Voragotchi

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Voragotchi

Postby MirceaKitsune » Wed May 17, 2017 8:34 am

Some time ago, I outlined my idea regarding a tamagotchi type vore game. As with most things, the suggestion didn't gain much attention from people willing to actually make a game, even if the idea is relatively simple.

At the time, I was experimenting with JavaScript and started a project aimed at creating a HTML based point-and-click engine. Since both ideas intersected, I decided to merge my code with a simple default game offering mechanics similar to a tamagotchi. Since I wasn't sure whether the limitations of my approach would render the engine useless in the long run, I kind of left the project laying around my drive for nearly an year, and even considered scrapping it at some point. About a week ago, I decided to instead clean it up and put it on Github... then I thought to develop it further, so I took a few days to implement nearly every major feature that was planned! I ultimately named the bundle Voragotchi.

Play the game - Browse the source - Make your own game

First off, a bit about the engine and what makes it different: It uses HTML5 and JavaScript to generate simple web pages, which contain elements that can modify other elements. This allows you to create simple point-and-click games using any assets on the internet via direct links... meaning you can either bundle the engine with local assets which you then reference as "foo/bar.png", or use assets around the internet by referencing them as "http://foo/bar.png". Sprites can be either static photos or animations, where animated sprites are achieved by simply using animated gif images... there are also customizable bars that can indicate the value of any numeric variable. To make it all better, you don't need to write a single line of script to make your own game: Games are written exclusively in Json, and you create a world by parsing a json text file to the engine (which can itself be either a local or remote URL) or simply pasting the Json table directly into the field! Since everything is hosted on Github and the game is directly playable through Github Pages, you'll automatically get the latest content whenever opening the game from its URL. The engine uses browser cookies to save the state of every sprite and variable, allowing for automatic state persistence which is retrieved when using the URL parameter you're given upon creating a world (simply bookmark each save slot in your browser). Worlds remember the time they were created at, as well as the time when they were last accessed... this allows in-game time to pass even when the page is closed and the engine isn't running. It also features builtin variables indicating the hour on your system clock, which are used to make the in-game daytime represent real-life time of day. Oh, yes... and the whole project is licensed under the Public Domain / CC0 license, including the code the definitions and all assets.

Now onto the game: Since most work went into the engine, the current game is a very simple demo meant to test all of its features. At the date of this posting there isn't any vore altogether, as I still need to create the sprites for that first. Currently you have a pet to which you can feed apples, and a person showing up who sells you said apples... there is also one default environment, with cycles for day / dusk / night / dawn (based on system clock). The final game will definitely be interesting, as its layout will follow the ideas posted in the thread I previously mentioned. What this basically means is:

Your pet comes in three stages of evolution (excluding a potential egg): Baby, teen, adult. You start with a baby, which only eats and drinks common consumables such as apples or milk. After a few (real life) days your pet evolves into a teen, which is now capable of swallowing small animals like cats and dogs. Then after a few (real life) weeks your pet becomes an adult, which on top of all that can also eat people whole. As yet more time passes, the player is ultimately given an option: Either do nothing and your pet eventually wanders off or dies of old age, either you feed yourself to your pet and end up in their belly. As the different options of foods become available, different people will start showing up... at first it's just merchants selling you stuff like fruit or small animals, then later on you can lure or kidnap people to feed them to your pet. Various actions you take toward your pet will also establish how dominant or submissive you are in comparison, which affects their dialogue and behavior... you can either keep your pet in check, or choose to become the pet yourself.

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Re: Voragotchi

Postby sweetladyamy » Wed May 17, 2017 9:35 am

It's pretty cool, honestly.
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Re: Voragotchi

Postby MirceaKitsune » Wed May 17, 2017 9:46 am

sweetladyamy wrote:It's pretty cool, honestly.


Thank you, glad you think so :) Still a lot of work to do, but it's definitely getting there.
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Re: Voragotchi

Postby Lemons » Wed May 17, 2017 10:57 am

It looks cute :3
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Re: Voragotchi

Postby RedBoggle » Wed May 17, 2017 11:33 am

I'm glad you actually decided to work on this.
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Re: Voragotchi

Postby forumlurker » Wed May 17, 2017 12:30 pm

Technically outstanding work. I'm not into furries myself; would it be allowed for someone to "mod" this?

Anyway, great job on the game.
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Re: Voragotchi

Postby forgreatjustice18 » Wed May 17, 2017 3:33 pm

Dude your ideas sound fucking amazing! I hope you are able to create your vision!
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Re: Voragotchi

Postby hernextmeal » Wed May 17, 2017 4:14 pm

forumlurker wrote:Technically outstanding work. I'm not into furries myself; would it be allowed for someone to "mod" this?


It's public domain, meaning you could technically sell it and not give credit if you wanted to.
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Re: Voragotchi

Postby empatheticapathy » Wed May 17, 2017 4:50 pm

Really looking forward to the finished product.
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Re: Voragotchi

Postby jeveasy » Wed May 17, 2017 5:16 pm

Never before have I needed something so much and not know until I've received it
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Re: Voragotchi

Postby MirceaKitsune » Wed May 17, 2017 6:20 pm

Wow... thank you lots for the support everyone! I just finished making the last crucial improvements I could think of to the engine, such as merging bar and sprite definitions together. Seeing how people enjoy this, I'm encouraged to keep going... though I will be busy working on Vore Tournament for the next couple of weeks.

Biggest obstacle now is making different age variants per sprite, then putting some nice bellies on them. The rest is defining new items and actions using the existing setup, which I will be doing gradually :)
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Re: Voragotchi

Postby Houyo » Thu May 18, 2017 4:05 am

Seems neat. Tagging thread.
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Re: Voragotchi

Postby MirceaKitsune » Fri May 19, 2017 5:59 am

For those who like the graphics I went with, here are the links to the environments and characters I used so far. Once more, they are all licensed under the CC0 / Public Domain and free to use, just as the code I developed:

https://opengameart.org/content/bevouli ... developers
https://opengameart.org/content/bevouli ... r-gamedevs
https://opengameart.org/content/cat-dog-free-sprites
https://openclipart.org/detail/184601/m ... characters
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Re: Voragotchi

Postby Rubiont-47 » Fri May 19, 2017 11:56 am

MirceaKitsune, I think you need a vore artist for this game.
Sorry for my bad english.
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Re: Voragotchi

Postby YukiArikaMuze » Fri May 19, 2017 1:45 pm

Question would there be anyway to get a downloadable version to work with flash to play say if at home or in areas with no internet?
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Re: Voragotchi

Postby MirceaKitsune » Fri May 19, 2017 2:09 pm

Rubiont-47 wrote:MirceaKitsune, I think you need a vore artist for this game.


In this one case, I think I'm good: The sprites are pretty simple so they're easy to edit. At worst I might need help adding properly animated bellies... need to see how well I can handle that on my own.

YukiArikaMuze wrote:Question would there be anyway to get a downloadable version to work with flash to play say if at home or in areas with no internet?


You can clone the Github repository and open index.html locally. Note however that some web browsers take issue with resources being accessed locally... some security setting about origin points, which only lets you access resources from a remote (http://) URL. You might therefore have to make a local webserver for it, but it should work with any tool. You can also disable this measure in a hidden browser setting, but it's strongly recommended that you don't as it opens you up to attacks!

As for Flash, no: HTML / JavaScript are a completely different matter from Flash. Flash is also kinda proprietary, as well as on its deathbed since it's being replaced.
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Kitty get belly

Postby MirceaKitsune » Tue May 30, 2017 9:57 am

The past week was spent intensively on my little new project Voragotchi. The latest Git version contains a load of improvements and additions.

The kitty now has a full set of animated belly sprites! Alongside that, belly gurgling sounds have also been added. Both come in four variants:

  • No belly (0%- 25%)
  • Small belly (25% - 50%)
  • Medium belly (50% - 75%)
  • Large belly (75% - 100%)

Many improvements were also made to the engine: There is now an asset preloader, which makes sure all images and sounds exist and get loaded by the browser before the game begins... this guards against situations where the world starts but images are temporarily non-existent, in case the browser has a slower internet connection. I've also added a few more special variables, which can be used to read basic information about the browser and the user's system... this will be great for 4th wall breaking. The HUD design and button functionalities were also improved.

If you like those changes and the project overall, please consider supporting me on Patreon if you haven't already: https://www.patreon.com/MirceaKitsune

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Re: Voragotchi

Postby 0Anesthetic4u » Wed May 31, 2017 5:47 am

Do I have to leave this up 24/7 to get them to evolve?

When the game is in actual release form I mean.
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Re: Voragotchi

Postby MirceaKitsune » Wed May 31, 2017 8:24 am

0Anesthetic4u wrote:Do I have to leave this up 24/7 to get them to evolve?

When the game is in actual release form I mean.


Not at all: Variables with a per_second or per_variable flag will be modified properly even if the game is closed, and you'll see their result after you open the game later. The last time in which the world was updated is persisted by the scene, and the modifier is multiplied by the number of seconds that passed since the world was last opened and ticked.
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Re: Voragotchi

Postby MirceaKitsune » Wed May 31, 2017 4:00 pm

Gave the pet and person better positions, which also change on the run after certain actions. And yes, kitty does appear in front of the fence as well... half of the time to be precise.

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