Voragotchi WIP (HTML vore tamagotchi game)
I decided to post this here as well. Figured people would be interested in seeing this little project, while preparations for Vore Tournament are underway. It's also a good reminder of me having multiple game projects planned or in the works, some bigger and others smaller. So, what this is about:
Some time ago, I outlined my idea regarding a tamagotchi type vore game. At the time, I was experimenting with JavaScript and started a project aimed at creating a HTML based point-and-click engine. Since both ideas intersected, I decided to merge my code with a simple default game offering mechanics similar to a tamagotchi. Since I wasn't sure whether the limitations of my approach would render the engine useless in the long run, I kind of left the project laying around my drive for nearly an year, and even considered scrapping it at some point. About a week ago, I decided to instead clean it up and put it on Github... then I thought to develop it further, so I took a few days to implement nearly every major feature that was planned! I ultimately named the bundle Voragotchi.
Game link: https://mirceakitsune.github.io/voragotchi
Source link: https://github.com/MirceaKitsune/voragotchi
First off, a bit about the engine and what makes it different: It uses HTML5 and JavaScript to generate simple web pages, which contain elements that can modify other elements. This allows you to create simple point-and-click games using any assets on the internet via direct links... meaning you can either bundle the engine with local assets which you then reference as "foo/bar.png", or use assets around the internet by referencing them as "http://foo/bar.png". Sprites can be either static photos or animations, where animated sprites are achieved by simply using animated gif images... there are also customizable bars that can indicate the value of any numeric variable. To make it all better, you don't need to write a single line of script to make your own game: Games are written exclusively in Json, and you create a world by parsing a json text file to the engine (which can itself be either a local or remote URL) or simply pasting the Json table directly into the field! Since everything is hosted on Github and the game is directly playable through Github Pages, you'll automatically get the latest content whenever opening the game from its URL. The engine uses browser cookies to save the state of every sprite and variable, allowing for automatic state persistence which is retrieved when using the URL parameter you're given upon creating a world (simply bookmark each save slot in your browser). Worlds remember the time they were created at, as well as the time when they were last accessed... this allows in-game time to pass even when the page is closed and the engine isn't running. It also features builtin variables indicating the hour on your system clock, which are used to make the in-game daytime represent real-life time of day. Oh, yes... and the whole project is licensed under the Public Domain / CC0 license, including the code the definitions and all assets.
Now onto the game: Since most work went into the engine, the current game is a very simple demo meant to test all of its features. At the date of this posting there isn't any vore altogether, as I still need to create the sprites for that first. Currently you have a pet to which you can feed apples, and a person showing up who sells you said apples... there is also one default environment, with cycles for day / dusk / night / dawn (based on system clock). The final game will definitely be interesting, as its layout will follow the ideas posted in the thread I previously mentioned. What this basically means is:
Your pet comes in three stages of evolution (excluding a potential egg): Baby, teen, adult. You start with a baby, which only eats and drinks common consumables such as apples or milk. After a few (real life) days your pet evolves into a teen, which is now capable of swallowing small animals like cats and dogs. Then after a few (real life) weeks your pet becomes an adult, which on top of all that can also eat people whole. As yet more time passes, the player is ultimately given an option: Either do nothing and your pet eventually wanders off or dies of old age, either you feed yourself to your pet and end up in their belly. As the different options of foods become available, different people will start showing up... at first it's just merchants selling you stuff like fruit or small animals, then later on you can lure or kidnap people to feed them to your pet. Various actions you take toward your pet will also establish how dominant or submissive you are in comparison, which affects their dialogue and behavior... you can either keep your pet in check, or choose to become the pet yourself.
For those who like the graphics I went with, here are the links to the environments and characters I used so far. Once more, they are all licensed under the CC0 / Public Domain and free to use, just as the code I developed:
https://opengameart.org/content/bev.....ame-developers
https://opengameart.org/content/bev.....d-for-gamedevs
https://opengameart.org/content/cat.....g-free-sprites
https://openclipart.org/detail/1846.....mic-characters
As always, if you like this and other projects I'm working on and wish to see them develop, please consider supporting me on Patreon! Your generosity keeps me able to make free & open-source games / animations for the community, and I would not be here without it:
https://www.patreon.com/MirceaKitsune
https://www.patreon.com/MirceaKitsune
https://www.patreon.com/MirceaKitsune
https://www.patreon.com/MirceaKitsune
Some time ago, I outlined my idea regarding a tamagotchi type vore game. At the time, I was experimenting with JavaScript and started a project aimed at creating a HTML based point-and-click engine. Since both ideas intersected, I decided to merge my code with a simple default game offering mechanics similar to a tamagotchi. Since I wasn't sure whether the limitations of my approach would render the engine useless in the long run, I kind of left the project laying around my drive for nearly an year, and even considered scrapping it at some point. About a week ago, I decided to instead clean it up and put it on Github... then I thought to develop it further, so I took a few days to implement nearly every major feature that was planned! I ultimately named the bundle Voragotchi.
Game link: https://mirceakitsune.github.io/voragotchi
Source link: https://github.com/MirceaKitsune/voragotchi
First off, a bit about the engine and what makes it different: It uses HTML5 and JavaScript to generate simple web pages, which contain elements that can modify other elements. This allows you to create simple point-and-click games using any assets on the internet via direct links... meaning you can either bundle the engine with local assets which you then reference as "foo/bar.png", or use assets around the internet by referencing them as "http://foo/bar.png". Sprites can be either static photos or animations, where animated sprites are achieved by simply using animated gif images... there are also customizable bars that can indicate the value of any numeric variable. To make it all better, you don't need to write a single line of script to make your own game: Games are written exclusively in Json, and you create a world by parsing a json text file to the engine (which can itself be either a local or remote URL) or simply pasting the Json table directly into the field! Since everything is hosted on Github and the game is directly playable through Github Pages, you'll automatically get the latest content whenever opening the game from its URL. The engine uses browser cookies to save the state of every sprite and variable, allowing for automatic state persistence which is retrieved when using the URL parameter you're given upon creating a world (simply bookmark each save slot in your browser). Worlds remember the time they were created at, as well as the time when they were last accessed... this allows in-game time to pass even when the page is closed and the engine isn't running. It also features builtin variables indicating the hour on your system clock, which are used to make the in-game daytime represent real-life time of day. Oh, yes... and the whole project is licensed under the Public Domain / CC0 license, including the code the definitions and all assets.
Now onto the game: Since most work went into the engine, the current game is a very simple demo meant to test all of its features. At the date of this posting there isn't any vore altogether, as I still need to create the sprites for that first. Currently you have a pet to which you can feed apples, and a person showing up who sells you said apples... there is also one default environment, with cycles for day / dusk / night / dawn (based on system clock). The final game will definitely be interesting, as its layout will follow the ideas posted in the thread I previously mentioned. What this basically means is:
Your pet comes in three stages of evolution (excluding a potential egg): Baby, teen, adult. You start with a baby, which only eats and drinks common consumables such as apples or milk. After a few (real life) days your pet evolves into a teen, which is now capable of swallowing small animals like cats and dogs. Then after a few (real life) weeks your pet becomes an adult, which on top of all that can also eat people whole. As yet more time passes, the player is ultimately given an option: Either do nothing and your pet eventually wanders off or dies of old age, either you feed yourself to your pet and end up in their belly. As the different options of foods become available, different people will start showing up... at first it's just merchants selling you stuff like fruit or small animals, then later on you can lure or kidnap people to feed them to your pet. Various actions you take toward your pet will also establish how dominant or submissive you are in comparison, which affects their dialogue and behavior... you can either keep your pet in check, or choose to become the pet yourself.
For those who like the graphics I went with, here are the links to the environments and characters I used so far. Once more, they are all licensed under the CC0 / Public Domain and free to use, just as the code I developed:
https://opengameart.org/content/bev.....ame-developers
https://opengameart.org/content/bev.....d-for-gamedevs
https://opengameart.org/content/cat.....g-free-sprites
https://openclipart.org/detail/1846.....mic-characters
As always, if you like this and other projects I'm working on and wish to see them develop, please consider supporting me on Patreon! Your generosity keeps me able to make free & open-source games / animations for the community, and I would not be here without it:
https://www.patreon.com/MirceaKitsune
https://www.patreon.com/MirceaKitsune
https://www.patreon.com/MirceaKitsune
https://www.patreon.com/MirceaKitsune
Category All / All
Species Unspecified / Any
Size 1920 x 984px
File Size 250.7 kB
Depends on the browser you're using. If you're on a phone which properly supports HTML5 and JavaScript and cookies, sure!
As for feeding the kitty, I need to explain that better at some point as it's a little more complicated: First you click the apple icon to select it. Then you hover the cursor around his / her mouth for a bit, until kitty becomes excited. Once they're excited, you can also click to feed it to them.
As for feeding the kitty, I need to explain that better at some point as it's a little more complicated: First you click the apple icon to select it. Then you hover the cursor around his / her mouth for a bit, until kitty becomes excited. Once they're excited, you can also click to feed it to them.
Uh, had a same problem here, and also a new problem popped out - After reaching "excitement" level to 100 and click on the cat, not just "feeding" will be disabled, but also kitty will be unable to eat the food by this bug, and resulting to make kitty starving to death. Seems like this is unable to play by phone, and other games which uses the HTML5, Java and cookies also have some bugs with the phone browser which the PC browsers don't. Unfortunately of this, I guess the PC is the only way to play this game, not for the phone.
Yeah, likely not something I can fix on my end: I'm using common HTML and JavaScript functions as efficiently as possible, but some browsers might treat a few things differently (like hover or click detection). I'm testing my code on both Firefox and Chromium (the open-source version of Chrome) and can only confirm it's bug free on those.
Yeah, as soon as I posted the comment, I've checked all of the other browsers I know, which runs the game differently than the other browsers do. The "Puffin" browser; which can run some of the few Java when other browsers can't, makes a very low performance and very, very low FPS; Sometimes can't show the few pieces of pictures, but able to listen to the sounds the game has. The chrome and the firefox doesn't have the sound, but able to feed the kitten. And the basic browse that phones have, well, you'll know the rest. I've found it out that this is really situational, wish there was a browser that gives at least decent performance while playing the game.
And for the game - It might be the problem by using the phone browsers, but I don't know how to earn the money to feed the kitten. Is there something other system that phone browsers can't show? Or is it not available at this version of the game? Thank you for the response.
And for the game - It might be the problem by using the phone browsers, but I don't know how to earn the money to feed the kitten. Is there something other system that phone browsers can't show? Or is it not available at this version of the game? Thank you for the response.
That's odd; My code updates HTML elements very efficiently, and is itself pretty well optimized (0.1s is the fastest update interval)... I see no reason for low performance. Sound also works fine for me in both Firefox and Chromium, check the volume settings... I use <audio> tags for sound BTW.
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