8/30/18

Let's Party Again

There's not much I can say with Monster Hunter World being a distraction, but I did do some scripting instead of drawing.

First, a small snippet in my message box so that I can dim some words if I'm Blind or Deaf using an escape character  like \B or \D.  Unfortunately, trying to do \B[1] leaves me with [1], but I don't have that many states/alterations to make that array a necessity.

Second, I'm trying to reincorporate some movement code from the ABS back into the DBS.  I have removed those parts since the DBS focused on the battle, but with the Loading Peril idea from the last post, I figured that there could be some field perils as well.  One thing I do know is that while the ABS used MP to free your buddy, the DBS will forgo that MP requirement but will increase your encounter rate.  I also think that the random map encounter will be used in this game so that you don't get battles from having a stuck ally get tagged.

Edit:  Incorporated Confused and Berserk movement into followers on the map.  Confused makes the character move in random directions.  Berserk (or Go) would make the character move without stopping.  At the moment, Confused has a higher Restriction number than Berserk which prevents crazy running, which could be handled by assigning a tag to the Berserk states.

8/21/18

Idea: Don't Save in the Field

Whenever you resume your game in Grand Theft Auto 5, you tend to end up "resuming" where your character was.  For one of those characters, he might wake up in a dress or stalk a guy on a scooter.  And in a similar sense, why would expect nothing to happen when you save right in front of the boss?

I should take the on-load snippet from Repl F (haunted house) so I can turn on a new switch when the player loads a game, though I'll have to see if this is best done on the current map or on a blank map.  I should also put a modifier notetag so that each map has a different chance of stuff happening.  For example:

-5% on field, captured by bandits
-20% in cave, captured by spider.
-100% in the boss's room, rather obvious.
-0% in a safe room, making this a save room.

Oh, and probably need some other switches to modify the chance like if the town's on high alert or the castle is void of guards.  I'm not sure how enjoyable this kind of gameplay will be, though.

8/16/18

Need to Generate Head Thoughts

Production on graphics go slow, especially for characters and faces affected by states.  For example, drawing a cocoon for four actors means creating four copies then erasing bits to fit each face.  And all four face were drawn from the same base with different results.

As you can tell, I'm an idiot.

So I'll have to train myself to use the built-in editor with my pieces.  This means both taking time to make the bases and a shorter time to craft things afterwards, probably worth it.


8/13/18

Hands and Feet All Counting

I decided to wait on Warcraft for now, but that's probably because I want to try out Monster Hunter World once my Steam cards come in.

Anyway, I worked on the Counter (and Magic Reflection) this weekend, inherited from The Fates We Weave and SRPG:
-Counter works on an inside-outside mechanic.  For examples, a cactus monster will always counter because it is spiky, but the inside should be safe from those spikes.
-In addition, Counter Skills can vary with battlers (and equipment) such as if you're fighting a mud monster.  Counter Skills also target the user instead of the fool if they're designed for the user/friendly.
-An eaten actor will Counter their eater even if the belly smack came from someone else.

Hm, I'm kinda curious now, because if I can use a Counter Skill with a Vore Attack, could I have a slime trap a player who attacks it?


8/11/18

The Hunt is On

I may have an idea for my Vore ABS.  Before, I saw the party in the role of the hunters, but perhaps I'll have motivation if I make them the hunted.

Partly based on D3M's story and Kavenbach's RPG, you signed up for a vacation and wake up on an island.  Worse, you are trapped in an animal costume and the only things between you are freedom are hungry animals and hunters.


8/10/18

WoW, Nearly Time to Start Leveling

Been distracted trying to get 400 Armor in Destiny 2, and I will most likely start dedicating myself to World of Warcraft starting Sunday for the pre-patch mount and the upcoming expansion.

Anyway, I've been thinking about levels, and inspired by a few artists, it would be an interesting idea to say start with a 20-50ish level party and have them get wrecked by "low level" monsters.  But beyond that, I do wonder how to handle levels.  By default, you gain levels by defeating monsters and I did create a FFXV-Camp type of leveling, but...

8/6/18

A Small Snack

Working on the main file of the Vore DBS, so they're not likely to appear on the demo from this point.  Here are some of the things I've been working on:

-Updated party battle HUD.  Just a bit fancier.

-Updated enemy HUD to show their states.

-Escape message will let you know if you can't escape due to having Eaten members.

-Tested for death and corrected it.  Now when a party member dies and was Eaten, the enemy will stop being Full at the end of the turn (because it would be odd just to expel the corpse immediately)

-To simulate vore even further, enemies will gain extra states if they manage to finish off a meal in their belly (HP to 0 and don't puke corpse out via damage).  The states gained are based on their meal and themselves.

-Some states will be excluded from getting vored.  For example, trying to eat a statue isn't recommended.

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To Do:

-While regen is probably additive, it does not multiply Himework's State Charges.  My current jury-rig requires too much manual input (before I knew HRG was additive), so I will have to see if there is a way to get the state's own regen.

-See what happens when battlers are confused.  Hopefully enemies won't eat enemies.

-Need to update attack animation so enemies can visibly attack party.  Also, I should see if I can change the animation target, like having them appear on the eater instead of the victim.

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Vore to Try Out:

-Sequential like Lipucd, requiring several turns in belly before getting a worse state.

-Escape your bonds first before escaping.

-Expel eaten party to deal damage to the rest of the party like DeDeDe.