ashen-rose

submissive needy beastie

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Messy pixel-painted trans flag🔞
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20-something i guess
@nic-hartley's pet cuddlebitch
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a mix of art and hornyposting,
commentary on my own creative process, musings on my identity and what turns me on, kinky game devlogs, and writing ranging from shitposts to erotic poetry.
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sona refsheets
ash: main/alt
rosie: main

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  • vore, unbirth, (usually mild) inflation
  • breeding, impregnation, eggs
  • petplay, hypno, bondage
  • size difference, monsterfucking, feral
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    playing with knives over on @sanguine-rose
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    ask me about kinks!~



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in reply to @ashen-rose's post:

This'd be hideously complicated to make art assets for, high concept makes sense but you might want to consider a few modes of play to cut down on development constraints. For sure, I'd start by having take-turn RPG combat focus on the killing; make the 'landing' for the player be a ranch / enclosure style setting, maybe have a town where meat and other things can be sold. You can use a few modes of play (Ranch/Monster Management + Sex/Slaughter, Shopping/Town Exploring, World/Biome Combat + Exploring) and probably build it through the basic interfacing of RPG maker in a fortnight.

The part where things can be fun ambiently is by making everything about the combat and monster management very lewd. If the player is expected to fight directly, you could have Appeasement (sex) and regular Combat (slaughter) with the player's default toolkit that is expanded by monsters they bring with.

Oh right also, I'd look into a combat system like Fear and Hunger which allows you to strategically target monsters for specific hits, letting you implement some control over (for instance) what materials you get from them (ala monster hunter). You could build this to be parallel with appeasement so-that the same areas are targeted (saving on assets and time) with text descriptions.

EG: Target-able Head, Paws, Hindquarters, Loins; giving you the ability to gain specific things (EG, heads for high value trophies, Paws crafting, hindquarters meat, loins for 'rare meat').

ouh, lots of good feedback, i want to dig into this a bit when i've got some time later today but one quick one

hideously complicated to make art assets for

art is definitely something i've been looking to put constraints on.
maybe the talk of decadent gory slaughtering animations was a bit off target, even though i do think that would be hot

i have in mind something like 1st/2nd gen pokemon, where each monster only gets a few unique frames, but even moreso by making the fight scene a symmetrical side view instead of over-the-shoulder.
could say something like... main idle pose, attack pose, physical hurt pose (could reuse this for slaughtering with strategic application of particle effects i reckon) and mental hurt pose.
then give each attack a simple animation effect and, like you mentioned, a text description.

this idea is certainly a lot to chew on! no doubt it will change mechanical forms a few more times before i'm done with it, but the core concept is one i'm very interested in doing something with if i can manage the scope properly.