Gulp Quest MV Version 0.02 out! (28/09/2020)

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Who of the original girls is your favourite? If you'd like to share why, feel free to do so!

Kate, the neko
43
26%
Christelle, the maid
27
16%
Slime girl, the blob
7
4%
Orc girl, the strong
6
4%
Bee girl, the sweet
0
No votes
Naga, the tempter
20
12%
Molly, the milf
61
37%
 
Total votes : 164

Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby VigorousJazzHands » Thu Dec 17, 2020 5:15 am

Dragonitas wrote:An update to the poll has been made and I will happily answer any questions anybody has. I apologize for the lack of content but I had (and still have) to deal with personal issues as well as having to reimagine how the game would look like since a lot of what I had planned in advance would need to be, at the very least, changed in a minor way. The good news are, I suppose at least, that without a combat system I won't have to worry about balancing at all which means I will only have to work on scenes which, although they take longer and are more complex to write themselves, aren't as convoluted and hard to work on as a moveset, theme, statline, etc from a monster encounter that would have to line up with items unlocked by the main character at different points of the story. WHICH leads me to my next point:

If you've taken enough time to read my message thus far, now that a balance for encounters won't be needed, would you like the game to take a more open approach to the story? Similar to Mysta's Mist Adventure 1 and 2? My only fear is that by taking that approach Gulp Quest may become a bit too similar to the formula of those games in execution, even if the worlds are vastly different.
Let me know what you think of that.


I do think that getting rid of the combat system is actually a good choice if you don't have much experience with balancing and programming that kind of thing in RPG Maker. Focusing on the scenes themselves (which I think is what most people are here for) instead of balancing combat does seem like a more effective use of time. Regarding the poll you updated, I think all three of the options could be a lot of fun and have their own place, but I also don't view any of them as mutually exclusive or think that they necessarily should be. My vote would be for using a mix of all three methods. The only one I would advise being cautious about implementing is option 2 (Having enemy sprites walking around the environment that trigger scenes) as I've seen some games that do this get exceeding frustrating when trying to avoid the AI.

Regarding the comparison to MMA 1 & 2, I think the game could work perfectly well either in a more open or more linear structure. Both of those games use a combination of linearity (New areas & scenes open up as you progress through the game) and open-endedness (A large number of scenes need to be found through exploration and aren't encountered as part of the main story). I think choosing to follow a balance similar to the MMA games is perfectly valid. If it ain't broke don't fix it, and I don't think anyone would decry you for sticking with a formula that's proven to work. That being said, there's a lot of room to do something different by rebalancing or committing entirely to one of those two approaches, and I think either could work too. I think it all comes down to how safe you want to be, and how much you want to try to do something different.
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby Dragonitas » Thu Dec 17, 2020 6:14 am

VigorousJazzHands, Thanks a lot for the detailed answer! The reason I'd argue the 3 options are separate is because they require different degrees of thought when approaching not only their implementation within the story, but also the maps. For example, the first one would require me to make maps fit for short cut scenes, and the second one build them to make the girls not too frustrating to avoid. The third one gives me more liberty with how to build them but also requires more planification whenever introducing new girls to the game. Each one poses their own challenges.

As for combat, I already had a working system when I ran into the issue of game over scenes, it wasn't a huge issue and making the girls do what I wanted them to wasn't difficult either.

Sarus told me that they'd look into creating a plugin to allow for such scenes to be played again but if I receive enough feedback in this thread I may go for the more "dating sim" approach where you become lunch for a plethora of girls
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby VigorousJazzHands » Thu Dec 17, 2020 9:13 am

You're welcome! Sorry, I should have been more specific. I didn't mean to imply that those options should necessarily all be mixed at the same time, just that there's nothing stopping you from designing one area to have roaming monsters, and another to have traps/ambushes that trigger scenes like Kate's surprise. Even those two I think could be mixed to good effect in the same area if done correctly. Maybe civilized towns would have more scenes that are weaved into the story and/or need to be deliberately triggered by the player. If you think about how MMA 1, MMA 2 & FMHD all do things, they use a combination of fleshed out scenes tied to the main story, side scenes that you have to hunt for and 'random' encounters. I think leaving your options open to having different kinds of scenes triggered in different ways could go a long way towards providing variety, and give you the opportunity to fit certain kinds of scenes in that wouldn't make sense in other contexts.

Not meaning to say that I think choosing only one option and building the whole game around that is wrong, just that I think there's benefit to having more options when considering how to make maps & scenes. Most other games I've seen around similar to this, even the original Gulp Quest don't exclusively use only one of these approaches.
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby Dragonitas » Thu Dec 17, 2020 10:51 am

VigorousJazzHands, Oh that's a very good point, it didn't cross my mind before but yeah, I will probably mix things up a bit.
I suppose I'll use the current poll to get a good sense of what you people are looking for the most, so far it seems I'll have to start planning the inclussion of the monster girl side of the world at some point ^^
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby Psycho_wolvesbane » Thu Dec 17, 2020 2:06 pm

I would say you use the approach in option 1 but have a single fix position sprite for certain other monster girl encounters that you trigger either automatically by proximity or by talking to them directly, having this approach makes it easier to not need to develop any annoying AI system for overworld enemy sprites. If you have a look at what Morningstar has done it features a lot of character based scenes and only uses a combat system for bosses.
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby Dragonitas » Thu Dec 17, 2020 6:19 pm

Psycho_wolvesbane, One of the people working with me is pretty talented at sprite working and already has a folder with a bunch of premade monster girl sprites.
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby Enteresting » Fri Dec 18, 2020 12:30 pm

So I've got a suggestion that a lot of people would likely enjoy, and that's to do with the overworld map. As suggested, the enemies are walking around on the map with a line of sight. Some move quicker, some move slower based on what species they are. When they see you, they pursue you fully intent on devouring your character. Depending on what position your character is facing at the point of collision depends on the type of battle:

If your character runs head-first into the enemy, the fight is a pre-emptive, granting you a free turn as you've caught the foe off-guard.
Likewise, if the opponent catches your character's blindside, it's a surprise attack and they get a free turn.

If it's possible to code, it could set-up a lot of encounters to be a bit more fair rather than feel like a struggle.
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby FreedomPug » Fri Dec 18, 2020 12:51 pm

i originally thought this was going to sputter out fast, but it gives me hope knowing its still going strong, this lads doing (porn) gods work.
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby Dragonitas » Fri Dec 18, 2020 7:56 pm

Small update on the combat situation, it seems like I'll probably be able to save the post-combat scenes, maybe not many people will mind but I'm glad to (again, maybe) be able to save that aspect of the game. I will save the current poll's results to use for future reference and I'll update it to ask a different, more relevant question.

Also thanks a lot for the support and showing interest, I know I'm working slower than I should, so I appreciate seeing all of you actively participating in the voting and providing insight here in the comments. :-D
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby XGNRadiance » Mon Jan 04, 2021 6:40 pm

What software do you use to edit the game files and everything?
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Re: Gulp Quest MV Version 0.02 out! (28/09/2020)

Postby Archangel64 » Wed Jan 13, 2021 10:11 pm

Dragonitas, hi, how is the update doing? if i can ask
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