Unbridled Hedonism V5E

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Unbridled Hedonism V5E

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. This is also the reason I'm not yet providing the source code, because I am anticipating potential major changes. Also worth noting that any new versions will almost certainly break save compatibility, at least for a little while.

The list of longer term goals:
Spoiler: show
More Variety / Detail in Vore / Sex scenes (including option for pleasuring prey)
Improved AI
Specific characters
Demis/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
5E:
Characters should no longer react to things that happen while they're dead. (This applies to things like unexpected digestion, catching cheating, or outraged by vore. It's possible I may have missed some)
Fixed a bug where the ai's ask to vore and ask to be vored interactions were using the wrong checks. (They were checking if the target could vore itself, rather than if the target could vore the ai, or the ai could vore the target. This lead to cases where the ai could use a vore type it shouldn't have had access to. Judging by the bug reports there may have been more than one cause of this, as this was originally reported as a sex related bug (which is part of why it took me so long to track it down.) So let me know if cases continue to happen.
The log is now kept around for 10 turns, instead of 5.
Fixed the saw cheating logic not working as intended.
Fixed the default character's vore preference not carrying over correctly to added characters.
Switched the prey eat other prey interactions to work if endo only is on (note that they are still considered hostile actions, like the standard vores, there aren't 'ask to' interactions for prey on prey yet.

5D:
A large number of new dialogue entries are added (Thank you to everyone who contributed, and to whoever was going through there combing up all of the spelling/grammar issues)
Added back in the ability to do the normal vore types in endo only mode. (This fixes the AI failing to hunt in endo only mode (only endo dominators hunt in that mode), as well as allowing the player to do the forceful endo like the endo dominators if they wish.
Using Ask to vore or ask to be vored interactions during sex will no longer end sex if they fail (but the direct trying to eat still will)
Fixed a bug where under certain conditions an AI would digest two stages during a single turn.
The tooltip now displays what objects are in a tile, which can be useful if the map has renamed tiles.
Prey will now preserve their expecting endosoma flag when being transferred from one prey to another.
Fixed a recently introduced bug where dead prey weren't continued to be digested regardless of the predator's digestion setting. (Basically to avoid dead prey being stuck in a predator that isn't digesting.)
Tweaked the Hunt for prey so they won't maintain it for as long in one session (Instead of picking a new location each time they reach their destination unless they're absolutely starving, they will now break off they reach a few waypoints (anywhere from 1 to 5))
Fixed the ask to be vored / endoed options using the wrong calculations.
Now gives the stats and relationship info for prey. (though it still remains blank for the dead)
Fixed the logic on the saw cheating bit, so that it functions as originally intended. Also there's different messages for all 3 of the types, (Seeing their SO flirt with someone else and being rejected, someone flirt their SO and being rejected, and an action action taking place, each with different relationship modifiers (i.e. their SO turning someone down only has a negative towards the person trying to flirt with their SO)
Fixed 'ask to be vored' interactions having the prey be unwilling. (I thought I'd fixed it earlier, but I fixed it in the wrong way but now it should really be fixed.)
Fixed a couple rare things that could cause exceptions.

5C:
Fixed one of the lines for being eaten missing the proper conditional, causing one of the willing lines to appear for unwilling
Fixed some broken conditionals on some of the intercourse lines that meant that a female using intercourse on a male would give the error line.
Leaving the map editor will now force the pathfinder to reload which should prevent pathfinding errors when you've made the map larger, or even sometimes even just from having deleted squres.
Fixed the AI sometimes not melting with alt vore when they intended to, if they had someone in their stomach.
Changed the save load information so that it only displays the first 10 or so names, and then 'how many others there are' to avoid cluttering that screen completely. In return, added some more general identifying information, including what map was used, the size of the map, and whether resurrection is enabled. (Note that map name only exists for games created on 5C or later, since it didn't track that information before)
Fixed the 'prey shifts into' messages using the wrong location.
Fix for the spit up prey equivalents (birth prey and release cock prey) not specifying whether the target was freed completely, or ended up within someone else.
Fixed the messages for freeing prey randomly picking from both the options, instead of correctly using the message for whether they're fred completely or freed into someone else.
Fix for being able to use interactions on other prey that weren't in the same location as you. (The AI already respected this, but missed setting it up for players.)
The probability of prey actions is now displayed
Fixed some ui issues (click areas too big, people dropdowns only displaying like 5 names at a time)
Fixed the camera area not getting set correctly when you start on a map.
Fixed a couple of map editor issues. Dorm rooms no longer duplicate in certain circumstances, and people just start the map in their dorm room, which fixes the issue with people trying to spawn in the default courtyard if it doesn't exist. Also, resizing the map should get rid of dorm rooms outside of the edges.
Fixed several messages that just used 'his' instead of converting into the appropriate pronoun.

5B:
Fixed an error that would cause repeated stack overflows, and potentially a crash to the desktop, if you changed the size of a map mid-game, and then an AI went to their room to reclothe.
Added a message for prey escaping when the pred performs a non swallowing action, which previously was just quiet.
AI is now significantly less likely to try to convince their pred to be spare them the more times they ask. Also, they will only ask the player once per digestion.
AI should no longer spit people out that it means to digest (most noticeable on slower digestion speeds, what was happening was they'd be absorbing slivers of the target, and end up full enough that they'd decide they didn't need any food and spit their prey out.) Fixed that issue, and also made the amount of food given while the prey is alive much smaller, basically the amount that it would cancel natural hunger growth.
Adjusted the willing ask to be let out odds so that the AI will accept it earlier on, and the AI asks earlier, but less often (They waited until 80 turns had passed to start asking in 5/5A, now they can ask as early as turn 30. Players asking to be released won't have much success until about turn 25-35, but longer if the pred is an endo dominator. I may need to make this into a configuration setting for V6, since people want it longer and shorter.
Flipped the current sexual position text around in the target's info panel so it clarifies that the sexual position is from your point of view. (I considered flipping it to be from their perspective, but I don't think that's better, just different.)
Removed the cleanliness comments on non-oral vore.
Left click drag in the map editor will now move the camera in the map editor, but only when there's nothing selected to place. (Middle click drag works even when something is selected)
The camera boundaries are now properly updated when resizing a map in the map editor.
Fixed not being able to place walls between tiles on the left edge or bottom edge of the map.
The list of current maps will now be updated every time when you enter the start game screen instead of only the first time in a session (so that you don't need to restart the game to use a new map)
Fix the 'Ask to Be vored interactions' not working properly in some cases.
Fixed up some glitchiness in multi-prey situations that was causing them to stop swallowing in situations they shouldn't have (That bit of the ai wasn't properly converted to support multiple prey)
Fix for blank last names for characters initial mode defaulting to string terminators (Anyone listed after them would not be shown)
Made the text for displaying people on tiles not get as close to the edge, and also put it on a higher layer, so that it will be over walls instead of under them.
Fixed up some various text errors (referring to the wrong person, or being too vague)
Fixed some bugs in the saw cheating functions (this is the non-sex version, where it just lowers attitude instead of being break-up worthy). Before it only worked for interactions that failed, now it includes successes, too, and fails will just be directed at the initiating party. Also, updated to use a simplistic view where people who cheat on others rarely will ignore that level, and the heavily cheating partners will ignore the sex bit as well.
Fixed Willing Prey asking to be let out not using the right free prey function (which resulted in freeing the prey of the asker instead of the prey of the target, as well as some weird side effects)
Fixed the breast/dick sliders not displaying the text size correctly for the genders.
Fixed the gender screen being messed up in the 4:3 Aspect ratio.

5A:
Fixed the turned on by disposal message missing a qualifier to only trigger for disposal messages... which causes it to be triggered by everything... including the turned on by disposal messages. That's the likely cause of the freezing and crashes, as it triggers an endless tide of messages. (only for characters with Voraphilia above 70%, which is why I missed it after adding it near the end)
Adjusted the odds for willing prey so that it's not quite as overwhelmingly dependant on voracity. I plan to rework the odds functions for the next patch so that they work better, and make more sense against each other.
Fixed the vore types not properly reacting to the settings for who can digest in this patch. Also fixed changing the settings mid-game not properly updating the current digestion status for the other two vore types. Also fixed a bug where onlyplayercandigest would actually block the ai from endosoma, preventing them from doing anything, instead of only preventing digestion. (disabling both exists as turning off their ability to vore as a character)
Adjusted the gender toggles so the clicking area doesn't overlap
The Vore options are now properly accessible from within sex.
Fix the Ask to be released (the willing variant) not actually doing anything when it succeeded.
Split the free prey into free prey from stomach/womb/balls. This makes it a little more logical, and makes it easier to free a specific prey (i.e. won't be pulling people out of their womb when you were trying to get someone they swallowed)
Playful tease prey no longer asks the player if they want to do it. Went ahead and made Talk with prey the same, since it doesn't really need to be asked since it's not interrupting or romantic (which is my effective criteria for asking)
Fix an exception caused by switching to digest someone while swallowing them (caused by the new message where they tell they prey they're digesting them inadventantly causing an issue)
Fix for convince to spare appearing based on whether the stomach is digesting, instead of the relevant location.
AI will no longer ask to be digested if they're already being digested.
Fixed the gender settings random weight not saving properly.
Fixed the dwarf / giant buttons not being clickable
Fixed saved characters re-randomizing personality and appearance, instead of grabbing the saved part.
Fixed the male waist description sometimes reading as underwear when they were nude.
Fixed up some broken text links (places where there were [types] that weren't replaced)
Fixed being able to use any of the three release types on a prey (spit up, birth, releaase) rather than only the appropriate one.
There's no longer an exception for trying to use initials for a character with no last name. (It will simply only use the first initial)
Fix for load all settings not correctly setting character's gender (it was saved correctly, though)
Fix for added characters not correctly using the selected sex if it was anything past female.
Fix for breast size / dick size not correctly using the new gender system to make themselves modifiable.

5:
Features:
Added the ability to use different sexes (was the redesign that allows usage of herms for those that want them). You can define up to 6 sexes, and how the different orientations view people. (There's a couple of built in options so those that just want something simple don't need to mess around on that screen as it's a little intimidating.) The system ended up being a little more complicated than I'd like, but it enables you to fine tune the experience for yourself. Also, you'd really only need to set it once. This also enables it to easily use your settings to determine characters added during the game (though there aren't any, yet.)
Added two modes of alt-vore, unbirth and cock vore. They have a complete set of texy and dialogue of their own, and the digestion of all three types can be changed individually. So you can digest someone in your stomach and just hold someone in your womb, etc. Currently they function very similar mechanically to oral vore. You can still do them even while fully clothed, melting them still provides energy to your body. Some parts of this may change due to player feedback. (Anal vore is technically done, but no one contributed text for that and it's outside of my comfort zone, so it waits for now)
Added a map editor. It is accessible during games, and can be used to modify the map. It takes effect for the current game, or you can save it as a map, and then it can be picked from the map dropdown on the create game screen. Any people on the map are ignored for that, it only saves the terrain.
Added disposal, there's text for cock disposal and stomach disposal (no text for unbirth disposal so that's disabled for the moment). It's partially incomplete for now. The bone flag controls very little as the only bone lines that exist are in the cock disposal. Obviously it only happens if enabled, but it also doesn't have anything to force it to happen at the moment (no mandatory after 40 turns or anything like that, it just maintains a list of waiting.
Added the ability to save specific characters on the start game screen, allowing you to reuse them in future games. (Saving again will overwrite any saved character with the same first and last name, allowing you to also save to just update a character. Characters are still also saved alongside the game settings.
Added an autosave that saves periodically as a safety measure.
Added a flag for characters that makes them completely unvorable. (currently settable in the in-game editor only, will probably be settable from the start later on.)
Added a new slider, vore loyalty - Was debating whether this should be a toggle or slider, and opted to make it a slider for now. Basically controls how willing the AI is to vore/digest people that they are close to. At high levels they'll weigh it more strongly than they do now, and at 0 they don't even consider it. Endo isn't affected by this, because that's flipped around so that friends are more likely.
The digestion log now specifies whether the target was willing or unwilling, and also what body part they were in.
Character needs, romance settings, and relationships can now be modifed in the game editor.
Can now press ctrl-f to display a list of all people on the map for selection (i.e. find person)
Can now use initials as an alternate way of identifying characters. This would probably be the preferred method in larger games, or maybe even in smaller games, but it has the disadvantage of taking up more space, and that initials aren't guaranteed to be unique.


Changes / Fixes:

All of the vore options have been added to a new page of the interaction panel. This serves to make them harder to accidentally click, and also to keep them from being too cluttering normally, now that there are a lot of them. (I considered having expandable/collapseable categories for different types but decided that was probably too fiddily for now (plus the categories take up space on their own)
Excess people in the start game screen are no longer cleared away when changing maps. Instead, there's a note that shows how many people you have, and mentions that they will be randomly chosen if you have more than the amount of people the map supports. The top person is always included in the game though, so that you're not surprised by your starting character.
Swallowing prey no longer prevents you from accessing the UI (but doing any other action causes you to spit up your prey.)
Voraphilic prey now get horiness boosts when being swallowed or within someone.
AI will now hold prey in endo mode for a significantly longer period of time, increased signifcantly further if the pred is an endo dominator. There is an interaction to ask to be let out, though (which will let them let you out earlier than they normally would.)
Prey in endo mode will now leech a small amount of nutrition from their pred when hungry to keep them from being super starved. They also have a soft ceiling on how dirty they can get (at a certain point, being inside someone will be removing as much junk from you as it adds, so you can no longer get infinitely dirty in there)
People should no longer react to people eating other people inside of a belly. I.e. if A has B and C in their belly and B eats C, bystanders will no longer be angry at B (they wouldn't be able to tell visually, and the sound is muffled enough to not know precisely what's happening.
Prey of prey will now be transferred on their predator's death, instead of waiting for their predator to be completely absorbed.
Showering now cleans you faster.
Characters with bad cleanliness are now less likely to be picked by the ai for general interactions, sex, or as vore targets.
It now has a note on the character info for someone who has consented to digestion during that vore (askIfCanDigest doesn't automatically flip you into digest mode if there's more than one prey)
The weight gain message now includes a bit with the amounts gained.
AI now can use the nurse office to heal wounds, though they'll only consider it if they're at less than half health.
Can now skip a variable amount of turns, instead of only 1 or 100.
Added the option to make different sexes different colors. It's toggleable in the options menu, because it can sometimes make them hard to read.

Fixes:

Fixed bug where certain interactions were going around the system that made them ask the player instead of correctly reading whether they were supposed to ask the player or not.
Fixed that convincing a predator to digest you while inside would act as though you were unwilling.
Many bug fixes / text changes.


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 Apr 21st, 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/gWxHlR4Q#AgO7YAF5ytAzgFhcyC21hNPx8vCZJ5ZsWt2-tiPDnSU
Win 64 bit - https://mega.nz/file/BS4RiTqA#OcTOfW6t6gXcjpIOVhY3dko0JcJfCFz6hQ49Jd1MZyk
Mac 64 bit - https://mega.nz/file/UGgBTDYa#PdXjWXvmz5rESKpwx4pp8Ue6uP9p1QKa7A9pqQmm7dQ
Linux 64 bit - https://mega.nz/file/gaoxlZRb#qe71YyDocey5zZ-zdxk_RPCaWT-yIN-PHzfBSi5kqFY

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 Tue Apr 21, 2020 7:08 pm, edited 23 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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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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