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Vore Card Game Design Doc By Kiyoa -- Report

Uploaded: 1 year ago

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Since it got asked about in yesterdays stream, here's the design doc for a vore card game based off of some old single player games with similar premises by Omega. Though there's a fair amount of planning in this, most of this stuff was a lot more up in the air than it reads. No actual work on this ever really got done, as I don't exactly have all the time I'd like to work on it or familiarize myself with systems like Unity or Godot.

This game was definitely modeled as like a board game, just being handled by a computer to make the ruleset like... not cumbersome to play, which it really, really would be.

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Vola

Posted by Vola 1 year ago Report

There's something interested to it. Took a quick look and i don't think i got everything, but there's still something cool in there. (as long as types of vore are optional and can be enabled or disabled, it's cool)

Kiyoa

Posted by Kiyoa 1 year ago Report

customization is very important, aye

Despacito20

Posted by Despacito20 1 year ago Report

Ive put thought into somethin like this too, but I don't really have the focus to stick to one idea and develop it. My idea would be like a boss battle where 1-5 prey cards would fight a boss card, with special randomly drawn abilities for each side.

Kiyoa

Posted by Kiyoa 1 year ago Report

it can pretty difficult to stick with a project long enough to get anywhere on it, yeah

SirHugsalot

Posted by SirHugsalot 1 year ago Report

Makes me think of Kingdom Death: Monster. I can definitely picture a vorified version of that game. We got big monsters and pretty girls, after all - very pulpy, very gratuitous, very fun.

SirHugsalot

Posted by SirHugsalot 1 year ago Report

I have a lot of thoughts about this, so I'll just list them as they came up:

1- What would "an additional, sexy dimension" entail? Simply art of scantily clad women? You put this in reference to the struggle mechanic, so I'm wondering what else it could become.

2- Just curious, how is lewdness increasing on a thematic level? Is the player just getting horny?

3- Maybe rather than draw two cards, each event card has three entries that correspond to a symbol on the event room, and each symbol has a domain that it covers (like the red symbol usually corresponds to a minor monster, or even the major monster popping up). Perhaps blue symbols are beneficial (or at least usually not hazardous), and yellow symbols allow special things to happen if you have the right item/item type.

4- CUEB, LHO reminds me of your early genderbending stuff, I like it!

5- I like the idea of other major monsters that can change up your strategy (beyond the three that are simply more effective against a certain stat), perhaps dictating what items are more or less useful as usual. And of course, each would have a different deck, though this only dictating difficulty or not depends on how the game fleshes out.

6- I think my biggest issue is how the monster works. Its actions make it seem like the monster is ever-present, like it's always on your tail (since it seems like any of its actions can be done so long as it's drawn). This isn't a bad thing, but the game would need to reflect that pressure. Resting would be nonexistent, and turning around would be a risky action, entailing a struggle to get past it. This would also change the behavior of minor monsters - rather than trying to get you themselves, they would rather try to slow you down to allow the major monster to catch you. In general, you're constantly on the run. Which would give this game a brisker pace.

7- I have a few thoughts on how change this up, if you're interested. Taking from Omega's games as well, the monsters could have their own tokens, placed when the monster is found during exploration. In essence, you are exploring the "maze", but the monster's deck or even events can spawn the monster, either on you or in an adjacent, explored square. Maybe on some cards it states you see the monster just before entering, and you have an option to turn back (it is spawned regardless but is inactive). Part of a monster's deck is how many spaces it moves, like each card has a movement value and the usual action it could perform is if it catches up to you (lands on your square). Most move either one or two, but maybe there are quicker monsters, that commonly move two to three, maybe even up to four. These would be weaker stat wise, but are almost always on top of you. AH, important, monsters despawn if you are three or more (or four+, would need testing) spaces away from it. Whether this happens the moment your movement brings you far enough away, or if the monster has a chance to move in the hopes that it ends its movement within range, would be up to testing.
You would also work on an action point system - you can perform two actions per turn, some items giving you an extra action point. This largely refers to moving and searching. This will also be useful in running away from monsters, getting them to a point that they despawn.
Also, to this end, I would differentiate two actions, rest and breathe. Resting works like you said and can only be done if the monster isn't spawned in, and breathing allows you to recover one point of stamina mid-chase.

I... wrote down a lot here. I'm going to stop now, as I don't want to overwhelm you (which I may already have). I'll end by saying I like what you have here, and I hope that you keep tinkering with it!

Kiyoa

Posted by Kiyoa 1 year ago Report

okay, I'll try and answer questions here as best I can

1 - generally, this just means that it's being presented as sexual in terms of sound, art and animation, which is not necessarily the case in a vore game (it is also specifically referring to Omega's card games which, while definitely fetish material, are not overtly explicit because of their medium)

2 - getting hornier, but also just mentally less resistant to the idea of lewd things; thematically I imagine their ability to resist reduces because they become more focused on enjoying the experience without though to the consequences

3 - I'm certainly open to thinking about game systems! How the entire events deck and stuff worked is uh... highly provisional. I'm not entirely sure it makes sense, and it seems like something that would need a lot of testing and revision. Paring it down so that the cards actually do something that is based off the Room card might simplify things a lot.

4 - It's definitely the idea! I like the rule change idea, just figured that maybe it could stand to have more options for how it's themed in play (e.g. gender bend lewdness, full armor to exposed, some kinda aphrodisiac effects, etc.)

5 - Even just changing up the main stat they'd damage would definitely change up your strategy somewhat, but it would be nice to have more depth to it than that, aye. I'll have to think on it.

6 & 7 - These seem pretty closely related, but I'm not sure how the Monsters would be considered to exist on the map with it's sort of spontaneous generation. I might need to rethink this bit entirely, since the more I though on what you typed out the more confused on matters I became.

SirHugsalot

Posted by SirHugsalot 1 year ago Report

Ah, I'm sorry! Yeah, I have a problem with making huge blocks of text, it's a known issue. Here, let me clarify my thoughts on that last section:
When I looked at the thematic elements of how your monster acted, it just seemed strange to me that it could do these actions instantaneously, like it was always around you. This made certain actions that you can perform, such as resting and searching multiple times, seem out of place to me, as if I was being chased, I wouldn't have the luxury of doing these things. I thus thought of two options, to either go into the aspect that you are going through this maze with the monster always on your tail (entry 6), or to shift the mechanics around and make something more in depth that treats the monster as its own, autonomous entity (entry 7). The latter would give you (as the player) more to think about, more items that can affect the game (like traps that can slow down the monster), and a more complex system to create monster decks with. It's also why I thought of the action point system, to cover the additional options you have (and I like the idea of food/drinks that give you an extra action point for a turn).

I'll stop here, I don't want the block of text to be daunting. I have another idea of how the monster spawning in could work, if you're interested. But for now, I hope this little bit made things a touch clearer.

Elle

Posted by Elle 1 year ago Report

Pretty cool concept. =3 The systems on the "Making this into a video game" end of things overall seem relatively easy to put together too. Far easier than coming up with the cards and balancing them after, at least. X3

My mind still says that like...a sidescroller or something like that joust type game that was pitched earlier would be easier, but maybe that's just because that's the sort of game I'm used to making. =P

Kiyoa

Posted by Kiyoa 1 year ago Report

well, one of the things I've realized after all thias time (plus with the experience of participating in a couple game jams) is that it is a lot easier when you've got a team, whatever you're doing

Elle

Posted by Elle 1 year ago Report

Oh yeah, for sure. If I was just doing programming for the game I've been making rather than also learning to make art, creating sounds, etc, and also had help with the programming? I'd have way more done.

It's just actually getting people together on an idea and keeping it going that's the issue.

Frozerain

Posted by Frozerain 1 year ago Report

When I saw the title I was expecting something like a card game in which you would play different monsters and people who have sizes and ways of voring on their card, which the main goal being to vore the other players creatures and deal point damage to them. Using spells and weapons to alter your or other monsters to make them easier or harder for the monsters to vore

Kiyoa

Posted by Kiyoa 1 year ago Report

hmmmm... I mean, it's still definitely vore focused, just more prey centric

Bright

Posted by Bright 1 year ago Report

I like the idea.

Kiyoa

Posted by Kiyoa 1 year ago Report

=3