Text RPG feedback
12 years ago
"Some are born great, some achieve greatness, and some have greatness thrust upon them."
-William Shakespeare
Okay, so I know I might have said that I wasn't going to talk much design and such on the game until I got the programming sorted out, but then I realized that perhaps wasn't the best approach. I mean, I kinda do need to design the thing so I know what to program, right? Otherwise I could be doing a lot of rewriting. So what I thought was to get some feedback from some of you, my watchers, who are going to be the ones to likely first see this game, hopefully play it, and with any luck, enjoy it. I'm not going to go into full mechanics discussion, but do note that at it's core, the mechanics are RPG inclined.
As this will be furry based, and RPG inclined, making a character is part of the beginning. So, should race/species selection be integrated into the mechanics, with bonuses and perks and the like unique to various species, or be left purely cosmetic? The former adds a bit more depth in the mechanics, but I can only account for so much. The latter makes the programming easier as it's simply a variable and some form of selection, but means the only difference between the varied species of the fandom is some text in how you're addressed/described, no statistical difference between, say, a mouse and a dragon.
Next, I was looking to sprinkle in a little realism into the game. Just a little, considering vore is involved. The current plans include having the vore types of Oral, Anal, CV, UB, Tail, and Engulf/Absorb (the biggest ones; more exotic forms may be added at a latter time). By my reasoning, only Tail and Oral seem really fit for a middle of combat thing, so I ask; Is this an instance where you feel I should throw logistics to the wind and allow all vore types at all times to make things equal, or actually differentiate the vore types on how they're performed? The former allows for more freedom and, to a degree, easier voring but makes the different vore types largely a cosmetic choice, while the latter helps distinguish them some but may make it trickier for those who prefer the "non-combat" forms to be used earlier in the game (as this route would eventually lead to combat capability for all types through character advancement).
Because the game has a level of continuity that lasts for a long period of time, I've been contemplating how to handle digestion (yes, the game functions of the assumptions of Soft Vore Implied Digestion, as in it's explicit that it happens, but the details are as much there as you looking at your stomach after a big meal). What are your thoughts on how to work with it? My thoughts were that digestion would take awhile; you can keep exploring, but you'll be too full to vore anything else for a while until most/all of your meal has been processed (a lot faster than realistic digestion rates, mind you, but still some time). Should it instead be instant so as to be always vore capable? Be a matter of minutes? Hours? I'd love to get your thoughts on the matter, as it's one thing to handwave in comics and sequential art when there is minimal continuity between scenarios, but that there are no such breaks in this game does make it a mild conundrum.
And lastly for now, do you feel that the grab/intake of combat vore should just be a matter of text explaining hit/miss, or should that struggle be actually represented in mechanics some way? I have a plan for the retention of struggling prey, but was unsure if the grab and swallow (into various orifices) should be a matter of mechanics or simply description.
I would love to hear your thoughts on any of the questions and thoughts above, or even share your own thoughts as to mechanics or how to best incorporate vore into game mechanics. Also, if you are interested in seeing the design so far, I may be persuaded to try to collect and organize it to display either in another journal or a submission.
As this will be furry based, and RPG inclined, making a character is part of the beginning. So, should race/species selection be integrated into the mechanics, with bonuses and perks and the like unique to various species, or be left purely cosmetic? The former adds a bit more depth in the mechanics, but I can only account for so much. The latter makes the programming easier as it's simply a variable and some form of selection, but means the only difference between the varied species of the fandom is some text in how you're addressed/described, no statistical difference between, say, a mouse and a dragon.
Next, I was looking to sprinkle in a little realism into the game. Just a little, considering vore is involved. The current plans include having the vore types of Oral, Anal, CV, UB, Tail, and Engulf/Absorb (the biggest ones; more exotic forms may be added at a latter time). By my reasoning, only Tail and Oral seem really fit for a middle of combat thing, so I ask; Is this an instance where you feel I should throw logistics to the wind and allow all vore types at all times to make things equal, or actually differentiate the vore types on how they're performed? The former allows for more freedom and, to a degree, easier voring but makes the different vore types largely a cosmetic choice, while the latter helps distinguish them some but may make it trickier for those who prefer the "non-combat" forms to be used earlier in the game (as this route would eventually lead to combat capability for all types through character advancement).
Because the game has a level of continuity that lasts for a long period of time, I've been contemplating how to handle digestion (yes, the game functions of the assumptions of Soft Vore Implied Digestion, as in it's explicit that it happens, but the details are as much there as you looking at your stomach after a big meal). What are your thoughts on how to work with it? My thoughts were that digestion would take awhile; you can keep exploring, but you'll be too full to vore anything else for a while until most/all of your meal has been processed (a lot faster than realistic digestion rates, mind you, but still some time). Should it instead be instant so as to be always vore capable? Be a matter of minutes? Hours? I'd love to get your thoughts on the matter, as it's one thing to handwave in comics and sequential art when there is minimal continuity between scenarios, but that there are no such breaks in this game does make it a mild conundrum.
And lastly for now, do you feel that the grab/intake of combat vore should just be a matter of text explaining hit/miss, or should that struggle be actually represented in mechanics some way? I have a plan for the retention of struggling prey, but was unsure if the grab and swallow (into various orifices) should be a matter of mechanics or simply description.
I would love to hear your thoughts on any of the questions and thoughts above, or even share your own thoughts as to mechanics or how to best incorporate vore into game mechanics. Also, if you are interested in seeing the design so far, I may be persuaded to try to collect and organize it to display either in another journal or a submission.
Off topic: Haven't heard much of you anymore. Is writing still being a hard thing for you? By the way, I have recently been adjusting some stuff of my Beasterian encyclopedia, and I saw the comment of you that you were still going to read and give me your thoughts about what you think of it. Not to sound like a whiner, but are you still planning to read it someday?
As for personal stuff, well, I did get something posted on Halloween, so it's not like I've been silent, though writing still isn't coming to me as easily as it used to. As for your works, I have to admit that it keeps slipping my mind, which I realize isn't much of an excuse.
And just why is it keeping slipping your mind that, you know, said you were going to read it through and then give me your thoughts about it? I mean this doc of mine has been around for months, so I'm sure you had plenty of time to check it out. Are you still interested to read it though?