Snackrifice Stuff
4 years ago
Hi everyone,
Thanks for the incredible attention and support you've given to Snackrifice so far, it does mean a whole entire lot 🙏
While I'm not working on Snackrifice at the moment I feel a bit less weary about the idea of working on it given the super positive reception so far
I don't know if this journal is a good idea but to those who've played it plenty/through; what kind of things do you think it needs the most to be developed?
Things I can think of:
- More party member based enemies - an idea from Jit about having alternate/copycat/bizzarro character copies of party members as enemies - like Effi
- More original enemies - like I don't know, snakes, snakemen, big gangs of slimes that feed themselves to you
- Bosses - Nyth (large dragon lady you see at the start on the left) is supposed to be a boss in the caves later on, plus one or two others
- Battle balancing - CriticalGut helped a ton with balancing but I'm sure people wanna get ate more, maybe make it less likely to escape + add a way to lower HP in debug room?
- Flesh out scenes - like the Pizza delivery to Ross and the Oriffice, Emmi and GeeGee stuff etc
- More map stuff - making the forest a proper maze with actual trees, trying to fix that stealth Mewseum thing (plugin makes the frames drop like crazy)
- More NPCs - I'd like NPCs just hanging around the place, I can get permission from people already involved but could have others (like yours) in it though with the amount of people that'd want in I'd probably have to charge a bit just not to get swamped (maybe $10 for a non-rotating 3-frame animation, place in Snackrifice map and dialogue, with a bit more charge if they're in a freely rotating area?)
- Music - while I do music I'd have no clue what do for Snackrifice, Jit did a nice lil city song for it I haven't used
- Add more Party Members - outside of the already-hard-coded spaces I don't see many more getting in right now - party members take 2 days to just hard-code as well as having just under 400 sprites, then there's the dialogue interaction and move sets, how the moves work, how the sprites move and all that - it's the reason I burnt out as we got *17* full ones already - of course if you want to do those sprites for me in the same style and think up all the moves I'd add them in eventually (also enemies are easier to do as they have less sprites and no real hard-coding)
Speaking of hard-coded party members, you may have noticed there's spaces in the debug room; that's because some characters aren't finished, the partly finished characters who already have a place are for Miso (base size sprites mostly done), Delirio (who swaps between OV/AV/CV/UB/TV at random and is AI controlled, v complex), Range, (no idea what do with) Cyat and Tara
There's so much to consider that I kinda shut down with it (and started a different non-vore game to get away from the stress and am now working on that full-time) but I'd like to hear what you guys would like to have in Snackrifice, keeping in mind the limitations you've seen already in-game, I'm pretty much a one-peep team with next to no graphical or """coding""" help, though I can get some help everyso often it's mostly just down to me
There's a lot of work behind the scenes I did that isn't in game and may never be, due to people dropping out, never getting back to me or me having to unfortunately cut/switch character roles around (17 player character slots with only like 5 enemies is pretty bleh really)
But yeah lemme know if anything jumps out or you have anything in mind 👍
Thanks for the incredible attention and support you've given to Snackrifice so far, it does mean a whole entire lot 🙏
While I'm not working on Snackrifice at the moment I feel a bit less weary about the idea of working on it given the super positive reception so far
I don't know if this journal is a good idea but to those who've played it plenty/through; what kind of things do you think it needs the most to be developed?
Things I can think of:
- More party member based enemies - an idea from Jit about having alternate/copycat/bizzarro character copies of party members as enemies - like Effi
- More original enemies - like I don't know, snakes, snakemen, big gangs of slimes that feed themselves to you
- Bosses - Nyth (large dragon lady you see at the start on the left) is supposed to be a boss in the caves later on, plus one or two others
- Battle balancing - CriticalGut helped a ton with balancing but I'm sure people wanna get ate more, maybe make it less likely to escape + add a way to lower HP in debug room?
- Flesh out scenes - like the Pizza delivery to Ross and the Oriffice, Emmi and GeeGee stuff etc
- More map stuff - making the forest a proper maze with actual trees, trying to fix that stealth Mewseum thing (plugin makes the frames drop like crazy)
- More NPCs - I'd like NPCs just hanging around the place, I can get permission from people already involved but could have others (like yours) in it though with the amount of people that'd want in I'd probably have to charge a bit just not to get swamped (maybe $10 for a non-rotating 3-frame animation, place in Snackrifice map and dialogue, with a bit more charge if they're in a freely rotating area?)
- Music - while I do music I'd have no clue what do for Snackrifice, Jit did a nice lil city song for it I haven't used
- Add more Party Members - outside of the already-hard-coded spaces I don't see many more getting in right now - party members take 2 days to just hard-code as well as having just under 400 sprites, then there's the dialogue interaction and move sets, how the moves work, how the sprites move and all that - it's the reason I burnt out as we got *17* full ones already - of course if you want to do those sprites for me in the same style and think up all the moves I'd add them in eventually (also enemies are easier to do as they have less sprites and no real hard-coding)
Speaking of hard-coded party members, you may have noticed there's spaces in the debug room; that's because some characters aren't finished, the partly finished characters who already have a place are for Miso (base size sprites mostly done), Delirio (who swaps between OV/AV/CV/UB/TV at random and is AI controlled, v complex), Range, (no idea what do with) Cyat and Tara
There's so much to consider that I kinda shut down with it (and started a different non-vore game to get away from the stress and am now working on that full-time) but I'd like to hear what you guys would like to have in Snackrifice, keeping in mind the limitations you've seen already in-game, I'm pretty much a one-peep team with next to no graphical or """coding""" help, though I can get some help everyso often it's mostly just down to me
There's a lot of work behind the scenes I did that isn't in game and may never be, due to people dropping out, never getting back to me or me having to unfortunately cut/switch character roles around (17 player character slots with only like 5 enemies is pretty bleh really)
But yeah lemme know if anything jumps out or you have anything in mind 👍
FA+

Also I'd absolutely love to see more with Nyth!
That way you wouldn't have to mess around with the original combat balance perhaps?
But my second, and honestly what should be considered my main thought, is fleshing out the scenes you already have, cause I wanna see what you had fully planned for them!
No pressure to do anything soon, though!
Btw really enjoying the game so far, good work!
- I think the only real issue I had is with 3DMV. At times the dynamic camera threw me off for a second and I would walk into a wall.
- Less of a real issue and more of just a simple nitpick, but some Element/State SFX are way too long, 2 of them if I remember essentially being short music loops.
I'm really interested in this game and would like to see more content from it. So far, for a demo you've done a really great job.
Also yeah it took like 8 months and adding a new party member took 2-3 days for just the hard coding, I learnt a lot but most of it is just that RPG Maker is awful, the devs should do some very basic stuff (like making the database window resizable so we can SEE the battle event tabs properly) and that I wish I was using Unreal... but yeah I'm v glad you think so highly of it, I deffo did try my best, just I set it up in such a way that SO much work is needed for anything that I'm just kinda out of motivation entirely on it (and working on other stuff)...
I wish you the best on your other project though and I'll be looking forward to hearing more about it!
With the help part, I just mostly assume battle/gameplay balancing and map design since I kind of have a semi-decent knowledge of those two lul.
And yea maybe if I ever go back to it, I'm very glad people like what I did, I just got no energy for it anymore and there's a pressure to it because it has other people involved and all that expectation n things