Scales and Wings 0.4.4.1 (Twine) - New Game

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Scales and Wings 0.4.4.1 (Twine) - New Game

Postby CrusaderSweetie » Sat Nov 21, 2020 10:47 pm

Hello! My name is CrusaderSweetie, and, well, I've not had a good track record with game development. Fortunately, I knew better from starting too many things when writing fanfiction that I have this tendency of starting something then getting overwhelmed, so I never actually posted anything to get people excited for something that wasn't going to happen.

But then I found Twine. It was perfect.

I like coding, and I like text-based games, as I like writing (and reading) just as much as the game elements. I would have just found a language to learn, and done everything from scratch, but without compartmentalization, my brain just like to fizzle out completely and refuse to work properly. With Twine, though, it's a different story entirely.

Even so, I expected this project to go the route of my other games. I start, get something with placeholder assets and maybe two systems that function, then my interest dies down as the effort put in no longer matches my enthusiasm. But that didn't happen, and here I am. Even now, with literal days worth of work in this thing, I'm not even winded, figuratively speaking. And at this point, it's marginably playable, with only a few systems left before I would consider it to be an actual game experience.

Scales and Wings 0.4.4.1 (Alpha).zip
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So what is Scales and Wings?

Briefly, it's a game where you play as a dragon - building his lair, gathering a hoard, and hunting for food. The game is set in Equestria, and in the scenario that is currently being developed, the Frozen North. (Note: you do not have to be familiar with the setting whatsoever to play this game.) Vore is not the absolute primary focus of this game, but it is heavily integrated into it, and is present almost everywhere. It is beneficial, but not required to succeed.

The vore in question is oral vore. And technically hard vore, because you can eat things instead of swallowing them whole, but it is not elaborated on, and is not graphic.

This is still an alpha build, though. Expect bugs, and expect unfinished material that may prove unsatisfying. Feedback would still be appreciated, though. The biggest priorities for feedback are balancing and opinions on how the current systems "feel" to you. I do not mind reworking systems if it means improving people's experiences. And please do report any bugs to me here.



Details:

Spoiler: show
Current features include:
- a fully functional battle system, including vore-based gameplay, a breath attack magic system, and even an "unconscious before death" system that has a possibility of saving your life given circumstances.
- a random encounter system and an enemy table that changes based on where you are (not much use right now, but it will be more important later)
- a hex-based visual map while in the wilderness that shows surrounding tiles
- an experience and leveling system that allows you to choose how you improve your character
- a hunger system that naturally heals you over time when full (does not require vore to function, but it interacts with vore nicely).
- a time and date system that not only affects flavor text in the outdoors, but also triggers events to happen in "real time" (don't worry, while a dragon has no use for an actual calendar, and you won't find the date on your HUD, you will get vague "premonitions" when major events happen).
- a companion that reacts to your actions based on how well you get along (literally half finished, will be somewhat annoying until I implement the conversation system that lets you get to know her better)
- an evolving home base that reflects your riches and current companion's attitude towards you (will be expanded as more systems get added)
- 1 scripted vore scene, depending on choices (it's not that great right now, I have other priorities to work on first)
- a save and load system

My current priorities include:
- Bug fixes if reported by people on this thread (Even if something just looks weird instead of an error, please let me know just in case.)
- Finishing the actual relationship dialogue trees with the possible companion, to make picking her up as a companion significantly less annoying. (She won't even like you killing sapient creatures in self defense, let alone vore, unless your relationship is higher. And while it is very possible to knock enemies out, it takes strategy to do it consistently. And you pretty much can't vore anything more than once without actually losing her as a companion.)
- an anger and forgiveness system with said companion
- creating a wait/rest system in your lair with realistic benefits and consequences
- filling out the game map, including a forest area
- finishing the first iteration of the reputation system (only will include one faction for a while)
- making the Crystal Empire tiles (this is more difficult due to the three states they can be during the game, and also the possible bosses. Maybe even a future town with NPCs depending on your reputation)

Planned features that are not immediate priorities include:
- A pregnancy and child system for if you go that path with your companion
- A mining system, with an optional simple-ish settlement management and building system for your children to live in (and grow up in, this is a long-term game and dragon lifespans are unbounded)
- More game maps, at least one (the mountain pass to the north) for higher level battles to prevent boredom, and possible other locations for interactions with other developed nations.
- Visuals, in the form of art drawn by myself. (This may range from a few key pictures to almost every screen having some sort of visual representation. But this will only happen once the core of the game is completed and is at least in Beta. No matter what, this will take considerably more time than the rest of the programming. I'm pretty fast at that.)
- Player suggestions, depending on how well they mesh with the current planned story
- The entire Ice story (far, far in the future)

Features that I will never include:
- A player-defined name for the character(s). You can manually change it in the save file if you want, but expect the occasional bug where you are referred to by the wrong name. While technically pretty easy to implement, this is primarily a Choose Your Own Adventure story with RPG elements. You are a defined character, with a defined name and a defined backstory, that you get to direct in the direction that you want. Like Fallout 4 but with slightly more player choice.
- Other types of vore. Or at least any type of vore that would require you to suspend your disbelief given the semi-realistic setting. I love the huge belly as much as the next person, but unfortunately that isn't the sort of game Scales and Wings is.
- Graphic sexual content. Implied sexual content will be most definitely included, and I don't mind more graphic things, per se, but I don't like making it in my own stories.
- Sound effects, unless someone somehow thinks it's important enough to lend their own efforts to make them for me. I don't personally see much benefit to them.
- Child-related vore content. (I mean, or sexual content, but I'm pretty sure that one is obvious.)


If someone really wants to go the extra mile, and knows their way in Twine, feel free to open up the file in Twine and take a look. I provide a bit of documentation in the top right corner, and many passages will have comments that show what each code block roughly does. This is for my own benefit too, just in case I work on one system for long enough to forget exactly what I did in a previous one. And so I don't have to sift through lots of passages trying to remember what I called a certain variable.
And if anyone wants to make their own Twine game, and likes a system I use in this one, feel free to take it. While you should ask for any art or story content, I firmly believe that code should be freely shared.

Changelog:
Spoiler: show
0.4.4.1:
- quick patch that actually resets the proper variables after a game over.
- literally nothing else was changed (I had other responsibilities today)


Previous Versions:
Spoiler: show
Scales and Wings 0.4.4 (Alpha).zip
(127.78 KiB) Downloaded 158 times
Last edited by CrusaderSweetie on Sun Nov 22, 2020 7:44 pm, edited 1 time in total.
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Re: Scales and Wings 0.4.4 (Twine) - New Game

Postby Entirely_Logical » Sun Nov 22, 2020 6:00 pm

One of the first things you notice is that re-starting after a failed run doesn't start you with a fresh slate, rather starting you with the status from the aforementioned failed run; as such, assuming your hit points were 0 or less before going into a fight, you immediately die upon entering combat.
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Re: Scales and Wings 0.4.4 (Twine) - New Game

Postby bahamut24 » Sun Nov 22, 2020 7:13 pm

just like entirely_logical mentioned: restart result game over

lair could use some option beside save/load like rest, heal or digest meals
it might be little helpful to know lair location like #west+#north of where u r now if no plan to wide map size
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Re: Scales and Wings 0.4.4 (Twine) - New Game

Postby CrusaderSweetie » Sun Nov 22, 2020 7:38 pm

Ah, thanks. Yeah, don't know how I missed the restart thing.

I do kinda want the possibility of you getting lost. Though for reference, the cave is located at the northern edge of the map.
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Re: Scales and Wings 0.4.4.1 (Twine) - New Game

Postby CrusaderSweetie » Sun Nov 22, 2020 7:45 pm

Patched. Actual new content should come pretty soon, but I had other things I had to do today, so there isn't any real changes other than resetting the initialization variables properly after a game over.
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Re: Scales and Wings 0.4.4.1 (Twine) - New Game

Postby CrusaderSweetie » Sun Nov 22, 2020 10:11 pm

Oh, and I should also mention that a rest function is likely a feature that is coming in 0.4.5. Unless I somehow have a really hard time implementing it for some strange reason. (Which is technically a possibility, as time plays a large factor in many things for this game.)
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Re: Scales and Wings 0.4.4.1 (Twine) - New Game

Postby bahamut24 » Mon Nov 23, 2020 2:57 pm

alright, it is decent start, looking forward to next update
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Re: Scales and Wings 0.4.4.1 (Twine) - New Game

Postby WizardLizard » Mon Nov 23, 2020 5:35 pm

My game seems to alternate between hiding the status display and hiding the 'go back inside' display. Also, there seems to be no button for waiting for time to pass, which you'd think would be somewhat important when you're low on health.
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Re: Scales and Wings 0.4.4.1 (Twine) - New Game

Postby GramzonTheDragon » Mon Nov 23, 2020 6:31 pm

The lack of a rest function to clear your stomach, ui vanishing, and utter lack of healing options right now makes things rather tough going at the moment. though i do see the potential.
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Re: Scales and Wings 0.4.4.1 (Twine) - New Game

Postby CrusaderSweetie » Mon Nov 23, 2020 9:11 pm

Oh. I figured out why the UI vanishes. I have the Save and Load screens get rid of the UI for obvious reasons, but I somehow missed putting them BACK afterwards. At least if you click "Save Game" and then go back. Which happens a lot. I actually put the proper code in, but did something stupid to make it not actually work properly.

Though the "go back inside" being missing should not actually be possible. Maybe you got lost? If you are actually just outside your lair, there should be an "L" on the top hexagon of the map.

Anyway, yeah, the waiting function really needs to be my next priority. Not just a "rest" function for the lair, but the ability to wait for an hour in the specific area. So if you just want to grind instead of exploring, that is an option too.

While I do not plan on adding healing items (or at least keeping them extremely rare), here are some tips on how not to die. First, stay full and don't overuse your magic. Magic takes directly from you food pool, and if you are sure that you will have plenty of food, if you don't need much healing, or you have specialized your leveling to make breath attacks cost less, it becomes less of an issue, but breath attacks in general are more effective (and do half damage on a miss) for a cost.

Also, if you are level 1, don't be afraid to run away. A big tip is that choosing "Defend" not only halves enemy damage (if they hit you), but next turn, your chances at successfully running away will be doubled. Just like you have advantage on strength checks against someone trying to escape your belly.


When I do add that rest function, I will not give you any "cheat healing" - you will only heal for as long as you have enough in your belly to sustain healing. Sleeping will still be a slight advantage of just running around, but it won't be a full heal like in most RPGs. At the same time, I want this to be realistic but fun. If something is overly frustrating (and I'm not already working on a way to fix it), I want you to tell me that. I want this to be challenging, but I don't want people to quit out of frustration.
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Re: Scales and Wings 0.4.4.1 (Twine) - New Game

Postby CrusaderSweetie » Mon Nov 23, 2020 11:16 pm

Good news: I've programmed a rest function that gives bonus healing when resting in the cave provided you have enough food.

Bad news: I'm in the middle of programming the dialogue trees for the companion.

So either you get an update with a good quality of life update but the potential to get randomly stuck, or you have to wait a few more days.

What do people think?
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Re: Scales and Wings 0.4.4.1 (Twine) - New Game

Postby Snorlaxkid » Mon Nov 23, 2020 11:51 pm

Better to wait.
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