Showing posts with label game idea. Show all posts
Showing posts with label game idea. Show all posts

12/19/19

Like a Layered Dip

I want to experiment on having Layered States.

Any state tagged as a Layer State currently shares one array.  Adding a Layer State would add to that array in the order used.  Removing a Layer State, however, will remove the latest layer (assuming the skill possesses removal for that state).

I want to try making this because, from a bondage standpoint, it would be interesting having to open each layer one by one.  From a non-fetish standpoint, perhaps layering barrier spells.

Right now, though, I did make the prototype using a separate array from states, so I'll have to add the Layer states with the regular states.  I'll also have to work out some "priorities" as I won't be able to fit a bodybag over a barrier spell.  And eventually, I may experiment on either an Equip version or a Scene to read-out the layers.

7/23/19

Rubbery Preview Garnered



I started a new side project to take a break from my main project and hopefully gain a new perspective.  This is what I have so far: 3 battlers and a few faces to start.  I have a snippet to randomize the hue and am using a script to randomize the face.

Features to add:
-More layer support for the face script, so  I can add back hair and even tails/wings.
-"Battle System" to play with these foes.  You'll still have regular skills to deal with interlopers.
-Some more randomization.  Perhaps change the size and positioning too.

Tip:  As I just discovered, RPG Maker's naming system is based on the name, not the battler id.  This means that if you have three enemies with the same name, you can set up different poses or minor stat alterations.

7/15/19

Friends on the Inside

The danger of making your "big" game is that you have so many ideas you don't know where to begin, and without a beginning, you can't even plan the ending.  So my theory to cure that is to craft a smaller game to bleed some of those ideas into there.  No title for it yet.

Ideally, this small game would be a vore game.  You would star as a person who would eventually have a whole population in your belly.  Think of this like the Snake game I made, only without the party lag.


5/14/19

Released from Carbonite

I apologize for going silent.  Aside from play and work, I had been working on a project.  It's mostly script-work, so I'm trying to focus on the graphics and database.  Actually, playing a demo of a fetish RPG showed me that I can show people the stuff without the story.

Unfortunately, no pictures to show yet.

4/8/19

A State Of Many Possibilities

Back in The Fates We Weave, my webbing state used plenty of states and notetags.  There were three webbing states for the head, hands and feet, where obtaining the required amounts in each would evolve the webbing states to a cocoon state.  The requirements used a tag that changed how many limbs need to be webbed down, though there was also an alternative tag that would count how many webbed states there are (in case you were fighting a snake).  Of course, there was also code to ensure that any extra webs would be applied to a limb that still needs webbing.  You can imagine how compact the code is.

For this project, I was going to have restraints Fix equipment, meaning I would have to have 5 states to fix 5 slots plus a six as a "merged state".  So instead, I went about seeing if I can drop that to 1 state (2 technically, but since I have a script merging state charges with character graphics, I think I can reduce the amount to 1).  And I got it to work.

So first, I set up a tag on a state.  I also set up a double-array in my battlers, where the first array is based on the state id and the second array holds a "parts count".  If that state has no tag, it returns an empty array.  If that state does hold the tag, it will add a new number (preset - current and add a sample) or remove an old one (remove a sample) based on its size, and also empty the array if the state is not on.  And in the case of the actor...I can disable the ability to change equipment if the array includes the slot id!  For example, two state charges of Ropes can Fix the head and feet (2 and 4).

And of course, that did get me thinking: if a Rope Cocoon would cause me to hop, wouldn't having ropes on my ankles also cause me to hop?  So I added a second notetag, this time storing a string of letters.  Each letter was a shorthand for another feature of a script like muting with Gagspeak or getting Stuck in the Bondage Movement System, and each letter would also relate to a specific slot id.  And then I would check each state if the notetag includes that letter and if the tie-up array includes that slot.

Hm, I can ship this with state charges, but it may be possible to make this work without state charges, but probably not for this project.  Regardless, there are two other features I can add:  Changing the amount of ropes needed (which increases the starting array and thus the current array as well) and a tag to activate bondage features if the array is full (For instance, a mummy is wrapped up with legs separate but is forced to hop when fully mummified).

3/27/19

A Tearable Thing To Waste

There are plenty of games out there with "clothing damage".  From a design point, that means a Leather Armor can degrade into Torn Leather Armor.  And so I set out for a script that transforms your currently equipment into a different one if you have a notetag.  Perhaps you also use this script for "shifting armor" or upgrading by chance.

So far, you can access this "Tear Armor" ability inside your damage formula (message included) and you can turn it on if you want it to tear it inside your equipment screen. I would need to rewrite the optimize-equip to exclude these equipment from being replaced immediately if they always break, plus a way to force an equipment change (if I want to put a symbiote suit over a breakable armor).  I would also need to set up a Repair tag so that these equipment can be "restored" (replaced) with the item in question.  Hm, not sure if having an unremovable/cursed tag is redundant or not.

3/21/19

The States of My Thoughts

Did I ever mention the time I wanted to have a state provide different colors depending on the attacker?  Just in case I haven't, how it goes would be that a red spider makes red webs and a blue spider makes blue webs.  It sounds simple...I would need to tag how an enemy with a certain color, then I would need to apply that color to the actor upon an attack, specifically one that applies the state.

And I did it.  It's currently mixed in with Himework's State Faces and other mods, but for that state, I simply need to return a modified character index instead of a certain one if the current state is a "Color State". 

It also makes me wonder of an alternate of this idea, but by assigning a the index based on the current "state" rather like if rope was tied around someone in a suit versus in a dress.  

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Anyway, I think I know why my Event-To-Event didn't work before: The type of data entered into notetags are sensitive.  I entered the data as /d+ which is good for making numbers.  However, my previous notetags from other scripts uses /w+ to capture strings.  Considering I was trying to use strings to determine which events can interact with each other and which self-switches they turn on, I did not realize I was using the wrong notetags.  I will have to get the code again, though I don't know if I need it in my current project.

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What is the trade-off of Power?  The Smash Bros Spirit Power is an interesting concept, and from a simple standpoint, having more Power than your opponent means more damage but less rewards.  This also makes the opposite true, where fighting with less power means more rewards and less damage.

And to take the concept further, what would you do for Power?  If there was a necklace that could make your party Powerful but takes out the one who wears it, would you equip it?   If there was a "weak" amulet to cut your MP cost, is it better than raw Power?   And if some Power can be added on the side, would you use them to improve your odds or would you inhibit yourself to gain more?

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What is currency good for?  If it were for Grade or Casino, it would be easy to acquire certain prizes.  But if it is not the only currency being used during the game, how would you handle it?  And how would you spend it?  I mean, I already figured out how to turn Gold into separate currency and integrate the prices into the shops, but how would each currency be used?

My current guess is that Gold itself is used for basic items and an entry fee, halved if the player loses and returns to town and can be earned by "deeds" in town.  The other three currencies represents an "element" and is used to buy the good stuff or to convert into Gold.  That is the basic plan...I should also make a copy of the message-gold window for those variables later.

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Also, it turns out that passive states work with state graphics.  Took me that long to find out.

3/9/19

A Map to a Goal

It was easy to re-integrate that event-to-event code.  However, adding more variables to the notetags didn't work, but it could be that I accessed something wrong.  I will try it once more, probably make the keys separate this time.

Anyway, I had a thought about making a semi-random dungeon.  In other words, the rooms are already pre-designed and the path is set, but the layout is different when you start a new run.  I have a general idea of mapping as I was able to use randomized hallways to connect to different parts of a haunted house.


3/8/19

Wiggle Room For Improvement

When I first started the "bondage movement system", I had to run a parallel common event for a state and I had to line the map with regions.  Thankfully, the current version is much easier to apply.

Working on a new project helps me re-tune some of the scripts I worked on before.  For example, there was a script in Slime Time that allowed an event to trigger for each member rather than just the player, especially when it comes to launching them across a gap.  Part of that code involved jumping or teleporting a character based on their direction; they are now trimmed down and similar to each other in structure.  In addition, the code to determine who is on that event has become its own method, meaning that I can record who's on that spot and I can also inject that (or any other) character into those custom movement methods.

And it's not the scripts themselves that gain new life.  Jump pads may affect anyone but I can also have them only work with the followers or on the last one if I want a horror feel.  It may also be possible to have jump pads work on more specific members, like perhaps a magnet pulling metal armor or a gate teleporting away those without an ID card.

3/3/19

Focus on the Fight!

I just keep adding new features to my project.  In this case, I just added Pest control.

...Let me explain.  Say, for example, you are facing a Mad Bear with 3 Bee Swarms, which makes 4 enemies.  However, you are most likely going to target the Bear over the Bees; if I tag the Bees as Pests, then you can only target the Bear.  Thankfully, you can cast an AoE to hit the Bear and the Bees, so if you encounter this in a normal battle, you can decide if you want to tear down the Bear or clear the numerous Pests first.  And also, clearing the Bear will drive the Bees away.

However, I also added 2 other kinds of Pests.  The first, the Invisible Pests, cannot be hit by AoEs.  I can use this for an audience that throws things into an area or as an "extra attack" for a boss.  The second are Magnet Pests, which will intercept AoEs and random attacks like a lightning rod.

In addition, I also added two scopes for monsters to help their allies, so I can either had a Technician Enemy buff some Beacon Pests or I can have Beacons heal up a Technician.

3/2/19

Not So Predicatble...Yet.

I remember the first boss of The Fates We Weave.  It was a good demonstration of tanking, where the boss charges for one turn and you would Guard the next turn.  It was also when I wanted to have a "predictive" battle engine, one that can determine the next attack to Guard against.  Mind you that I was still learning the depths of VX Ace at the time, but looking back, I can say that it would have been difficult; enemy attacks occur sometime before they strike if the change in who they attack had anything to say.

But I think I will attempt it this time, at least a version that doesn't have to be as accurate.  

3/1/19

Line that Tank Up

Well, Tanking seems to working as I expect so far, though I will have to see why the results are different between the functional current project (fused with the Vore Battle System) and the standalone script; I might have forgotten to set up the scope there, but it wouldn't be a Tanking system if Guard didn't do anything (Or maybe my test Guard doesn't have Guard). 

Anyway, this is what the script does:  The skill is set to All Enemies and damages all of the party normally.  By putting in the guard-notetag, the skill only targets the party members who are guarding.  Keep in mind that enemies will choose their targets near their cast rather than the beginning of their turn, meaning that guarding that turn will alter the range of targets.

And there are a few more scopes to add some more strategy: (Please note I'm using a Face HUD so attacks are left to right)
-Left/Right/Pincer Cleave - Using Right as an example, a Right Cleave will hit everyone.  If you have someone on the right Guard that attack, the attack's last target will be he who Guards.
-State/Unstated Bomb - These attacks only target those with or without the state, like setting a Bear Trap then pelting them with Arrow Rain.  One design is that an untrapped party member would be free to Guard and intercept that attack!
-Positional Cannon - They only attack the specified position, like a cannon aimed at the middle characters.

2/25/19

Tank

Back in the early days, RPG Maker meant big flashy skills.  Obviously, I didn't get anywhere.

One day, I decided to jump into Warcraft around the launch of Lich King.  I started as a Rogue as my brother had a PVP guild, but the heals from damage and the pet aspect of the Death Knight would make this my main in the future.  Talent trees were soon upgraded from points here and there to points under designated roles, which translated into a Blood Tank and two DPS.  I feared being a Tank since it looked like a big responsibility, but eventually, the Dungeon Finder's queue and the Blood DK's self-healing won me over.

For those that don't know what a Tank is, they are the characters made to take punishment so other characters don't have to.  This translates to two parts:  the Tank must draw attention away from the other players, and the Tank must live long enough to do so again.  For the second part, a Tank can increase their defense, but they can also increase or regain their health and even dodge the attack they're supposed to get.

When I tried doing The Fates We Weave, Tanking was one of the systems I set up.  I set up a custom formula and an altered target-rating system to alter the damage so that those who guarded were more likely to get hit and would alter the damage between them and the party.  This was more obvious when fighting against the Boss, who had a powerful AoE spell that could be greatly reduced when one person was guarding.  Though the custom formula it was in did take up much of the formula space.

12/31/18

A New Year Approaches

I almost forget about this blog.  Mainly, I've been helping out others with their games, plus I've been engrossed in being a pirate in Sea of Thieves. However, 2019 will be a year of transition as my family thinks my current job is not paying enough, so hopefully I'll get one that will give me more free time.  But that's not here or there.

Anyway, expending my game library, even if just a tiny bit, does give me some ideas that I hopefully will try out.  I wouldn't want to get rusty with RPG Maker.


10/11/18

Bondage Vore Party?

When I looked at one of Scaylild00d's bondage/vore pics, an idea came to me.  More specifically, an idea that I can accomplish with what I have!  So imagine playing as one of several people trying to outlast the others...

9/19/18

It's not Stealing, it's Chancing

After a week of Monster Hunter World, I decided to back up my ABS and DBS and work on an ABS project.  I will attempt to make a small spider-fetish RPG for now.

Of course, there isn't any new content yet, but here's one thing I'm thinking to add:

This is a modded version of Grimoire Castle's Shoplifting script (link to original).  What the original script does is provide an option in a Shop to have a chance to acquire an item for free or turn on a switch and leave the shop if you fail.

What I changed is making this scene more Action-oriented; once you run out of Actions, the scene automatically closes.  The Gold Window shows how many Actions you can take (default of 5).  An Item will show how many actions it can add or remove, and some items will not give you more items so it can be designed like an ability of sort.  And if an item takes more Actions than what you currently have, it will decrease your stealing chance.  (Since this scene is part of the Shop menu, I had the Purchase option act like the regular shop).

There are two examples I can think of using this in.  One example is to try grabbing items from a web before it breaks.  Another is attempting to unwrap a cocoon by using up all the Actions.


9/11/18

Layered Dip State Idea

The main reason I don't simply post whatever comes to mind is because this blog will have a lot of posts.

Anyway, you can see that most states tend to be...coexisting.  Let's take possessed clothing for example.  You could be affected by Gloves, Boots, and Corset.  However, if you were affected by Armbinder and Legbinder, it would be weird to be affected by Gloves and Boots afterwards.  One way I could solve this is to use Himework's Conditional States to prevent Boots from applying if Legbinder is pressent.  But...

I'm thinking about doing a Layered State script.  In that script, some states will be tagged with a number, and that number acts as a barrier against lower-numbered states.  So for example, I have Gag <1>, Hood <2> and Cocoon <3>; if I get a Hood, I cannot receive a Gag.  In addition, I'll have the Layered State "preserve" the lower state, so if I use Remove Hood to take my hood off, it won't work if I am cocooned.


Peril Pit Idea

Sometimes, it may be best to have a simple structure in mind.  In this case, the story is that your party are "entertainers" that get thrown into a pit where you have to survive.


The pit would be full of enemies like worms that will eat you.  You are given a choice of a timed match (small reward) or an elimination match (big reward).  Sometimes, you will be offered to gain a bit more money by adding in more features like traps or straitjackets.

There may be more features depending on how the story goes.  Perhaps the side-story involves trying to tunnel your way out, or perhaps you simply live your life bound up forever.


Haunted House Salesman Idea

Here's a idea that popped into my head after looking for some Monster Hunter World tips:

When you are searching an abandoned office, a ghost "hires" you to clean out your ancestor's debt by kicking a few squatters out of some old houses.


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.