Experimental Vore Project (v0.0.19a January 2025 Build 3)

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Re: Experimental Vore Project (v0.0.11a April Build)

Postby GiantessSandboxDev » Tue Apr 30, 2024 3:04 pm

Pathal0ne wrote:So theres a immediate issue I've discovered:
When the giantess goes on all fours to lick/scoop up the player or even step on top of the player (with stomping turned off)
The player will hit the giantess’ collision box and be sent through the map practically being yeeted into the shadow realm whenever another object or entity collides with the player.
And being eaten by the giantess (for my case she started the fetch quest) and upon not finding anything and eaten i phased through her body and it acted like i was in her stomach but was beside her foot.

Seems like those two scenarios are bugged at the moment! I'll have a look at them.
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby Yoshi174 » Tue Apr 30, 2024 6:30 pm

Wow this update added a ton and fixed so much.

Being able to see the digested food move through the intestines with x-ray on is really beautiful. A lot of the pieces seem to clip through her and fall onto the floor, but a few do seem to make it pretty much all the way through the small intestine. Just needs perfecting later on in future update.

Still messing around with the corpse digestion speed and absorption, this is a really good addition I know ive commented about that like three times now. Will have to see how it ties into the way the food bunches absorb and the breast growth aspect (which looks really good when you can get it just right to not be too fast or way too slow .)

Does raising how fast the player/corpse digests reduce how many food chunks are made from them? Are the food chunks that move into the intestines considered under the "food" category? It's still confusing how to increase/decrease the digested food parameter and how much gets added to her breasts with all of these different multipliers still

The player and corpse digesting seems to produce different amounts of "digested food." It seems to get messed up depending on what the digestion speed is. Shouldn't it be the same per object(the player) no matter what speed of digestion. This is still confusing even after many updates.

The breast growth number seems to go up ridiculously slow like the fatness number. They used to be seperate so im thinking this is a glitch? Will have to test more later

Ok so it looks like the breast growth is now proportional to the max size instead of linear like it used to be. So you basically have to tweak this to work how you want. Definitely works better like this than before.



Sometimes the player gets stuck in the pyloric valve. It's really hard to replicate the glitch. After trying a few times, managed to get the new full tour ending scene which is nicely done. Seems like the special ending only works when she is standing? Otherwise it seems like it just dumps you back on the floor.
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby PlayerXxX » Tue Apr 30, 2024 10:57 pm

One of the buggiest games I've seen in a while, but I just LOVE the potential. XD
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby DarkRain » Wed May 01, 2024 12:25 am

This is the best update ever! :gulp:
The disposal scene is adorable. :)
It would be really cool if the disposal scene could be triggered not only after a character's tour, but also after digesting food :o
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby Blurp » Wed May 01, 2024 6:22 am

The new update v0.0.11a is so good, thank you so much for still putting effort in this game.
One problem I found is, on 11a, its impossible to get into the intestine. The player keeps getting stuck in the pyloric valve. This did not happen on 10a
I did delete the old configs
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby Liberall » Wed May 01, 2024 7:25 am

(I don't know English well, so I'm writing through a translator, sorry!)
This game is just insanely cool! I have been subscribed to it since about March 2023 and every day I waited for the update to be released for it! And during this time, as a person who, in addition to the vore-fetish, has a fetish for sounds in the stomach and stetch, I want to ask you....
-Are you planning to add something like a stethoscope so that you can listen to what’s going on inside the girl? I'm very excited about this.
-And I also really wanted a lot of sounds related to the gastrointestinal tract to be added to the game.
-Well, I also heard a fix with a rag doll, where at the taking nap level I constantly fall, it’s a little disappointing, but I understand that the game has a lot of bugs and despite the flaws, I’m amazed at how cool it is!!!

I'm really looking forward to your answer and wish the developer all the best for the game to develop!
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby nanakra » Wed May 01, 2024 10:34 am

GiantessSandboxDev wrote:New update!

Posted this on the Patreon but wanted to cross post it here too.

Haven't done any extensive testing yet but I have run into a few bugs.
The mouth activity has a key binding overlap "bug". Key "S" is bound to "Move Backwards" and "Stomach" so that if you try to move backwards, Kuro lowers you down to her belly. Rebinding "S" for "Stomach" to something else resolves that.
Also in Mouth Activity, when Kuro moves her hand into position to her mouth for the first time, Jessica is not positioned correctly and is hovering just off the hand and falls to the table. I had to no clip back up to the hand. Jumping into her mouth is a bit tricky as her tongue isn't low enough, so the hand should be a touch higher. Once in her mouth, with a strawberry, I had to practically drop it down her throat. The tongue push action she does when closing her mouth and swallowing (to get food to her throat) didn't have any effect on Jessica or the strawberry.
Didn't notice any issues with small size differences. I had Kuro at 300 M and Jessica at 1 M with no issues. However smaller than 1 M (50 cm in my testing) breaks Jessica's animation cycles so she doesn't have her walk cycle and had difficulty moving in Kuro’s stomach. There was also lots of clipping through the meshes, so not sure whether there is something that can be done about that or not. Same issues in the intestines for the mesh clipping. I haven't tested normal size Jess (2.76 M) and larger Kuro (sizes greater than 300 M) yet though, so it may just be a Unity engine limitation.
Ran into the same issues others have reported in getting past the pyloric valve. This appears to be size related as Kuro at 300 M with Jess at 1 M sizes fits okay, though I did have to rag doll her a few times. The bigger issue here is that movement in Kuro's intestines is impossibly hard and I’m not sure why. I spent a good five hours trying to navigate to the end and ran into a multitude of issues along the way. The biggest is that Jess’s stamina is always zero when she is in the intestines which may be impacting her ability to move (I think, maybe, not really sure). Changing it with the cheat settings doesn’t have an impact either, so not sure if just a bad logic check, or not. The WASD movement doesn’t seem to be functioning there and in order to get Jess to move I had to point her in the opposite direction of where I wanted her to go. i.e. she had to “walk backwards”, taking advantage of the pushing that the intestines do. The “pushing” seems to be fighting against something as it kind of flakes out sometimes, though I get the feeling you were trying to simulate being pushed by fluid, which I do like the idea of. It’s hot. There is some major mesh clipping here too and the digested food balls almost always clip through and fall out to the bottom of the floor. Same with Jess on a few occasions.
Took me digging into the config files to realize that the disposal scene was not in the eat food at table scenario that I always play on and that I had to use held or on ground to get it to work. I also had to change the default level to “Bathroom” in the player config file to see her sit on the toilet. Not sure whether that was intended to be that way or not, but wanted to mention that I didn’t have her sitting on a toilet in any of the other levels, so maybe it’s not yet fully implemented. Love that animation that Kuro does in front of the mirror BTW. Was very cute! ^^
In the menu, customizing the stomach, once the micro (It wasn’t Jess! This micro needs a name!) was digested, canceling out and going back in does not reset the micro. Stomach remains empty and requires a full game restart.
If X-Ray mode is enabled, and you use the menu option to reset the scene, the screen goes white and stays that way even if you toggle X-Ray mode a few times. Requires full game restart to resolve.
I’ve been having tons of issues with the camera, 3rd person and 1st person POV, where it clips through objects, walls, and even Jess herself, obscuring vision. Not sure if there is a way to resolve the clipping issue. It’s super annoying. I’d rather the camera reposition itself when in these modes, rather than clip through objects and the stomach, throat, intestines, etc.

With the bugs I noticed out of the way, here is my feedback.
I love how you have the food breaking down! Having the stomach getting a bit crowded with food in varying states of digestion was great and I also like how when Jess is rag dolled that she floats a bit and is moved around like the food. More of that please! Also like the gore effects too. It did seem to be Z-fighting with the acid layer that gets applied to her body, but otherwise was a nice touch.
The new acid, bubbles, and waterfall effects are spectacular!
Would love even more SFX too!
Also I really like the teleport preview as I often hit the wrong key combo for where I want to go.

Some suggestions for things I’d like to see.
I’d like to be able to bind a key to toggle X-Ray mode, something like F9, so I don’t have to keep going into the debug menu to turn it on or off.
Some options to customize Jess’s flashlight and backpack light. Specifically how bright and wide the beam is and how much ambient light the backpack can give off. There are times when I want it to be a little brighter and times I want it a little darker.
Some more config file only settings moved to the customize menu. Specifically max churn amount, max undulation speed, the one that controls the food pusher force, Kuro’s and Jessica’s sizes, etc.
A new file that explains what each setting in the config files do. I’ve been doing some tinkering on my own, but only some of them are documented. I did notice that the customize menu seems to have issues with figuring out settings in those files. i.e. something like “ai\hunger 10 <<\\some text” is not matched and it will add a second “ai\hunger 10” entry when applied. Not sure whether that was causing in game issues or not, but it can be mitigated by moving settings documentation out of the config files and into its own file.
The debug stats info panel for Kuro and her stomach is neat, but being able to keep it in view and steady enough to read it is hard. Would love to see that panel moved into the main UI like the player info that is displayed in the top left corner.
With that said, the player info in top left. What do those three bars mean? I know the red bar is health. Like with the stats box, having text labels and numbers on it would also be helpful.
A debug menu action to spawn food in. Just like the option available for spawning water and wine into the stomach. Would be nice for the held or on ground scenarios since Kuro doesn’t go after other micros and doesn’t go and sit at the table to eat. Though having her do that too would be cool.
In versions prior to 0.9, once Jess was digested, and the stomach began to empty, there was an effect where yellow and green blobs rose up and moved to the intestines. That was removed, I think for when you implemented the digested food balls, but I’d love to see that come back. Having that, in addition to the digested food ball, occasionally flowing past Jess when she is moving through the intestines would be pretty hot.

I love what I’m seeing. Keep up the great work!
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On the development team for: Predator's Coliseum An RPG Maker vore game
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby Yoshi174 » Wed May 01, 2024 5:50 pm

Just noticed that getting sucked into the straw/drink to be swallowed glitches out and you get stuck in her mouth now.
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby BlodReina » Tue May 21, 2024 10:05 am

First of all, really fun game with endless potential! I love the freedom it gives you to play it your way.

Now, I did have some questions regarding some features.

1) How do you trigger the stomp? I never got that and even if Kuro steps on me while walking to get me, I don't get hurt or anything (the non-fatal stomp is disabled)

2) How do I spawn more than one AI tiny? And can I change their size? I tried spawning more with the debug menu but it seems only one appears when done. Also, the tiny never moves or runs away and she just stands there.

3) Why can I not see some levels (city and bathroom)? I went into their .init file and turned on "show on menu" but they don't appear!

4) Most times, the giantess just stands there even if there's a tiny/player in front of them or trying to get her attention, even with various relationship statuses. She doesn't even approach or look at tinies. Not sure if this is just a bug or I'm doing something wrong.

5) Lastly, if Jess is bigger than the AI tiny, I can grab her in my hand, but is there any other use of this action? Can I do anything else to her?
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby Carashi » Wed May 22, 2024 11:35 pm

I like this game a lot.

Is there a roadmap? I'd love to see what's planned for this game in the future.
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby blassimg1 » Mon May 27, 2024 7:27 pm

confused on how to get x ray mode to work. don't see it in the tool gun or in the settings.
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Re: Experimental Vore Project (v0.0.12a June Build)

Postby GiantessSandboxDev » Fri Jun 14, 2024 12:23 pm

Another big update.

This one fixes A LOT.

https://www.patreon.com/posts/release-g ... -106205289

Changelog:
Spoiler: show
Giantess Sandbox 0.0.12a Changelog

> CONVERSATION
- Added 'ShowSubtitle' command to the TalkSystem.

> CONFIG
- 'player.cfg': Added 'Lights/AMBIENT_LIGHT_INTENSITY'.
- 'player.cfg': Added 'Lights/AMBIENT_LIGHT_RANGE'.
- 'player.cfg': Added 'Lights/SPOTLIGHT_INTENSITY'.
- 'player.cfg': Added 'Lights/SPOTLIGHT_RANGE'.
- 'player.cfg': Added 'Lights/SPOTLIGHT_OFFSET'.

> GIANTESS
- Added more emotions (EYES_PLAYFUL, EYES_HORNY2, MOUTH_HUNGRY, MOUTH_SMIRK, MOUTH_SMIRK2, MOUTH_SHOW_TONGUP).
- Added saliva generation.
- Added camera shake when you are standing on the Giantess' stomach and it makes a noise.
- Added actual uvula physics.
- Adjusted the bottom-most position of the mouth liquid.
- You can now rub the Giantess' nipples.
- Reworked the 'Mouth Activity' scene.
- Fixed ponytail clipping into body.
- Fixed mesh churning not occuring when 'Churn Mode' is forced on.
- Fixed hearing wind rushing if the Giantess picks something up and teases it.
- Fixed trying to eat the player in the 'On Bed' scenario.

> SCRIPTING
- Added 'ScanArea' command.
- Added 'PickTarget' command.
- Added 'HeadTilt' to SetEmotionAttributes command.
- Added 'TongueFlex' to SetEmotionAttributes command.
- Added 'ThroatFlex' to SetEmotionAttributes command.
- Added 'PushDestObject' command.
- Added 'PopDestObject' command.
- Added '<float>% PLAYFUL CHANCE' to If command.
- Added 'WE (DON'T) WANT TO STEP ON <target>' to If command.
- Added 'WE (DON'T) WANT TO EAT <target>' to If command.
- Added 'WE (DON'T) WANT TO TEASE <target>' to If command.
- Added 'WE (DON'T) WANT TO PICK UP <target>' to If command.

> PLAYER
- Added the ability to grab onto & "climb" stuff by walking up to something and clicking both mouse buttons. Pressing shift while holding onto something will lock the grab so you don't have to hold the mouse buttons.
- Added sliding animation when slipping on a surface.
- Added the ability to preserve velocity when toggling noclip by holding the sprint button.
- Fixed getting stopped in your tracks when falling onto a slanted surface.
- Fixed zooming being jittery.
- Fixed thirdperson camera being desynced from the player model.
- Fixed wonky player rotation when the player's current up vector isn't set to world up.
- Fixed not being able to wear cat ears.
- Fixed player not being able to find ground when less than 50cm in height.
- Fixed player's scale not being restored if being swallowed in first person and then switching to freecam mode.
- Fixed being able to un-crouch where you probably shouldn't be able to.
- Fixed jitteriness when entering the stomach via the esophagus.

> STOMACH
- Certain liquids can now grant stomach effects.
- The digestive multiplier of liquid is now tied to how active the stomach is, along with the liquid type.
- Fixed issue where food wouldn't collide with other food when entering the stomach.

> LEVELS
- Added 'Lounging Poolside' scenario.
- Added lounge chairs to the Pool level.
- Fixed asphalt texture on Pool being trippy when getting close to it.

> DEBUG MENU
- Added a spawn menu.
- Made toggle buttons easier to click on. You can now just click on the text instead of having to click on the tiny checkbox.
- Seperated the Stomach Tab into different list items.
- Fixed lists being cut off in the Stomach Tab, Perception Tab and Memory Tab.

> SUBTITLES
- Added subtitle system. WIP

> UI
- Added new HUD system.
- Fixed not resetting the Giantess when loading a custom scene.
- Fixed message box being stuck behind the pause menu in-game.

> MAIN MENU
- Fixed issues with global lighting.
- Fixed clipping issues with the skybox.

> CONTROLS
- Added keybind for toggling XRay (Default is F12).

> MISC
- Slowly refactoring code for multiple player support so we can have sophisticated micros. WIP
- Fixed broken normals on various models.
- Fixed saliva strands having cutout transparency instead of fade.
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Re: Experimental Vore Project (v0.0.11a April Build)

Postby GiantessSandboxDev » Fri Jun 14, 2024 12:38 pm

blassimg1 wrote:confused on how to get x ray mode to work. don't see it in the tool gun or in the settings.

You can find the toggle button in Debug Menu (F10) in the Stomach tab. In the newest version (v0.0.12a), there's a keybind that you can set for it!

Carashi wrote:Is there a roadmap? I'd love to see what's planned for this game in the future.

I'd rather not display a roadmap at this time for personal reasons. Apologies!

BlodReina wrote:1) How do you trigger the stomp? I never got that and even if Kuro steps on me while walking to get me, I don't get hurt or anything (the non-fatal stomp is disabled)

It's a bit buggy right now, so it's very hit-or-miss. It's being worked on ^^

BlodReina wrote:2) How do I spawn more than one AI tiny? And can I change their size? I tried spawning more with the debug menu but it seems only one appears when done. Also, the tiny never moves or runs away and she just stands there.

In the newest version, there's a spawn menu you can utilize to spawn all sorts of stuff. Micro AI don't quite have AI setup for them yet, so they usually just stand still and do nothing.

BlodReina wrote:3) Why can I not see some levels (city and bathroom)? I went into their .init file and turned on "show on menu" but they don't appear!

Bathroom is hidden because it's simply a cutscene level at the moment, and City is not a playable level just yet.

BlodReina wrote:4) Most times, the giantess just stands there even if there's a tiny/player in front of them or trying to get her attention, even with various relationship statuses. She doesn't even approach or look at tinies. Not sure if this is just a bug or I'm doing something wrong.

Make sure the Giantess' AI is not disabled and that the Giantess can see them. There's an invisible ceiling barrier on the Pool level that can obstruct her view if she is too big. It might also be a bug specific to the previous version of the game, so try it again in the new version and tell me if it persists!

BlodReina wrote:5) Lastly, if Jess is bigger than the AI tiny, I can grab her in my hand, but is there any other use of this action? Can I do anything else to her?

[/quote]
At the moment, there's nothing you can do with micros you pick up. Another thing thats being worked on!
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Re: Experimental Vore Project (v0.0.12a June Build)

Postby filiberto » Fri Jun 14, 2024 4:03 pm

After the update I cannont make it through the intestines. If the pyloric opens on its own after I've reached 25% health, the player character becomes frozen in place. If I do a reset and try to force the pyloric open, I physically do not fit through the small intestine curves. Any suggestions for help? I thought I might try changing the player height but I can't get that function to work. Thanks!
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Re: Experimental Vore Project (v0.0.12a June Build)

Postby Lucky929Back » Fri Jun 14, 2024 7:38 pm

Is it me or did Kuronatu's natural gun size, I mean breasts get nerfed? Are they smaller now?
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Re: Experimental Vore Project (v0.0.12a June Build)

Postby Blurp » Sat Jun 15, 2024 5:17 am

the new 0.0.12a update has the same problem as the previous one.
The player keeps getting stuck in the pyloric valve, making it impossible to get into the intestines.
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Re: Experimental Vore Project (v0.0.12a June Build)

Postby SeemsLegitium » Sat Jun 15, 2024 6:35 am

filiberto wrote:After the update I cannont make it through the intestines. If the pyloric opens on its own after I've reached 25% health, the player character becomes frozen in place. If I do a reset and try to force the pyloric open, I physically do not fit through the small intestine curves. Any suggestions for help? I thought I might try changing the player height but I can't get that function to work. Thanks!


Same here.

I also have issues where the player will often clip out-of-bounds and either fall outside of the map (if outside the giantess), or will fall out of the giantess (if inside).

Also, to date I have never managed to get the disposal scene to work. If I exit the giantess through the anus, the scene just continues as if nothing happened.
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Re: Experimental Vore Project (v0.0.12a June Build)

Postby NobodyOfAnyMatter » Sat Jun 15, 2024 2:14 pm

Minor render order issue with the lounge chair mesh material.

Reference for portion of the render order that is correct
https://drive.google.com/file/d/1GT0f55 ... sp=sharing
Image showing that the water in the pool renders (on top of/after) the mesh material for the lounger
https://drive.google.com/file/d/1g8tFh7 ... sp=sharing

Edit:
Render order issue occurring with the bars of the ladder as well.
https://drive.google.com/file/d/1V69xfl ... sp=sharing
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Re: Experimental Vore Project (v0.0.12a June Build)

Postby nanakra » Sat Jun 15, 2024 7:49 pm

GiantessSandboxDev wrote:Another big update.


Hi GTSDev, here is my bug report for this version. Also posted on the Patreon post.

Version .12a Bugs, Feedback, and Suggestions
As always, I removed the prior version config files and allowed them to be regenerated by the game.

Bugs:

When starting the game and on subsequent restarts, it does the config changed alert for the following two files, every time: scenes/PoolsideLounge/init.gsbs and scenes/TinyAI/init.gsbd The files exist, so seems like something in the game is not recognizing that.

A strange SFX is happening when Jess is in stomach acid. Sounds like rice being dropped or some sort of crackling. Not sure if a bug or not. Seems connected to the water drip audio as that slider controls its volume. SFX is more annoying than anything else and my assumption is that it is to represent Jess being digested. i.e sizzling. Would likely be less annoying if the sound was slower and lower pitched. This also happened a few times in the mouth activity scene so I think it may be the water drip sound misfiring. I notice it when Jess is dripping blood too.

Activating X-Ray mode after choosing restart scene or return to menu and starting a new scene results in a white screen instead of the X-Ray mode.

Rag-dolling Jess removes the cat ears, and unrag-dolling gives her an undamaged bow. Appears to be no way to get the cat ears back after rag-dolling.

When Jess becomes a corpse, she doesn't float or is impacted by physics like all the other food. (May not be a bug, but would be a nice to have as a toggle option so we could have Jess floating and affected by the food physics when rag-dolled or as a corpse.)

Partially digested food often gets pulled into the pyloric valve when it opens, blocking the passage for everything else.

At default size (Kuro - 299m Jess - 2.876 m) Jess is unable to fit through the pyloric valve / she gets stuck inside of it. Successful size ratio appears to be 115:1 where Kuro is set to 330m and Jess remains at 2.876m anything less than that ratio has Jess getting stuck.

Possible solutions could have the effects of digestion causing Jess to shrink a little until she is small enough to fit through, or to have Kuro growing is size slightly. This could be worked in as a part of Kuro's digestive process. Not sure how well that would work however as sizes smaller than Jess's default size have drawbacks that prove rather detrimental.

At sizes smaller than default, Jess's jumping is far less pronounced / effective and seems to happen rapidly like a bunny hop. It's as if she went from trying to jump at normal earth gravity, to trying to jump at 1.5 times earth gravity. i.e it is much more pronounced than would be expected, making it so that even at 2m tall, Jess can't get up on to the lip of the plate from the plate itself. Movement inside of Kuro also becomes much more difficult as well, with the same scaling that jumping follows. This includes navigating in the intestines.

When Jess is pulled into the pyloric valve, the cut scene is far too fast, to the point that it is disorienting and confusing. Would like it to be slower, or maybe a config option that we can set to have the motion slow so that it is watchable.

Nothing appears to happen to Jess if she dies in Kuro's intestines. No absorption / digestion. No movement along the digestive tract.

When rag-dolled in the intestines, physics don't appear to have an effect on Jess. Expected behavior: Jess floating and being moved like the digested food blobs as she continues to be absorbed.

Option "Lower Me In" does not appear to be working properly with the new mouth activity system. F1 remains visible after being swallowed. Being swallowed in this state leads to Kuro's arm clipping inside of her stomach. Same happens with "Enter Mouth". Sometimes Kuro will pull Jess out and return to the main interaction options, but game still thinks she is in Kuro's stomach. I did like how the "Eat Me" option worked in these though.

When being swallowed, the movement to the throat is very jerky. Happens in most swallowing scenarios.

If Kuro is laying down (Taking a Nap scene, or via script action) Jess is not pulled into the pyloric valve. Digested food blobs get stuck and don't move. May be gravity related. Investigating in X-Ray mode, it looks like the end of the pyloric valve is not connected perfectly with the small intestines. There appears to be a small gap where the food blobs are getting stuck.

Dangle Me/Catch Me action places Jess inside Kuro's forehead. Positional issue may be related to size scaling. Kuro is 330m and Jess is 2.876m in my testing.

Occasionally the controls WASD get reversed while inside the intestine. Up becomes down. Left becomes right.

Occasionally the pyloric valve will keep grabbing Jess when she is in the intestines already.

No matter what scene I choose, I was not able to trigger the bathroom scene. Option for scat was enabled.

Occasionally Kuro picks Jess up and places them directly inside their stomach, bypassing swallowing her.

Attempting to add starting food to Kuro's stomach via the config file results in an error shown on the main menu. Doesn't matter what object is used. I tried @"NutritionPill", @"Grape", @"Strawberry", @"GummyBear", but none worked. Error from the View Issues menu item is as follows.
Issue Type: Exception
Issue Severity: Error
Object Name: NEW MAIN MENU
Object Type: NewMainMenu
Exception Message: The object you want to instaniate is null.
Stack Trace (Paraphased):
at UnityEngine.Object.Instantiate[T] (T original)
at StomachLogic.SpawnContents (System.String pName, System.Int32 iAmount, System.Single fScale, System.Single fMultiplier)
at GiantessConfigLayout+GinatessConfig_Stomach.Apply (System.Object[]_Args, ConfigVerExecuteMethod_ExecType)
at SpecificConfig'1[T]ApplyConfig (System.Object[]_ArgList, ConfigVarExecuteMethod_ExecMethod)
at NewMainMenu.NewMainMenu.OpenMainMenu ()

Mouth activity positional issues:
(Testing and it appears that size/scale is impacting the positions that the player is set to. May need a better way to target where the player gets dropped that takes Kuro and the player's scale into account.)

Being Held scene: position is off center to the right, near Kuro's nose. Results in falling to the ground. (Jess @ 2.876m, Kuro @ 330m)

Sometimes when entering the pose, Jess falls off the hand through the space between the index and middle fingers. (Another size scaling issue. I had Jess at 2m and Kuro at 299m)

Sometimes Kuro closes her mouth and tilts back before Jess is inside, which causes Jess to fall off her hand. Kuro then re-positions her hand too low to be able to get into Kuro's mouth.

If you miss entering her mouth and she tilts her head back, when returning to position, her hand is too low.

Mouth activity issues: (When it works it's really awesome!)

Doing any other activity prior to mouth activity has Jess stuck in the dangling position and unable to jump or anything else. Choosing Put Me Down retains the dangling pose. Rag dolling clears it. However, unrag-dolling has Jess playing her swimming animation instead.

Placing food in the mouth (using the mouth activity to feed her) works sporadically. Letting go of the food at the wrong time has it sliding to her teeth, then when Kuro moves her tongue, the food item clips out and falls.

The attached rope gets stuck sometimes, where Kuro appears to be using it as floss. This ends up dragging Jess to the teeth and often times falling out of the mouth. When it doesn't get tangled, it works well.

Feedback for version .12a
Love the QOL additions!
The new mouth activity is fun!
Movement in Kuro's intestines is still a little wonky but has improved.
Seeing Kuro licking her lips was cute!
So was hearing her blowing air at Jess when using no clip to fly in front of her face.
I had trouble getting the new climb function to work. I was able to get Jess to hold on, but couldn't get her to move up or down on what she was clinging to. Not sure if I was doing something wrong or not.

Suggestions
A toggle option so we can have Jess floating and affected by the food physics. Would be nice if it applied to her normal body, when rag-dolled, and her corpse too.
It's rather hard to feed Kuro using the new Mouth Activity. So I was thinking Kuro could make a game of it. Something like a "Feed You" option under the player control menu. Kuro would put Jess down, lower her head down to plate level, so that her open mouth is level. Jess would be able to hop up onto Kuro's tongue, walk the food in, and drop it. If she stays in the mouth too long though, she might get to join whatever snack she brought Kuro. Basically the same concept as the game For Academic Purposes. Feeding Kuro could make her like Jess more and/or make her horny.
Would be neat if Kuro had a chance to open her mouth if Jess is in no clip and flies up to Kuro's lips. Sort of a "Flying food? Don't mind if I do! Come on in Jess!" kind of thing.
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On the development team for: Predator's Coliseum An RPG Maker vore game
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Re: Experimental Vore Project (v0.0.12a June Build)

Postby RexAckerman69 » Sun Jun 16, 2024 10:33 pm

I can't trigger "poke uvula" inside her mouth, even changing the controls to not trigger "eat me" action and allowing the gag reflex in the debug menu. How can i do It?
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