu now has a sub screen where you can rebind the shortcut keys from their defaults (enter/space/slash, as well as adding a new wait shortcut.)
Turning down the ai trying to do something with you will no longer interrupt the AI. Most notably, saying no when they ask to eat you during sex will no longer end sex (the player still has the option to move away, but it won't automatically end)
Adjusted it so if the AI manages to try to endo / digest if it's not permitted the game should prevent it from switching to that type. (I think I've eliminated the root causes, but even if one snuck through, this should prevent it from affecting the game. Let me know if you see it pop up though.)
The bottom text panel has a button that allows you to change the text size, portrait sizes, and width of the entire panel for the two side panels, ane the text size for the bottom panel (which will automatically stretch/shrink if you shrink/grow the side panels.) Also the continue action panel and the tooltip also relocate appropriately.
Performed some optimations, will result in a decent increase, allowing more players without much of a performance issue (raised the max from 40 to 100).
Added icons for toilets, dorm beds, and nurse beds, to be able to quickly tell similiar looking tiles apart (this was at the strong insistance of a particular person)
Added a 'Move towards' command visible on the info panel for your target, providing a quick shortcut to navigate towards your target, which only appears if it's possible to navigate to the tile they're in.
Can now set feminine names separately from the feminine appearance (allowing the creation of tomboys, or femboys)
Greatly increased the amount of names available for females and males (now they're both slightly over 100), and made them read from files so that you can add or substitute your own.Now the streamingassets folder contains files containing names, allowing you to add names to the random list. Take note that this file would be overwritten if you upload a new version on top of it.
Flipped the start screen values around so that the default is the full random, rather than the controlled random. The reason for that has kind of faded with time, as some of the variables being separated out into their own variables. This leaves characters with more space to vary from each other, but you can still make them the controlled random if desired.
Any slider in the game now displays its value when you hover over it, and also allows you to right click on it to type in a value.
Can now bulk edit relations (everyone to target, target to everyone, or everyone to everyone), allowing quicker set up for special scenarios.
The Cheating Acceptance has been separated from the Cheats on partner, so they can both be controlled independently, instead of being tied to each other.
If disposal is enabled. AI will now occasionally use the floor for disposal and not always the bathroom.
There's now a configurable max sight range (actions that happen further away won't show up in the log or trigger reactions). Added it to cut down spam on some huge wide open maps, but figured I'd just make it configurable.
The map editor can now be entered from the main menu. It behaves slightly differently from there, in that if you close the editor, you get returned to the main menu.
The Map editor undo buffer now clears properly when you load a different map in the editor.
Can now set how long the AI likes to hold endo prey, allowing you to set it to relatively short, or a very long time.
After a person dies their dorm room becomes unlocked automatically.
Added options to randomize the other bits in personality, such as clothing status or endo dominator.
When you are finished being absorbed, you now enter kind of an observer phase, instead of immediately resurrecting or ceasing to exist. Note that it does this regardless of your reform settings, allowing you the posibility to reform if you so desire, or you can just observe your predator for a while before switching characters or quitting. If you swap away from this character, the character will either reform automatically or vanish permanently depending on your settings for respawning. You can also directly enter observer mode at any time, ceeding control of your character to the AI.
Fixed a variety of interaction bugs, including the sex/prey specific vore start messages not being used.
Fixed a bug where AI prey could ask to be digested even if the game settings prohibited it.
Fixed a bug where the two hunting states (hunting for food, and hunting for endosoma dom prey) would not pass that information on to determine what they planned to do with the prey - most notable in a endo dom hunting for food would still end up using endo on the target.
Fixed the giving/receiving positions setting both to the same for both participants (facepalm)


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 June 22nd, 2020)
Minor versions (letters) are save compatible, and most major versions (numbers) should also be save compatible. 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/Ieg3kDZA#xVx7-YNyNL0_0fKmo4Zhq2deu0mb7rnuyqtuRq1TKyw
Win 64 bit - https://mega.nz/file/ID4njJLI#KA3SMXTHuPxzSwEnyCdDINMguGffuGcZGD7UBrkb22w
Mac 64 bit - https://mega.nz/file/ZboH2L5Q#SFOmyw13uHtyp8BhgdLNlZKm2lECuc23TcLa1m-aJFg
Linux 64 bit - https://mega.nz/file/YDhzDbyZ#CKZgC4SwTDJM6hSB59aAFwVZaNZ86amMv8qJrbUbV9Y

The source code is also available if you want to check it out. https://mega.nz/file/tO4nlBSY#112ezKmW8idvaB-3dYmA6uXBBPoehRX3t6873HHpUqo

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 Mon Jun 22, 2020 10:27 pm, edited 31 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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I use "Gulps" like stars. I.E. :gulp: :gulp: equals 2-stars. ^^
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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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