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graphite created by pthalo
Description

Lesser Royal Guard animations

Animations for an upcoming enemy. This one is much less direct in attacking, instead creating gravity fields that push both the player and any enemies in a given direction. This one's the most complicated one I've done so far, with the swallow animations broken up into sections so that they can play during the grab state based on player health.

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  • Comments
  • Something that would be lovely to see is an intractable defeated enemy and environment preds. Here's the ideas

    Defeated enemies: when defeated they are on the ground in a defeat stance, you can still interact with them where you are a willing prey.

    Environmental pred: ones that won't actively hunt you but you can interact to be willing prey, you choose how they eat you. (This idea came from the over stuffed wolf, I thought it would be cool to just say to bad and slide yourself in any hole.)

    Updated

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  • mr_mufflebunss said:
    Something that would be lovely to see is an intractable defeated enemy and environment preds. Here's the ideas

    Defeated enemies: when defeated they are on the ground in a defeat stance, you can still interact with them where you are a willing prey.

    Environmental pred: ones that won't actively hunt you but you can interact to be willing prey, but you choose how they eat you. (This idea came from the over stuffed wolf, I thought it would be cool to just say to bad and slide yourself in any hole.)

    So many people have said that they want to go in that wolf that I probably will have to at this point lol

    Not planning on adding post-defeat enemy interactions, but yes to environmental ones. One thing that I also want to do is have some more detailed interactions with defeated boss NPCs, more akin to something like a visual novel format. Getting their upgrades maxxed out would unlock a little interaction minigame, along with an 'eat me' option.

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  • thecoffeedemon said:
    Bunny preds are so underrated <3
    Cant wait to see the boss for the second area

    The next update won't have any bosses, but the one after it is supposed to have the first of the 'Big 4'. The next 2 zones are moreso connector zones to other areas, the first of the 2 having sort of a hub room like Firelink Shrine.

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  • I really like your work and appreciate the sneak peeks you provide for new updates

    But I wanted to ask, there is a setting called "allow sex interactions" does it affect only some (I'm guessing future) enemies that don't necessarily vore you or will it be like in packedrat where enemies that collide with certain other enemies will try to either eat them or have sex with them ?

    As you can see it's kind'of a 2 for 1 question

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  • do you plan on adding multiple vore option chances or each enemy will be specific to one vore type?
    It'd be cool to see various game overs

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  • comrade_pingu0304 said:
    I really like your work and appreciate the sneak peeks you provide for new updates

    But I wanted to ask, there is a setting called "allow sex interactions" does it affect only some (I'm guessing future) enemies that don't necessarily vore you or will it be like in packedrat where enemies that collide with certain other enemies will try to either eat them or have sex with them ?

    As you can see it's kind'of a 2 for 1 question

    It's more intentioned for player interactions, but could also be used for enemy interactions. I want to do some of those in general at some point, it's just a lot of extra animation work.

    nefasthefoxx said:
    Please make a post if you end up making a patreon or subscribestar for this cause I WILL support it

    I'm hoping to open up a Patreon or Kofi at some point, but it'll probably more of a general thing for other stuff I do as well just because I don't work on the game very consistently.

    keithseth said:
    do you plan on adding multiple vore option chances or each enemy will be specific to one vore type?
    It'd be cool to see various game overs

    Yes, but moreso for bosses than regular field enemies (or if I just really like one enemy in particular).

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  • bbbbbbbbb1234 said:
    Somewhat unrelated to the post, what are the orange flame things?

    They're health pickups. They're going to drop from breakables once I get those implemented, but I laid out a few in the initial release in case some of the save point runs were a little long.

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  • pthalo said:
    They're health pickups. They're going to drop from breakables once I get those implemented, but I laid out a few in the initial release in case some of the save point runs were a little long.

    I see, what about fire power things? Like faster attack speed(even though she doesn't need it) or a stronger hit per swing.

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  • bbbbbbbbb1234 said:
    I see, what about fire power things? Like faster attack speed(even though she doesn't need it) or a stronger hit per swing.

    There's permanent ability upgrades planned that use a mana system to empower attacks if held (that and I'm reworking the base attacks right now so that it's not just spam to win). I'm not currently planning to add offensive drops, but maybe for like a boss fight gimmick at some point.

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  • pthalo said:
    There's permanent ability upgrades planned that use a mana system to empower attacks if held (that and I'm reworking the base attacks right now so that it's not just spam to win). I'm not currently planning to add offensive drops, but maybe for like a boss fight gimmick at some point.

    Will there also be health drops for those who can't jump fast enough to dodge?

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