Working on a Text Game

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Re: Working on a Text Game

Postby RakeVuri » Fri Oct 30, 2015 2:47 pm

Zixer wrote:Just clear it with Rake I guess and you're good to go.


Since I just had someone PM me about this: I'm completely okay with people changing my edits. Highly encourage it! I love to see more devs messing with code, all I ask is that it's Share-Alike, which means share the source so others can look at the code edits that you made.
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Re: Working on a Text Game

Postby ArgobargSoup » Fri Oct 30, 2015 4:45 pm

Yay, clearance!

I've attached my edit ta this post. The source is in the zip file, along with the game. I dunno how ta make it Quest Editor friendly, though. >_>

The two big edits I did, the changin' of the "Look At" descriptions when ya look at yer companion, start at lines 575 and 715. Here they are fer quick reference.
Spoiler: show
Player 1
Code: Select all
          msg ("It's " + player_1.alias + ", the " + player_1.species + " " + player_1.genT + "; " + player_1.gender + " has " + player_1.Health + " health.")
        s_full = false
        a_full = false
        c_full = false
        w_full = false
        r_full = false
        l_full = false
        if (ListCount(GetDirectChildren(p1_stomach)) > 0) {
          s_full = true
        }
        if (ListCount(GetDirectChildren(p1_rectum)) > 0) {
          a_full = true
        }
        if (ListCount(GetDirectChildren(p1_balls)) > 0) {
          c_full = true
        }
        if (ListCount(GetDirectChildren(p1_womb)) > 0) {
          w_full = true
        }
        if (ListCount(GetDirectChildren(p1_breast_l)) > 0) {
          l_full = true
        }
        if (ListCount(GetDirectChildren(p1_breast_r)) > 0) {
          r_full = true
        }
        b_full = r_full and l_full
        if (b_full) {
          msg (CapFirst(player_1.possessive) + " breasts are massive, shifting slightly, as if something within is moving...")
        }
        else if (r_full) {
          msg (CapFirst(player_1.possessive) + " right breast is massive, shifting slightly, as if something within is moving...")
        }
        else if (l_full) {
          msg (CapFirst(player_1.possessive) + " left breast is massive, shifting slightly, as if something within is moving...")
        }
        belly_full = a_full or s_full or w_full
        if (belly_full) {
          OutputTextNoBr (CapFirst(player_1.possessive) + " belly is swollen")
         if (s_full) {
           msg (", giving a loud {random:grumble:growl:gurgle:rumble} as " + player_1.possessive + " stomach works over whatever is within.")
         }
         else {
           msg ("; every now and then, a bulge presses outwards.")
         }
         if (a_full) {
           msg (CapFirst(player_1.gender) + " is walking a little funny, as if " + player_1.gender + "'s trying to hold something in.")
         }
         if (w_full) {
           msg (CapFirst(player_1.gender) + " softly runs a hand over " + player_1.possessive + " lower belly, blushing slightly with every movement.")
         }
        }
        if (c_full) {
          msg (CapFirst(player_1.possessive) + " massive balls swing low, causing " + player_1.article + " to walk awkwardly, " + player_1.possessive + " face blushing as something squirms within " + player_1.possessive + " sack.")
        }

Player 2
Code: Select all
          msg ("It's " + player_2.alias + ", the " + player_2.species + " " + player_2.genT + "; " + player_2.gender + " has " + player_2.Health + " health.")
        s_full = false
        a_full = false
        c_full = false
        w_full = false
        r_full = false
        l_full = false
        if (ListCount(GetDirectChildren(p2_stomach)) > 0) {
          s_full = true
        }
        if (ListCount(GetDirectChildren(p2_rectum)) > 0) {
          a_full = true
        }
        if (ListCount(GetDirectChildren(p2_balls)) > 0) {
          c_full = true
        }
        if (ListCount(GetDirectChildren(p2_womb)) > 0) {
          w_full = true
        }
        if (ListCount(GetDirectChildren(p2_breast_l)) > 0) {
          l_full = true
        }
        if (ListCount(GetDirectChildren(p2_breast_r)) > 0) {
          r_full = true
        }
        b_full = r_full and l_full
        if (b_full) {
          msg (CapFirst(player_2.possessive) + " breasts are massive, shifting slightly, as if something within is moving...")
        }
        else if (r_full) {
          msg (CapFirst(player_2.possessive) + " right breast is massive, shifting slightly, as if something within is moving...")
        }
        else if (l_full) {
          msg (CapFirst(player_2.possessive) + " left breast is massive, shifting slightly, as if something within is moving...")
        }
        belly_full = a_full or s_full or w_full
        if (belly_full) {
          OutputTextNoBr (CapFirst(player_2.possessive) + " belly is swollen")
         if (s_full) {
           msg (", giving a loud {random:grumble:growl:gurgle:rumble} as " + player_2.possessive + " stomach works over whatever is within.")
         }
         else {
           msg ("; every now and then, a bulge presses outwards.")
         }
         if (a_full) {
           msg (CapFirst(player_2.gender) + " is walking a little funny, as if " + player_2.gender + "'s trying to hold something in.")
         }
         if (w_full) {
           msg (CapFirst(player_2.gender) + " softly runs a hand over " + player_2.possessive + " lower belly, blushing slightly with every movement.")
         }
        }
        if (c_full) {
          msg (CapFirst(player_2.possessive) + " massive balls swing low, causing " + player_2.article + " to walk awkwardly, " + player_2.possessive + " face blushing as something squirms within " + player_2.possessive + " sack.")
        }
Attachments
zixerVoreGameRakeAndArgoEdit.zip
(92.58 KiB) Downloaded 676 times
I be fulla sharp things.
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Re: Working on a Text Game

Postby Oddball » Sun Nov 01, 2015 9:36 am

Ahh, as a writer and roleplayer, I love Text adventure games! Good luck to you finishing it!

(Dem snakes though....)
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Re: Working on a Text Game

Postby Oddball » Sun Nov 01, 2015 9:47 am

Hey, umm, I noticed on the website for quest that it's mobile friendly.... any way to boot this game on a phone via their HTML client?
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Re: Working on a Text Game

Postby Zixer » Wed Nov 04, 2015 10:13 pm

Monopolus wrote:I'd ask if you can keep a version number on the first page, so people can see what the most recently updated version is when they hit the download link.


I should probably start doing that, yeah; now that I'm actually numbering things. Next update, though.

Oddball wrote:Hey, umm, I noticed on the website for quest that it's mobile friendly.... any way to boot this game on a phone via their HTML client?


I'd have to host it online. Still going back and forth on that, but it would absolutely work on phones.

As for progress, I probably will not actually have a computer for the remainder of this year- and the next thing coming will be a big mechanical update I've been putting off for a while. Right now NPC's are programmed entirely outside of the actual vore framework, in this hackish nature meant to imitate it- having them adhere to it properly will allow for me to program in a lot of things that should be shared across, like more coherent digestion or transformations, without doing a ton of extra work. It'll take a little while.
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Re: Working on a Text Game

Postby Oddball » Wed Nov 04, 2015 10:27 pm

Please put a version up on the site when you can, I'm dying to try it out!
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Re: Working on a Text Game

Postby ArgobargSoup » Wed Nov 04, 2015 10:43 pm

Zixer wrote:As for progress, I probably will not actually have a computer for the remainder of this year- and the next thing coming will be a big mechanical update I've been putting off for a while. Right now NPC's are programmed entirely outside of the actual vore framework, in this hackish nature meant to imitate it- having them adhere to it properly will allow for me to program in a lot of things that should be shared across, like more coherent digestion or transformations, without doing a ton of extra work. It'll take a little while.


An overhaul of NPC stuff? Right in the middle of the self insert edit I'm making :p Sounds interestin'. Can't wait ta see it! :D

Hope yer computer issues don't last too long!
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Re: Working on a Text Game

Postby Cygni » Sun Feb 21, 2016 5:28 pm

I hope this isnt another dead vore game to throw on the pile >:P Too many people give up on their work.
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Re: Working on a Text Game

Postby armageddondevil » Fri Jul 08, 2016 3:46 am

I cast a necromancy spell on thee!!!




please?
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Re: Working on a Text Game

Postby Zixer » Sat Jul 09, 2016 9:40 am

I have a bad computer! I can on occasionally borrow someone else's (who has quest, fortunately) and do some work on a remote project file, but it's slow going! Things have been ramping up recently though, we'll see.

I suppose I can spare you a status update. I messed with the whole vore object inheritance system, and that means a few things, one of which is that unbirth transformations now work inherently! Spending the night in someone's womb, unless they're explicitly flagged not to do so, now gives you their species. There's also support for body types on top of species, such as taur, goo, draconic, etc. I also reworked the intro to make it easier to manipulate character creation, and the whole process is a lot prettier. You also no longer lose on death and there's a quick start if you don't want to deal with character creation.

Before I release, I'll be adding:
-manual digestion flags. I need this for logistical reasons.
-better text formatting to discern between types of messages. I need to seperate the rpg/text/status messages a bit.
-better interactions between the two pcs. This includes longer text for personal vore times and also setting preferences (I want you to struggle or not, etc)
-a dungeon
-actually finishing up that whole thing with Kerva, where she starts offering "spelunking" "tours"
-classes for the rpg system. They'll be descriptions and actual functionality will come much later, though.

All of these tasks are pretty easy to take care of, but I don't have a lot of time. I'll update here as things change.
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Re: Working on a Text Game

Postby uents » Tue Jul 12, 2016 7:28 pm

Didn't think this was still being worked on, cool.
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Re: Working on a Text Game

Postby eeveerocks1000 » Tue Jul 12, 2016 8:12 pm

i cant wait.... i love taurs!
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Re: Working on a Text Game

Postby armageddondevil » Sat Jul 16, 2016 2:58 am

Zixer wrote:I have a bad computer! I can on occasionally borrow someone else's (who has quest, fortunately) and do some work on a remote project file, but it's slow going! Things have been ramping up recently though, we'll see.

I suppose I can spare you a status update. I messed with the whole vore object inheritance system, and that means a few things, one of which is that unbirth transformations now work inherently! Spending the night in someone's womb, unless they're explicitly flagged not to do so, now gives you their species. There's also support for body types on top of species, such as taur, goo, draconic, etc. I also reworked the intro to make it easier to manipulate character creation, and the whole process is a lot prettier. You also no longer lose on death and there's a quick start if you don't want to deal with character creation.

Before I release, I'll be adding:
-manual digestion flags. I need this for logistical reasons.
-better text formatting to discern between types of messages. I need to seperate the rpg/text/status messages a bit.
-better interactions between the two pcs. This includes longer text for personal vore times and also setting preferences (I want you to struggle or not, etc)
-a dungeon
-actually finishing up that whole thing with Kerva, where she starts offering "spelunking" "tours"
-classes for the rpg system. They'll be descriptions and actual functionality will come much later, though.

All of these tasks are pretty easy to take care of, but I don't have a lot of time. I'll update here as things change.

Yay!
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Re: Working on a Text Game

Postby Zixer » Mon Jul 18, 2016 3:29 pm

Still working. Changed my mind on some of the stuff I have planned.

Stuff I've put in:
-A plot lizard
-Changes to how Shara talks to you. You can stick around and ask her things.
-Formatting!!!
-Made it way easier to eat foes
-You now pick when to digest things you've eaten

Stuff I'm not adding yet:
-Classes. Next update will probably be the big rpg update.
-Player interaction text. Focusing more on content. I really don't know how much of the players, instead of going out into the world and messing with all the edibles therein, would rather sit in a room and play with themselves.
-Please don't answer that.

Stuff I will add before I post a thing:
-Sewer dungeon. Incl. goo.
-Kerva dungeon. Incl. unbirth.
-A cult. Incl. questionable doctrines.

Kerva dungeon is questionable. Might just expand her encounter instead.
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Re: Working on a Text Game

Postby uents » Mon Jul 18, 2016 8:00 pm

Hopefully the snakes that devour worlds are gone, the rpg mechanics seem very intersting
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Re: Working on a Text Game

Postby armageddondevil » Tue Jul 19, 2016 2:35 am

can't wait for Kerva!
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Re: Working on a Text Game

Postby Zixer » Wed Jul 20, 2016 4:57 pm

uents wrote:Hopefully the snakes that devour worlds are gone, the rpg mechanics seem very intersting


? Game still has snakes; what about them do you mean?
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Re: Working on a Text Game

Postby uents » Wed Jul 20, 2016 8:55 pm

Zixer wrote:
uents wrote:Hopefully the snakes that devour worlds are gone, the rpg mechanics seem very intersting


? Game still has snakes; what about them do you mean?

Just hoping that those snakes that ran around glitchly eating everything aren't there anymore
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Re: Working on a Text Game

Postby Zixer » Thu Jul 21, 2016 5:09 pm

uents wrote:Just hoping that those snakes that ran around glitchly eating everything aren't there anymore


Oh; that's intended behavior. If you're still spotting glitches with that though please let me know!
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Re: Working on a Text Game

Postby Zixer » Thu Jul 28, 2016 12:19 pm

Blah, finally done with kerva's new content. It's not "Done" done, there's stuff I'll be adding to the new area and a way to resolve the whole plotline introduced, but that's for another day. There's a couple of unbirth scenes.

I've got a sewer dungeon to add next, which should be a bit simpler. There's one enemy with some complicated mechanics, but that shouldn't be too hard. This is the first instance of the game where the player can start messing with the new body mechanics- I've also been trying to decide if I should include more of that in this update; maybe some way to get ahold of a taur form?

Besides that, I just have a cult to introduce, which boils down to several vore scenes, exposition, and a new mechanic. We'll see how it goes.
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