Hey all, first post under this pseudonym for my game making. Working on a little transformation focused survival game in an underground laboratory, where you have to dodge other creatures while you scavenge, avoid the black goo, try not to turn into a monster, and level up your stats.
I've been working on several versions of this game in java, but never really got far, due to making a UI in java being a pain in the ass. So, I started over in Godot. I am still learning a lot, so progress is slow. For a week one prototype I am happy though. I got the infection and transformation system working, with the player turning into a npc once he reaches 100% infection, and having the player spawn with a new character from a cryopod. Most body parts can mutate in a 5 step system, with some only having 3 stages, accompanied by more detailed descriptions in the log.
Right now, everything is heavily work in progress, and everything you see in the screenshot above will change. There's one enemy entity, one tf right now into a reptilian/lizard anthro monster, and not much else at the moment.
This will be a hybrid of simple 2D, with a lot of text game additions, an ecosystem of AI agents (not THOSE AI, just video game ai) trying to survive, and a randomized map layout, while the rooms will be all handcrafted. Still very early, though. But I finally got a good foundation to work on after several failed tries.
Right now, I have to admit, the icons are mostly traces of some furry artwork I found, (shame on me, I am sadly not an artist) as those are WIP, and eventually I will hire an artist once I am 100% sure this is the set of transformables I want. Due to tracing, I will NOT release any WIP builds, as that feels unfair to the artists. Not that there is much to show right now anyway.
Anyway, curious what others would want in this kind of experience, let me know in the comments, might implement ideas later. Right now, I am focused on getting item and inventory logic to work.
Have a good one,
Devdra
I've been working on several versions of this game in java, but never really got far, due to making a UI in java being a pain in the ass. So, I started over in Godot. I am still learning a lot, so progress is slow. For a week one prototype I am happy though. I got the infection and transformation system working, with the player turning into a npc once he reaches 100% infection, and having the player spawn with a new character from a cryopod. Most body parts can mutate in a 5 step system, with some only having 3 stages, accompanied by more detailed descriptions in the log.
Right now, everything is heavily work in progress, and everything you see in the screenshot above will change. There's one enemy entity, one tf right now into a reptilian/lizard anthro monster, and not much else at the moment.
This will be a hybrid of simple 2D, with a lot of text game additions, an ecosystem of AI agents (not THOSE AI, just video game ai) trying to survive, and a randomized map layout, while the rooms will be all handcrafted. Still very early, though. But I finally got a good foundation to work on after several failed tries.
Right now, I have to admit, the icons are mostly traces of some furry artwork I found, (shame on me, I am sadly not an artist) as those are WIP, and eventually I will hire an artist once I am 100% sure this is the set of transformables I want. Due to tracing, I will NOT release any WIP builds, as that feels unfair to the artists. Not that there is much to show right now anyway.
Anyway, curious what others would want in this kind of experience, let me know in the comments, might implement ideas later. Right now, I am focused on getting item and inventory logic to work.
Have a good one,
Devdra
Category All / Transformation
Species Unspecified / Any
Size 1157 x 695px
File Size 121.3 kB
Hey there, can't say. Don't want to release without much content, posting here will be mostly about gathering community feedback and making sure a lot of tf enthusiasts will get what they enjoy out of it.
You said you find the mechanics disappointing, can you elaborate why or what you would find more appealing? Might have worded things incorrectly, Englisch is not my native language. Might be able to clear things up.
You said you find the mechanics disappointing, can you elaborate why or what you would find more appealing? Might have worded things incorrectly, Englisch is not my native language. Might be able to clear things up.
Wait a minute... I think it's a translation error. I ran it through Google Translate before writing this... The original phrase was something like: with those mechanics, it seems interesting.
I don't know why "disappointing mechanics" was used... My apologies.
Well, the "survival" style mechanics (life, food, thirst, rest) combined with the transformations seem interesting to me. Well implemented, it could result in a "survival horror" style game with the reptilian/lizard anthro monster.
Just to clarify, the original sentence wasn't that I disliked it; Google Translate changed the phrase... I don't know why.
ps:To some extent it reminds me of Transformation Dungeon, only taken a bit into "rpg" or "survival"
I don't know why "disappointing mechanics" was used... My apologies.
Well, the "survival" style mechanics (life, food, thirst, rest) combined with the transformations seem interesting to me. Well implemented, it could result in a "survival horror" style game with the reptilian/lizard anthro monster.
Just to clarify, the original sentence wasn't that I disliked it; Google Translate changed the phrase... I don't know why.
ps:To some extent it reminds me of Transformation Dungeon, only taken a bit into "rpg" or "survival"
Oh, okay. Nice! And yeah, I played Transformation Dungeon, liked some aspects of it, but not all. I feel like I played every tf game that is out there, haha. That's why I am now starting my own too, doing what I felt other games missed.
Survival/body horror is what I am going for, but with a light rpg system and of course slow burn tf. Later on I want to implement instinctual triggers that make the AI take over the player for a bit.
I got 7 stats so far, that influence the entire gameplay. More strength? Better melee damage and carry capacity, and special prompts to break open lockers/doors, Willpower will help suppress instincts and staying sane, agility is for dodging, speed, sneaking etc. So, I try to make every stat influential to a certain playstyle.
Survival/body horror is what I am going for, but with a light rpg system and of course slow burn tf. Later on I want to implement instinctual triggers that make the AI take over the player for a bit.
I got 7 stats so far, that influence the entire gameplay. More strength? Better melee damage and carry capacity, and special prompts to break open lockers/doors, Willpower will help suppress instincts and staying sane, agility is for dodging, speed, sneaking etc. So, I try to make every stat influential to a certain playstyle.
Well, you've got an interesting concept there. By the way, I like slow Transformations, and I hadn't seen one I really liked before, so you've got me hooked and I want to try the game.
Regarding slow Transformations, while I liked Transformation Dungeon, it lacked the "control" factor during the transformation. There's the "curse suppression" spell, but it's a spell and it consumes mana continuously. Also, the enemies don't drop items, at least not food, which is the most needed thing.
The Raptor Strain is the closest thing I've found to a Transformation I'd like; while it has "Humanity" to track both the transformation's progression and the "instincts" or raptor aspect, its slow transformation interacts with the environment.
Well, good luck with your game project, I'd like to see the final result.
Regarding slow Transformations, while I liked Transformation Dungeon, it lacked the "control" factor during the transformation. There's the "curse suppression" spell, but it's a spell and it consumes mana continuously. Also, the enemies don't drop items, at least not food, which is the most needed thing.
The Raptor Strain is the closest thing I've found to a Transformation I'd like; while it has "Humanity" to track both the transformation's progression and the "instincts" or raptor aspect, its slow transformation interacts with the environment.
Well, good luck with your game project, I'd like to see the final result.
Yeah, slow tf is nice if pulled off right, hope I can do it. Got some spicy things planned, and the tfs already make a character stronger, faster, etc. So, partial, or close to feral, transformations come with huge advantages. :)
Oh hell yeah, The Raptor Strain was top! Not a twine fan, but that was a well made gem. Made me want to work on my Jurassic Park inspired text game again, haha.
Would you want to see asynchronous tf? Like, arms or legs can transform individually, instead of both at once? Not planned for this game, but for the next one.
Thank you! Anyway, sorry for rambling. Progress is going well. Maybe in a month or two I have a build I can send out to testers. :)
Oh hell yeah, The Raptor Strain was top! Not a twine fan, but that was a well made gem. Made me want to work on my Jurassic Park inspired text game again, haha.
Would you want to see asynchronous tf? Like, arms or legs can transform individually, instead of both at once? Not planned for this game, but for the next one.
Thank you! Anyway, sorry for rambling. Progress is going well. Maybe in a month or two I have a build I can send out to testers. :)
Right now it's about reptilian/lizard creatures, but I wrote the body part system specifically to be fluent and interchanably. So, I can easily add more species down the line if they fit the tf source with goo creatures, living latex etc, as that is the infection vector. Let me know what you'd like. :)
Ah, sorry. Not much a fan of half-anthro creatures, centaurs etc. Sadly not something I will personally pursue, or would fit with my game vision, I think. I am probably adding an anthro canine and nagas or snakes. Hope there's something in there that you'd like, though. :)
Then I think you'd like this one. Not going into super-hyper territory, but the icons for some detailed legs, calves, back and arm muscles are already done. Stats increase with your mutations as well, so you feel the mutations through gameplay. Thanks for the comment, seeing people show interest in my little project hypes me up. :)
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