
New Struggle Mini Game Design (For turn based RPG)
So basically I was playing Abiotic Factor, with a poop mini game that had a simple and stupid bar but somehow it gave me this amazing idea for struggle design in a vore rpg LOL.
This is the design I came up with for a vore mini game during a turn based vore rpg.The theme/color/overall detail is not final but the layout is about right.
Basically the combat is turn based (for attacks or attempts to grab prey) but when someone is eaten a mini game pops up to struggle (which is live action game play like barbftr in a way).
After winning or losing the mini game, it will determine what happens to the character. (Get damaged while staying trapped, escape the predator, or be digested at end of turn.)
Things like how much stamina and hp would be lost after the prey escapes.
Hearts shown in the mini represent the Percentage of the total possible hp loss the character can take at the end of the turn.
Each heart represents 10% of the total hp that can be lost, so if you eacape with 5 hearts you take 50% of the total digestive damage you are going to get that turn.
So the actual hp value lost from the turn is shown to the left of the hearts.
For example if the value to the left of the hearts was 30% and you escaped with 5 hearts (50%) you would take a total damage of 15% of your hp. (Half of the 30% max damage possible.)
Keep in mind that stamina and max stamina not only effects the ability to struggle during the mini games but also the actions you can take during combat.
This hud is designed so you can see everything you need to know, so you can focus on your landing your input struggles.
However it's also important to know things like current hp left, what happens if you let the arrow bounce off the side of the bar or if what happens if you struggle in a certain direction.
This is the design I came up with for a vore mini game during a turn based vore rpg.The theme/color/overall detail is not final but the layout is about right.
Basically the combat is turn based (for attacks or attempts to grab prey) but when someone is eaten a mini game pops up to struggle (which is live action game play like barbftr in a way).
After winning or losing the mini game, it will determine what happens to the character. (Get damaged while staying trapped, escape the predator, or be digested at end of turn.)
Things like how much stamina and hp would be lost after the prey escapes.
Hearts shown in the mini represent the Percentage of the total possible hp loss the character can take at the end of the turn.
Each heart represents 10% of the total hp that can be lost, so if you eacape with 5 hearts you take 50% of the total digestive damage you are going to get that turn.
So the actual hp value lost from the turn is shown to the left of the hearts.
For example if the value to the left of the hearts was 30% and you escaped with 5 hearts (50%) you would take a total damage of 15% of your hp. (Half of the 30% max damage possible.)
Keep in mind that stamina and max stamina not only effects the ability to struggle during the mini games but also the actions you can take during combat.
This hud is designed so you can see everything you need to know, so you can focus on your landing your input struggles.
However it's also important to know things like current hp left, what happens if you let the arrow bounce off the side of the bar or if what happens if you struggle in a certain direction.
Category Artwork (Digital) / Vore
Species Unspecified / Any
Gender Any
Size 1280 x 720px
File Size 230.5 kB
Ooooo~ now thus seems very interesting~ I like how much thought yah put here for thus, and I like how you set the damage to be based on percentage rather than them just straight up losing health, helps add to the more balance factors of the fight rather than just losing a good amount of hp in a minigame that could potentially last awhile~
I encourage you to make a prototype of just this system to get a bit more experience with "proper game development" before jumping into your "dream game" fully.
Hmm... I think I'd make 2 or 3 preds with different digestion abilities to include all of the mechanics in a way that wasn't way too complex.
For example, [Pred A] responds to pleasure by making you safer (probably AV or something like pouch vore), so you can build up lots of stamina for big moves either during the escape or afterwards once your out and back in combat.
[Pred B], however, accelerates digestion when pleasured (probably CV or UB), "encouraging" the player to conserve stamina and take more "efficient" actions.
And [Pred C] just wants you gone; this isn't for pleasure, they're hungry (almost certainly OV or some kind of absorption). Instant digestion hazards on the edge bumpers and the movement arrows, basically no struggle zones spawn, high metabolism by default and descent pleasure events are common. Getting out at all is impressive, and getting out on any more than 15% health is nigh impossible.
Hmm... I think I'd make 2 or 3 preds with different digestion abilities to include all of the mechanics in a way that wasn't way too complex.
For example, [Pred A] responds to pleasure by making you safer (probably AV or something like pouch vore), so you can build up lots of stamina for big moves either during the escape or afterwards once your out and back in combat.
[Pred B], however, accelerates digestion when pleasured (probably CV or UB), "encouraging" the player to conserve stamina and take more "efficient" actions.
And [Pred C] just wants you gone; this isn't for pleasure, they're hungry (almost certainly OV or some kind of absorption). Instant digestion hazards on the edge bumpers and the movement arrows, basically no struggle zones spawn, high metabolism by default and descent pleasure events are common. Getting out at all is impressive, and getting out on any more than 15% health is nigh impossible.
Comments