Update (or non-update) on Vore Game
9 years ago
I know you're all just dying to hear news from me about my Vore Game, but I haven't been working on it lately. By no means is it discontinued, but don't hold your breath for the next version to all of a sudden come out.
The plan is still to go with creating a single character mode. Someone submitted a boss for use in SCM, so at least that part is taken care of from the creative standpoint.
I have ideas of my own, but I'm wondering if anyone has any items or spells they might like to see. This'll be a similar "combat engine" to certain other text RPGs out there, or like Final Fantasy with your choice of Fight, Magic, or Item.
My thought is that magic is somewhat weak, but the mana recharges, while Items are somewhat stronger, but you only get a few. I can include the standard heals and direct-damage, but does anyone want to see something more exciting?
The plan is still to go with creating a single character mode. Someone submitted a boss for use in SCM, so at least that part is taken care of from the creative standpoint.
I have ideas of my own, but I'm wondering if anyone has any items or spells they might like to see. This'll be a similar "combat engine" to certain other text RPGs out there, or like Final Fantasy with your choice of Fight, Magic, or Item.
My thought is that magic is somewhat weak, but the mana recharges, while Items are somewhat stronger, but you only get a few. I can include the standard heals and direct-damage, but does anyone want to see something more exciting?
FA+

-Being able to distract the boss by an item/a spell or just talking. This would decrease it's accuracy and it's defence for some turns, but it would has less chances to succeed everytime you use it.
-Hurting and taunting the boss would increase it's dammage, but decrease it's accuracy and add a chance for him to hurt himself. The effects would stack.
The second sounds like it might work better on an individual boss basis, but it can certainly be done.