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Work on the new system for prey scenes is coming along very well, but unfortunately I don't have a demo for you yet. It should be ready soon though! At the moment the technical side of things is about 95% done and functioning the way I want, the main holdup on the demo is actually writing because right now its all just horribly formatted debug text.

It's kind of crazy how much more complex than the old system it is, but I'm very happy with it and can't wait to fully implement it into the game! I went over the addition of stamina and your main struggling options in the last update, so here I'll explain the other new features.

Unlike before, where every struggle would either end in you taking damage or escaping, the new system is more of a battle against your predator's stomach. Their stomach has a certain amount of "health" that you wear down by struggling, with stronger, higher stamina maneuvers dealing more damage. There are different levels of success you can have, so there is still an element of rng, but failing a weak struggle is the only instance where your efforts can have no impact at all, so you're always making at least some progress. When the stomach's health reaches zero, you escape(or move on to the next 'phase' in the case of skilled predators just like now).

After every move you make, there's a chance you'll take damage from the efforts of your predator's stomach. If you take too much damage, or run out of stamina, your character officially becomes food.

You may have seen in the picture I posted to the forum thread that you have two other options beyond struggling: Rest and Brace. Rest is pretty straightforward- you use a turn to regain some of your stamina rather than fight. It also functionally replaces the old "Panic" option as a way to just let the scene play out if you want. Brace uses a minor amount of stamina to significantly reduce the odds of you getting damaged that turn instead of trying to escape. Why would you want to do that instead of struggling, you may ask? Simple:

The pred is also an active participant now! Or at least, most of the time. Your predator has a number of actions they can take before yours, randomly chosen from a decent sized list of possibilities based on their personality, most of which will be to your detriment. Some will be more aggressive and actively try to help you along on the path to digestion, while others are more playful or cocky and might taunt you or even try to slow their stomach's efforts so you squirm for them longer. And some might truly see you as just a meal and not do much of anything. It's up to you to figure out the best strategy to deal with what they throw at you. Things that happen in the main scene text can also influence the odds of your struggle, like Cherry's intrusion into Olivia in her pred scene, so make sure you're paying attention!

Hoping to have the demo in your hands soon so you can try it out! I'll just post it when it's ready rather than holding off for the usual Friday release of dev builds.

~Orchid

Recode Progress:

Phase 1: Master - Complete

Phase 2: Vore Overhaul - In progress

Phase 3: Implement and Convert

Phase 4: Format/Layout Overhaul ~~ Expect dev builds to resume somewhere around here

Phase 5: New Scenes (If they weren't written in between other phases)

Comments

VeryVoraciousVixens

Awesome 👍 are there plans for those who want to only be pred to have an easy route? I love the current system but sometimes I just want to be a glutton 😅

osmiumorchid

Pred scenes are also getting overhauled to have a similar setup to what's outlined here for prey scenes, so you'll have more control over keeping your prey down! As far as easier, another feature I'm hoping to add in the recode is a form of difficulty selection, where easy mode will basically just let you choose the outcome of any vore scene

Radiogenic

Does the overhaul take inspiration from 'A High Stakes Game' and/or '3 days to digest'?

osmiumorchid

Definitely inspired by A High Stakes Game at least! I've played both so I'm sure some ideas stemmed from them