Page 17 of 59

Re: Suggestions Wanted

PostPosted: Mon Apr 21, 2014 7:16 pm
by bunnyfoxs
koreka wrote:If I'm understanding it right. I think what you might be saying is that you're looking for a male who can impregnate other men, as opposed to a male who can be impregnated by other men..... Confused huh?

Biologically speaking, I guess what that means is a male who who can fuck any other man, and his seed alone is enough to change, maybe only temporarily, the internal workings of any other man and create a live birth as opposed to an egg birth. Which, I guess, is different than say a man becoming a "breeder" who can be impregnated by just any male, or an egg birth.

Does that sound about right? Or am I way way off?

Ahhhh. What I'm meaning is a male who is impregnable and can impregnate others.

I mean I tend to be a player where my character has the perk thing of Mpreg, but perhaps the npc is a character who can change the pregnancy to live birth of some sorts (I'm not really into birthing so I don't care much about the birthing part of it.) I'm horrible at explaining this :P, like for example Elijah can be a switch in a way, a dominant and a submissive, because you're given the options to be fucked or fuck him. BUT I'm thinking if there is a mpreg character, there is a possiblity of dominating too much and he ends up only dominating or being too submissive/you fuck him to much and he's always submissive, although I'm not sure how much I like those options.

Mostly this is just my brain making random ideas up sort of.

Re: Suggestions Wanted

PostPosted: Mon Apr 21, 2014 7:20 pm
by koreka
That does sound a bit complicated. The best thing I can think of currently in game that might fit both formulas are the Orcs since they can both breed or be bred, though I'm not sure one can do both at the same time. I suppose someone could make one special?

Re: Suggestions Wanted

PostPosted: Tue Apr 22, 2014 1:29 am
by Wahn
Well, in the course of the newest orc update, there is a way to bring a new npc named Chris into the library. I didn`t have time to give him any actual scenes, but as the son of an orc breeder, he could fill the role currently being talked about... he is well hung and could infect the player with the orc breeder strain, which comes with mpreg already. And he could be able to be knocked up himself too.

Re: Suggestions Wanted

PostPosted: Tue Apr 22, 2014 3:47 am
by TigerStripes
<recent MPreg discussion>

Actually, it would only take a minor donation (one or two hours tops) to alter MPreg to have a setting to swap between live birth and eggs. I'd needed to pick one of the two when I was first creating the feat and I opted for eggs both out of physical considerations as well as personal preference, but that doesn't mean alterations can't be made to the system. As for an MPreg NPC, Wahn's mentioned one in development, but certainly another could be done or one of the existing males could be expanded to include this option. Coding-wise, it should be possible on most any of them, though it'd be out of character for a few.

Re: Suggestions Wanted

PostPosted: Thu Apr 24, 2014 3:52 am
by Savriss
I'd like for 'rest' to require more use, so that places to rest could have regular use and, in future, start to have 'going to sleep' and 'waking' scenes.

Would it be possible to have stat penalties applied for each day the player remains 'awake' and aware? This could come with clear messages as to why and how to cure it.

This would also open the possibility of having certain creature types rest better during hours of the day.

Re: Suggestions Wanted

PostPosted: Thu Apr 24, 2014 1:49 pm
by TigerStripes
Savriss wrote:I'd like for 'rest' to require more use, so that places to rest could have regular use and, in future, start to have 'going to sleep' and 'waking' scenes.

Would it be possible to have stat penalties applied for each day the player remains 'awake' and aware? This could come with clear messages as to why and how to cure it.

This would also open the possibility of having certain creature types rest better during hours of the day.

I'd laid a little groundwork for this while working on Artemis by adding a 'sleepsafe' property that can be applied to rooms. The plan was to eventually use this to distinguish between places where the player can and cannot rest with the risk of creature ambush.

The addition of going to sleep/waking scenes would be nice, though there'd be a bit of conflict with these and Artemis's messages. It'd have to be set up so hers too precedence.

Hmm... This would be possible in a couple of ways, each which generate their own versions of bugs and difficulties. My choice would be to confine the effects to combat and not player stats in general, as that minimized complications while still having a relevant effect. Further mild penalties could also be set up to affect humanity loss and health recovery.

It's something to consider.

Re: Suggestions Wanted

PostPosted: Sun May 04, 2014 5:49 am
by gappydave
You could sort the inventory as has been done to the nav system as larger inventories can't fit on the screen.
Also how about a demon which is a herm as can be found in corruption of champions.
I think they were given the name omnibus.

Re: Suggestions Wanted

PostPosted: Sun May 04, 2014 7:15 am
by userpay
gappydave wrote:You could sort the inventory as has been done to the nav system as larger inventories can't fit on the screen.
Also how about a demon which is a herm as can be found in corruption of champions.
I think they were given the name omnibus.


I agree that the inv needs something to help split it up. Doing it the same way as the nav menu would be the best but I can't help but think that splitting it into two columns might be better as then you could also apply that to the vial menu and the sheer number of items that would need to get categorized t'would be annoying. That said I wouldn't mind help brainstorming some potential categories for a nav menu styles inv.

Or maybe as a temporary measure it splits into two columns while work is done on a new menu?

Re: Suggestions Wanted

PostPosted: Sun May 04, 2014 7:33 am
by Wahn
userpay wrote:
gappydave wrote:You could sort the inventory as has been done to the nav system as larger inventories can't fit on the screen.
Also how about a demon which is a herm as can be found in corruption of champions.
I think they were given the name omnibus.


I agree that the inv needs something to help split it up. Doing it the same way as the nav menu would be the best but I can't help but think that splitting it into two columns might be better as then you could also apply that to the vial menu and the sheer number of items that would need to get categorized t'would be annoying. That said I wouldn't mind help brainstorming some potential categories for a nav menu styles inv.

Or maybe as a temporary measure it splits into two columns while work is done on a new menu?


The problem is that the nav menu had a specific, limited number of entries and the only thing you can do is travel to them. The inventory can have any number of stuff in it and new entries are added often, also there's all the choices what you want to do with the items... use, throw away, etc.

The only possibility I can see realistically for the inv would be a two column expansion, but the programming tools in Inform are rather lacking and not at all well documented, so I fear it'll be a frustrating experience to try getting that to work.

Re: Suggestions Wanted

PostPosted: Sun May 04, 2014 8:34 am
by userpay
Wahn wrote:
userpay wrote:
gappydave wrote:You could sort the inventory as has been done to the nav system as larger inventories can't fit on the screen.
Also how about a demon which is a herm as can be found in corruption of champions.
I think they were given the name omnibus.


I agree that the inv needs something to help split it up. Doing it the same way as the nav menu would be the best but I can't help but think that splitting it into two columns might be better as then you could also apply that to the vial menu and the sheer number of items that would need to get categorized t'would be annoying. That said I wouldn't mind help brainstorming some potential categories for a nav menu styles inv.

Or maybe as a temporary measure it splits into two columns while work is done on a new menu?


The problem is that the nav menu had a specific, limited number of entries and the only thing you can do is travel to them. The inventory can have any number of stuff in it and new entries are added often, also there's all the choices what you want to do with the items... use, throw away, etc.

The only possibility I can see realistically for the inv would be a two column expansion, but the programming tools in Inform are rather lacking and not at all well documented, so I fear it'll be a frustrating experience to try getting that to work.


Alternatively perhaps the inventory can be split into new inventories? For example armor and weapons into a separate inv and/or TF items into their own inv ala vials? Would make keeping track of weight a tad tricker but might be easier than getting it into two columns from what I recall of that subject coming up before.