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Enemies
Aug 23, 2015 2:14:08 GMT -5
Post by goran on Aug 23, 2015 2:14:08 GMT -5
I imagine the stuff underground could get quite weird, stuff like mimics, slimes, giant insects, etc. As for treasures, maybe a there was once a palace in the mountains (I imagine the underground would be the most easily accessible from there) that got mostly swept away in some landslide or other, all except for the treasure room and a few deep catacombs that were buried, and later subterranean creatures burrowed into it.
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Enemies
Aug 25, 2015 1:34:06 GMT -5
Post by ano on Aug 25, 2015 1:34:06 GMT -5
Also, what about dungeons? Some non-ingestible enemies? Perhaps, but filling the dungeon with non-ingestible enemies in a game such as this may not seem preferable. Packs of enemies of course could perhaps be the main threat in dungeons along with mini-bosses and bosses, as per usual. There could of course always be treasure to be found among dungeons, whether it be food, items, or even special events in addition to the normal quest rewards (although this may be a little bit too generous) with the occasional trap or mimic to trick players. We've made it clear that the Vore perk is something we will be working very hard to make, but that doesn't have necessarily to stop there. We might have more perks to enhance previous perks, so if you are into vore, the game doesn't just end when you get that perk. One of those supporting perks might be just that, the ability to ingest inedible enemies, maybe even digest them.
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Erikon
Waifish Traveler
Posts: 11
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Enemies
Sept 10, 2015 11:29:01 GMT -5
Post by Erikon on Sept 10, 2015 11:29:01 GMT -5
Hm...I think we're missing something thats synonymous with games and stories that are based on weight gain: Slimes. Would it be possibly for the game to have slime type enemies with varying sizes, flavors, effects etc. (if this has already been mentioned, I apologize)
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Enemies
Sept 10, 2015 12:46:29 GMT -5
Post by Kazan on Sept 10, 2015 12:46:29 GMT -5
I don't think it's been mentioned, but a generic slime is the first placeholder test enemy I've made. XD
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Enemies
Sept 10, 2015 13:35:31 GMT -5
Post by droark on Sept 10, 2015 13:35:31 GMT -5
I don't think it's been mentioned, but a generic slime is the first placeholder test enemy I've made. XD Pft. We Dragon Quest now.
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Erikon
Waifish Traveler
Posts: 11
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Enemies
Sept 10, 2015 14:40:24 GMT -5
Post by Erikon on Sept 10, 2015 14:40:24 GMT -5
XD ooooh great . Glad to hear it ^^ sounds good, but could we expand upon generic model? Obviously blueberry and lemon are used a lot, but what about lime or raspberry, and they could have their own effects like the blueberry slimes stickiness?
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Enemies
Sept 10, 2015 15:15:33 GMT -5
Post by Kazan on Sept 10, 2015 15:15:33 GMT -5
Oh of course. The generic one is just a text/example.
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Enemies
Sept 11, 2015 5:57:03 GMT -5
Post by goran on Sept 11, 2015 5:57:03 GMT -5
Can we have a copy of the fight sequence so we can create our own?
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Enemies
Sept 11, 2015 8:50:31 GMT -5
Post by Kazan on Sept 11, 2015 8:50:31 GMT -5
It's not so much a copy of a sequence so much as it is variables that need to be filled. That said, all of those variables are still tentative as to what actually is and isn't needed. Regardless, I'll try to post an example enemy at some point tonight when i have time.
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Erikon
Waifish Traveler
Posts: 11
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Enemies
Sept 11, 2015 10:09:39 GMT -5
Post by Erikon on Sept 11, 2015 10:09:39 GMT -5
Oh of course. The generic one is just a text/example. ^^ can't wait to see them then.
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Enemies
Sept 11, 2015 20:12:46 GMT -5
Post by Kazan on Sept 11, 2015 20:12:46 GMT -5
This is what an enemy looks like in the code:
"Slime" : new Enemy( { name : "Slime", startText : "This is a test enemy.", endText : "You have defeated the slime.", atkText : "The slime springs into the air, landing on you with a jiggly thud before reeling back to prepare its next strike.", loot : [ItemDefinitions.getItem("Red Potion")], maxHP : 30, atk : 30, def : 2, agi : 1, dex : 3, exp : 10, gold : 5}) Of course, you don't need to write it like this unless you want to. Ano may or may not make some other syntax for this. The important part, though, is that all enemies require the following information as a bare minimum:
name:String - The name of the enemy. startText:String - The text that is displayed upon initial encounter with the enemy. endText:String - The text that is displayed upon defeating the enemy. atkText:String - The text that is displayed when the enemy performs its basic attack on you. There should probably be multiple different atkTexts for the sake of variation. maxHP:Integer - The enemy's max health. atk:Integer - The enemy's attack. Used to calculate damage it deals. def:Integer - The enemy's defense. Used to calculate damage it takes. agi:Integer - The enemy's agility. Used to determine who goes first. dex:Integer - The enemy's dexterity. Used to calculate chance to hit and how erratic its damage is. exp:Integer - The amount of experience rewarded for defeating the enemy. This list is likely, and almost definitely, going to change as I flesh out how combat works. Among those changes, a defeatText should probably also be added for if the player dies. Also, please note that these values and texts are only meant for testing purposes (the texts should be longer/more interesting, for example). They do not mean much and are a bad example to use as a baseline. That said, you can just throw numbers in as long as they seem appropriate relative to each other. Actual balance of game mechanics and such involve lots of math (And here you thought you'd never need math for fat furry fetish game! Stay in school, kids.) that still needs to be done.
In addition to those parameters listed above, there are also some optional parameters:
loot:List of Items - A list of items that the enemy can drop. Drop chance will also be a thing later, so feel free to include a percent chance to drop specific items as a decimal value. gold:Integer - The amount of gold rewarded for defeating the enemy. skills:List of Skills - A list of skills that the enemy can use. This should be the fun part. However, skills have not yet been implemented at all, but don't let that discourage you from coming up with skills. There is currently a new, very robust system in use for items that allow for complex effects that could very easily be used for skills as well. Again, this list is almost definitely going to change in the future. Vorability (I'm making that a word now if it isn't already among voraphiles), among other things, is going to be a thing as well. The value for such a parameter would probably just be an integer value corresponding to the minimum required stomach capacity with -1 being not vorable at all.
For now, that's all I have. I'll probably have either Ano or Droark make an official post on enemy submissions soon, but I'll just leave this as a preview or something for now.
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Enemies
Sept 12, 2015 13:58:18 GMT -5
Post by goran on Sept 12, 2015 13:58:18 GMT -5
Maybe instead of a including so many texts, you make the initial encounter an event, that then creates an enemy. This would allow you some freedom as to how combat starts.
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Enemies
Sept 12, 2015 15:00:35 GMT -5
Post by kallekat on Sept 12, 2015 15:00:35 GMT -5
Maybe instead of a including so many texts, you make the initial encounter an event, that then creates an enemy. This would allow you some freedom as to how combat starts. It should already be possible to make events trigger combat. I believe this has been stated in earlier posts The way it works is that when you move onto a tile, there will be x amount of different scenarios which each happen x percent of the time. Thus, ''events'' and just stumpling into a creature, are basically the same thing happening codewise. They are both ''events'' in terms of how they happen. For the record, I think combat should be able to trigger events, and events be able to trigger combat. Both should be totally viable already from what I've read. Your freedom of writing is total!
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Enemies
Sept 12, 2015 15:06:48 GMT -5
Post by Kazan on Sept 12, 2015 15:06:48 GMT -5
This is simply an example of what an enemy looks like in code. It only includes the information needed to start combat, not how combat actually starts/works. Don't bother worrying yourself with that.
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Enemies
Sept 13, 2015 7:15:02 GMT -5
Post by goran on Sept 13, 2015 7:15:02 GMT -5
However, these are simple encounters, as soon as they trigger, you're in combat, whereas I prefer a system where in many cases you can choose to engage in combat or avoid it at the wont of the player.
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