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Main - msg db 'Computer Address',0xa - Noxico -- writers needed (1)
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Kawa
Posted on 01-26-12 08:47 PM, in Link | ID: 4023
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So, here's something I've been working on for a good while now. It's a roguelike, like Nethack and Rogue are, but with a graphical style more akin to MegaZeux.

It's also very much adults-only. Here's a tumblr I set up a while back -- I suppose I could restate all this info here, but whatever. The short of it is, while in most roguelikes you can only fight or flee, here you can fuck as well. That's basically meant to be the focus, actually, and you can use certain items (and other sources) to change your form -- the Foxite in the bottom screenshot (which is old) is a testing item that does just that.



Written in C# 4.0, should be capable of running on Mono (don't bother bringing up the usual "mono doesn't look native" bullshit, it doesn't apply here), despite using FMOD. If you have the Linux version of FMOD, Mono should be able to remap fmodex64.dll to libfmodex64.so and use that instead. I suppose I could pack in the .so version along with the dll I have now...


That 'C' means it's cursed - you're not supposed to know that from first glance, but the debug builds tell you anyway :P

☛ Testers and ideas are both very much welcome, ideas moreso.

Things you can be and encounter so far: copypasta from the tumblr
* Human
* Elf-like
* Dog
* Cow
* Cat
* Dragon
* Insect
* Bat-like
* Horse including tiny marshmallowy ones
* Demon-like
* Squirrel
* Fox
* Slime
* Naga
...and any combination of the above, with normal skin, fur, scales, slime, rubber...

☛ Public releases will start when the world generator is a bit further, and when combat (of both kinds) is basically in.


Marzen64
Posted on 01-27-12 01:29 PM, in Link | ID: 4072
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I'd totally be willing to be a tester :D I'd also be willing to give ideas, but first, I'mma need a to-do list of some sort to see what you're already planning to do.



Kawa
Posted on 01-27-12 04:11 PM, in Link | ID: 4082
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If you use Linux, you can be a tester for that particular aspect.

What I've still gotta do:
* get battles in -- you can already be hunted down.
* get proper overworld generation in -- right now it's just a four-biome spread, which needs towns, clutter, and dungeon entrances.
* get dungeons in -- note that the hunting is already capable of navigating arbitrary mazes due to the Power of Dijkstra.
* get the other kind of battle in.

What I've done today:
* got Lena in as a unique character for more testing -- turns out I might need to add a shoes slot.
* added random sets of music for more variation -- towns ought to have a persistant song, though.


Kawa
Posted on 01-30-12 06:18 PM, in Link | ID: 4384
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Today, I started on redoing certain aspects of the Look At function -- the important bit is now a part of Character instead of Subscreens, and it can list equipped clothing in a fairly sensible way, including the part where covered clothing is left out of the description, unless it's marked as translucent. That is, the material itself is see-through or the clothing does not quite cover what's underneath it, like a wet t-shirt or a really tiny miniskirt that's more like a somewhat wide belt.
Posted by Lena's infodump
She is wearing a pair of silk black knee socks, a black leather bra, and a pair of kinky black panties.
Whatever she has down there, it can't be seen.
Like that.

I also started on a HTMLize() function that turns things like "<cGray>foo<c>" into "<span style="color: rgb(128,128,128);">foo</span>" so you can have, say, a postmortem info dump in HTML.


Kawa
Posted on 02-01-12 07:24 PM, in Link | ID: 4735
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So. I just added a thing where the numpad can be used like arrow keys, including a little something where 5 is another rest key.

Now, according to my big list of Roguelike controls, the "look at something" key in most games is '/'. In Noxico right now, it's 'l', for look. The inventory key is 'i', as it is in the big list. My question is clear at this point: should I replace 'l' with '/', allow both, or leave it like it is?

Relevant trope



Tyty
Posted on 02-01-12 11:39 PM, in Link | ID: 4822
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I'd allow both actually, quite a few roguelikes allow multiple controls for doing things these days, even with their complexity.

There's a lot of keys, and shift as well, so it's not like you'll run out of space.


Kawa
Posted on 02-02-12 04:13 PM, in Link | ID: 4877
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Both it is, then. Thank you for your input. Do you have any content ideas to share, perhaps?


Tyty
Posted on 02-02-12 06:45 PM, in Link | ID: 4908
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Wolves and harpies. Especially the harpies. You seem to lack any kind of bird and feathers are cute :3

I'd also suggest maybe some form of transformation if it's not already in. It'd be easier to get to the "in between" states, as well to add or change the size of body parts, like making breasts bigger, or growing wings, or what have you.


GreyMaria
Posted on 02-02-12 06:48 PM, in Link | ID: 4909
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I'd second the harpies if it didn't mean they would have to be armless.

Kawa
Posted on 02-02-12 06:58 PM, in Link | ID: 4911
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Wolves as in the bestial quadruped kind? For either of these, I'd have to overhaul the arms and quadruped system a bit -- allow most leg types to be quadruped, as well as letting any quadruped being have or not have arms... but then GM ninja'd me in mid-sentence to throw more doubt in the fire.

Feathery wings in general are already planned, as are leathery ones. In two sizes: big and small. Small ones are purely asthetic, big ones let you actually fly and pass over flames and fences and shit. Or at least they will.

As for inbetween transformations, notice the Foxite in that one screenshot? It works in phases, as you described. Specifically, according to this XML data:
* replace the ears with Generic Beast-type.
* replace the tail, if any, with a fluffy fox one.
* replace the skin, no matter what it was, with fur, and at this point change the target's species to "foxmorph".
* grow a Generic Beast-type face and change species to "foxboy" or "foxgirl", depending.
* replace the legs with dog legs.

Various other morph lines have been defined in my plans.

The penificator, hidden behind the Cheap POS's description window, has the following effect defined -- you figure it out:
<item id="penificator" name="penificator" a="a" the="the">
<multiuse />
<growpenis>
<type>
<byscore />
</type>
<initial>5</initial>
<increase>2</increase>
<fudge>3</fudge>
<multichance>50</multichance>
</growpenis>
</item>
Insert silly Monty Python song that the artist recently tossed up at the Caribbean here.


Tyty
Posted on 02-02-12 07:49 PM, in Link | ID: 4915
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I meant more as in the anthro kind, maybe as a branch off of the dog line, but that works too.

Also, how about enemies that try to transform you in a way. it's not uncommon for demons to try to corrupt humans, you'd almost expect succubi to do it as a way to reproduce. It would make it imperative for those who not want to be changed, say they got the character the way they want, to try and find gear that prevents transformations.


Kawa
Posted on 02-02-12 07:55 PM, in Link | ID: 4916
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Well, opponents can't be fought yet, though they can hunt the player down, more or less. What happens next...

In CoC, one of the inspirations, enemies tend to drop items that make the player more like them. For example, the naga's Snake Oil item drop turns the player into one -- though it usually does nothing because it's snake oil lol.

Also, there's pregnancies to consider.


GreyMaria
Posted on 02-02-12 07:56 PM, in Link | ID: 4917
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Posted by Tyty
it's not uncommon for demons to try to corrupt humans, you'd almost expect succubi to do it as a way to reproduce.


Well, duh. :eyeshift:

(It's the way they do it in all other everythings ever, even.)

Kawa
Posted on 02-02-12 08:48 PM, in Link | ID: 4921
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On a more practical note. Tyty, how would you describe the difference between dogs and wolves? If it's just the color and maybe overall strength, they're practically already in.


Tyty
Posted on 02-02-12 08:49 PM, in Link | ID: 4922
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Thicker fur too I'd say, otherwise yeah, they probably are practically already in :P

dogs can have floppy ears though and wolves can't >.>


Kawa
Posted on 02-02-12 08:52 PM, in Link | ID: 4923
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Genbeast ears are described as "sizable and triangular". Dog ears are described as exactly that, "pointed dog-ears". The only floppy things right now are cow ears, and antennae.


Kawa
Posted on 02-03-12 06:09 PM, in Link | ID: 5050
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Added a little something to detect if you're running on a *nix system that should fix the key repeat thing. I've tested it on a VirtualBox'd Arch Linux, and I'm currently waiting for Niko to pop up for a repeat test.

Also, if anybody here has MacOS X, please contact me so I know if I should extend the test to cover that too. Mono on Windows (silly as that is) has no key repeat trouble whatsoever so that's good.

Also also, updated the planfile to have colorcoding for things that are done and such. Among some content changes. Might be interesting.


Kawa
Posted on 02-08-12 02:06 PM, in Link | ID: 5967
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I really don't like triple posts, y'know? Oh well.

Before:
<item id="foxite" name="Foxite" a="" the="the" proper="proper">
<transform>
<effect>
<ifnot>
<ears>
<genbeast />
</ears>
</ifnot>
<remove>
<ears />
</remove>
<add>
<ears>
<genbeast />
</ears>
</add>
<description text="text">
[Your] head itches as [you] grow[s] a pair of fuzzy, pointed ears.
</description>
<continued />
</effect>
<effect>
<ifnot>
<tail>
<fox />
</tail>
</ifnot>
<remove>
<tail />
</remove>
<add>
<tail>
<fox />
</tail>
</add>
<description text="eyup">
A fox tail sprouts from just above [your] butt.
</description>
</effect>
<effect> ... ... ...

After:
<item id="foxmorph" name="fox morph potion" a="a" the="the">
<script text="Noxicobotic">
<![CDATA[
|<< You apply the fox morph potion. >>

-- always increase cunning
gettagval "cunning"
if it < 50
|<< [break]You feel more cunning. >>
inctagval "cunning" 2
endif

-- sometimes increase charisma

-- grow dog ears
checktag "ears/genbeast"
if not exists
-- should check the existing type first
|<< [break][Your] head itches as [you] grow[s] a pair of fuzzy,
pointed ears.[break]<cWhite>[You] now [have] fox ears. >>

removetag "ears"
addtag "ears"
addtag "ears" "genbeast"
end
endif

-- grow fox tail
checktag "tail/fox"
if not exists
-- should check the existing type first
|<< [break]A fox tail sprouts from just above [your] butt.
[break]<cWhite>[You] now [have] a fox tail. >>

removetag "tail"
addtag "tail"
addtag "tail" "fox"

|<< [break]<cYellow>Now would be an excellent time
to stop taking this stuff. >>
end
endif


Much better, no?


Epele
Posted on 02-08-12 02:08 PM, in Link | ID: 5968
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Looks tidier if you ask me.


The world could always use more heroes!

Kawa
Posted on 02-08-12 02:09 PM, in Link | ID: 5969
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It's also much, much more powerful.

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