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The Big Poll, Or, What Game Am I Going To Develop Next? You Decide!

🕑 Added 2023-09-16 04:51:18 +0000 UTC
The Big Poll, Or, What Game Am I Going To Develop Next? You Decide!

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Queen Kyobi

Hi! Thank you for leaving such a wonderful comment. It gives me a warm fuzzy and happy feeling that people care enough about what I want to do here and that it has enough meaning for someone to leave a thoughtful comment like this. I also miss Vorevival. Funnily enough out of everything I've made it's probably the thing that has been referenced/easter egg'd the most through my work. Rachel reappeared in Tiny Furry World (or she was there first and kinda got converted to Vorevival? can't remember which) and even if she didn't there's a poster for a game called 'Super Vorevival' in the background of one of the scenes in that game too. I think that this is proof at least that it's rattling around my mind somewhere... Out of all of the games that I've made it would definitely benefit the most from being moved to a new framework. Twine was not great for an RPG - mostly because I wasn't really great at using it - but now that I have a better handle on data structures and all that good stuff it wouldn't be anywhere near as clunky as it used to be. I would want it to feel smooth and fresh and it would not be white text on a black background and nothing else since I've got a better handle on visual stuff these days. With that being said, though, I'm definitely seeing VV as something to work on in the near future. I mentioned it in the other comment but I already have some basic code hashed out for it and the rest wouldn't be out of my range to write. I think even as a smaller and more focused project (rather than a big thing) it would be both rewarding to make and fun to play. If it's smaller and more focused I can also focus on making it feel really slick, which I'd love to do because I adore slick-feeling RPG gameplay. I didn't want to spoil too much about Tiny Quest. To the comment that I accidentally deleted I think I probably showed my hand a bit too much about some of the games surprises, BUT if I end up going ahead with Quest I do plan on making it a much more exciting game than it was before and tweaking the setting a bit to make it a little less... hateful to micros? While still keeping the same sorta grimy vibe. I plan in the new version of Quest for Hellev to be a fairly small part of it all also. I kinda wanna create that Vorevival feeling of being able to explore random places and get random encounters, so there's a good chance that there will be a map with both fixed locations and cool little dungeons that you can get random events and such in. This is just spitballing and I didn't put any of this in the proposal because I'm really not sure how it'll look yet and I don't want to make too many promises, BUT I want to make the RPG mechanics feel meaningful. There's no point getting better gear and stats if there's nowhere to explore with them after all, right? I'm not one hundred percent sure how new Quest will look or what it will entail... other than that it will be both very different to the original while keeping the same sorta... feel, I suppose? Over the next few months as things get fleshed out - providing I go ahead with it in the first place - I'll be letting people know more about how the various mechanics of the game will work. Right now all three of these projects are just loose code, and I'd like to have a little more than that fleshed out before I start showing them off properly. Anyway! Thank you, as always, for the lovely comment. It's always a treat to get one from you because I know you'll have either something insightful or amusing (or both) to say.

Queen Kyobi

Someone made an absolutely excellent comment and I accidentally deleted it like a complete moron. I am going to post my reply to it here anyway but I just want to make it really clear that it wasn't deleted out of spite it was just a stupid accident. Sorry about that... This was an extremely well thought out post and was honestly a joy to read. Apologies that it's taken me a few days to get to a reply but I wanted to make sure I had the time to address everything or at the very least most of what you said to try and give you my own thoughts on the interesting things you brought up. To the first point about the natural micro in a world where death isn't the immediate response, I agree that's extremely interesting. One of the things that I found a little rigid when it came to writing the original Tiny Quest was that the response to micros was brutal. If I go ahead with developing Quest again then this is something that I will adjust because I think it tends to make interacting with macros a touch too predictable. I enjoy sadistic characters but having to justify the majority of them being sadistic became extremely tiresome. With that being said, though, I did think the objectification of micros that occured in that setting was interesting - the betting game in the town square was fun to write for example. I can't get into too much because I don't want to spoil some of the more surprising things about the games plot that I have in mind, but you can expect some exploration of that whole macro/micro society thing on a level beyond cruelty. This doesn't mean zero sadistic characters, though... just less of them. Again, without going into it too much because I don't want to spoil, a difference between the new version of A Tiny Furry Quest and the old version is that the player won't be randomly shrunk anymore because honestly I think I've kinda already explored that concept a bunch in Huge World. I originally had a paragraph in the pitch post for the game about this, but I decided to cut it for the sake of brevity - but the main character in this game will be a natural micro with the (extremely rare) ability to change into a regular sized person via an enchanted object. Sometimes this enchanted object will be taken away from the player for various reasons but when you do have ahold of it you'll be able to shrink/grow at will. I think that this will be very interesting for puzzle/exploration stuff as well as adding an interesting risk/reward element to the gameplay overall. I completely agree with the ineptitude statement. I do very much enjoy that the protagonist in Tiny World is a clueless idiot because it leads to humorous writing and an ease at setting up certain scenarios, but, at the same time, the open sandbox approach of the game makes it feel more like a vore gallery simulator than, well, a game. This is something that I will be trying to avoid in the next game, whatever it ends up being. I could ramble on about how I plan on doing that for a while but since this reply is already pretty long I'll just say that the RPG mechanics and the plot and the general drive for advancement will be what opens up the vore scenes rather than stupidity. This might end up leading to less vore/paw/etc scenes overall but it will also make the vore/paw/etc scenes feel more meaningful, I think. There will be a handful of scenes locked behind blatantly stupid choices, though. It's just not going to be the focus, especially since I plan on the protagonist being a little more capable (and growing more capable as the game goes on) in whatever the next game is. I think that being thrust into a sticky situation that's hard to get out of is better than throwing yourself into one. On Vorevival, even if I don't go ahead and develop it at this stage, I will be developing it as some point in the future, likely just as a smaller and neater project. It's an idea that I've had rattling around in my head for a while to the point where I even have a bit of code wrote up for it, so my mind is sure to drift and fixate on it at some point. If I've learned anything over the past few years it's that I can't really work on a big project without swivelling off onto other smaller projects every once in a while. I think I've hit everything I wanted to hit. Thank you again for the comment, it really was a blast to go through it and think about it all. It's both humbling and heart warming to know that people enjoy and anticipate my work enough to leave such thoughtful feedback.

Sam

I miss Vorevival, that was really fun and what got me hooked on your work. I remember seeing TFHW first, but didn't play it a whole lot and found this neat little Vorevival game you made and played the crap out of that. Really good stuff in that one, and I like the futuristic idea, but as you said TFHQ is unfinished business. As of today VV is in a pretty sad last place, which makes me think that either people don't remember it, or they see it in a poor light because it was made when you were less experienced. I think I might be falling into the latter now that I'm ruminating on it. TFHQ is shiny and cool and has a lot of neat stuff you've baked into the world, and of course I want to see it fleshed out! However, that fact makes me think that you could make VV into something fresh and new with a malleable framework and all of the potential that comes with the idea. Reading back and forth, if I oversimplify it in my mind, this seems like a battle between settings. An RPGish more story oriented game set in a medieval town that hates your guts, or an RPGish more open worldish game set in a futuristic bar where you have variety on whether or not people hate your guts. I don't know... I like the weird TF stuff that I saw in TFHQ and the general writing and all of that, but again I think I'm circling back to my judgement being clouded by the fact VV was made so early on in your writing development, and didn't have some of these ideas and smooth gameplay implemented. And I'll stop myself before I even start talking about TFHW2. I'm just spraying my thoughts haphazardly on this text box, paragraphs growing out of control, and not really asking anything and I think I'm out of "helpful"(if you will) input on the subject matter. Maybe it's nostalgia, maybe it's me being contrarian, or maybe I'm right in that the idea is sound, whatever the case, I'm rooting on Vorevival.


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