Breeding Season Revival

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Re: Breeding Season Revival

Postby ValturNaa » Tue Jul 26, 2016 2:34 am

Understandable. I mean, it's hentai for pity's sake. If it's not sexy, it's nothing. We won't be using ANYTHING from the original BS project. Monster names, arts, world, story, even characters. Hell, only the art and animation would even be worth borrowing and that's copyrighted, so...

My question was, because I AM familiar with changing sprite colors via code, if it can be done without also changing every color. Like, in the example of Krystal, we might want to turn her blue fur red, but we don't want her white fur colored red as well. Which the color change code that I'm familiar with would probably do. And also if we can customize markings without creating a copy for every base color.
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Re: Breeding Season Revival

Postby LairdEnvy » Tue Jul 26, 2016 3:25 am

ValturNaa Wrote:My question was, because I AM familiar with changing sprite colors via code, if it can be done without also changing every color. Like, in the example of Krystal, we might want to turn her blue fur red, but we don't want her white fur colored red as well. Which the color change code that I'm familiar with would probably do. And also if we can customize markings without creating a copy for every base color.


I'm not too familiar with animation software, but it should be easy enough if it outputs an array of vector images or multi-layered rasters. With simpler raster graphics you could use two (or more) distinct colours such as green and blue to identify areas affected by colour changes. That way you'd only need one base image as all the colour manipulation could be done in the code. It would also allow for gradual blending of colours in the offspring so breeding a brown wolf and a white wolf might yield a slightly lighter brown wolf.
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Re: Breeding Season Revival

Postby AcetheSuperVillain » Tue Jul 26, 2016 5:14 am

Walking away from Flash would be a risky move. Flash may not be the best programming tool, but it gives the game a lot more exposure. People (like me) are much less willing to try something if they have to download it first. Especially an indie porn game is not something I'd like to take a chance on.
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Re: Breeding Season Revival

Postby evildumdum » Tue Jul 26, 2016 7:15 am

It does give a game a lot more exposure to be in flash, but it is a far inferior platform. With the team as it currently stands, i am the one and only coder. This is not a problem since i am super experienced in Ren'py. In addition to that, ren'py can animate using code, so i can create an animation engine and just feed it the appropriate body parts. Laird, do you have any experience with python script?
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Re: Breeding Season Revival

Postby DerPeter » Tue Jul 26, 2016 11:16 am

ValturNaa Wrote:Understandable. I mean, it's hentai for pity's sake. If it's not sexy, it's nothing. We won't be using ANYTHING from the original BS project. Monster names, arts, world, story, even characters. Hell, only the art and animation would even be worth borrowing and that's copyrighted, so...


The animation poses aren't, so you can use existing animations as blueprint. You just have to decide whether you want to revive BS or develop a new game. If the new game and BS have not much in common, aside from monster breeding, then don't call it BS Revival.
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Re: Breeding Season Revival

Postby shames90210 » Tue Jul 26, 2016 12:26 pm

DerPeter Wrote:The animation poses aren't, so you can use existing animations as blueprint. You just have to decide whether you want to revive BS or develop a new game. If the new game and BS have not much in common, aside from monster breeding, then don't call it BS Revival.


What poses were unique though? which really stood out as "Oh cool I love how that monster is plowing/getting plowed!" because for me I can't think of anything that was super memorable and I think that is an issue. While I liked the original breeding season I liked it because of the breeding sim nature and I know I'm not alone in that statement.

To say "If the new game and breeding season only have monster breeding in common then it shouldn't be called a revival" When probably the only truly unique part to breeding season was the heavy focus on monster breeding is bold and I'd encourage you to prove me wrong. The internet is a melting pot of ideas and discussion is great, however the point of the revival as far as I'm aware from the teams talks is to revive Hbomb's Idea of a simbreeder not to create a clone of the original as simply cloning it would get the project nowhere.

From a legal standpoint we have to break the mold and change things up given Hbomb hasn't actually given the public open rights to his portion of the IP and until he does such (and he may not). For now I'd say watch the project and see where we go if you like it great if not well I'm sorry we couldn't deliver your dream game while keeping it the teams dream and fun to make.

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Re: Breeding Season Revival

Postby DerPeter » Tue Jul 26, 2016 12:51 pm

First, why does everything have to be unique to be memorable?
That is already a flawed argument. If the poeple read Breeding Season, they'll expect to see Breeding Season and not a completely different game with the same name. If you use the name Breeding Season, then people expect a game that holds up to what they know as Breeding Season. If you are not planning to honor the base game in any way but the breeding mechanic, then simply ship it with a different name.
That way you will prevent confusion both for people wanting to see Breeding Season being made and for the ones who got alienated by the bloat and the slow progress of the original.

If you plan your game to be different from the original in many ways, you can save yourself a lot of trouble by not setting yourself up to being compared all the time.
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Re: Breeding Season Revival

Postby shames90210 » Tue Jul 26, 2016 1:26 pm

You had brought up that the animations (at least how they are animated was something we could use even if as a reference) and I differentiated between whether there where unique poses or memorable ones.

As for where we take the game, how different it becomes and what the name ultimately becomes will be determined in time. The team has been together just under a day and our goals will evolve as things go. For now the goal is to Revive and remake Breeding Season if by this time next week we decide we are going to call it something else and go in a different direction then the name changes.

Again watch the project see if you like it, patience is a virtue and while personally I'd love to have "hurry the hell up" to be a virtue logistics and the like take a bit to set up, plans are being put in please just give us a little faith to win you over to what we decide to settle with.
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Re: Breeding Season Revival

Postby ValturNaa » Tue Jul 26, 2016 1:58 pm

Also, bear in mind that this is a discussions thread. I'm sure we'll be announcing the project under a very different name, once we settle on one that works for everybody. The purpose of this thread was to gather a functional team interested in the revival. We now have five members and a number of proposals on the table for gameplay elements. At the rate we're going, we should have a working world lore, basic story, and five monster concepts by the end of the week at least. Once we decide certain key game components, we can start working on a tech demo as proof of concept. Which means the purpose of this thread has essentially been fulfilled, and now we just need to create a project thread to keep people updated on our progress.
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Re: Breeding Season Revival

Postby LairdEnvy » Tue Jul 26, 2016 10:18 pm

evildumdum Wrote:Laird, do you have any experience with python script?


Yeah a little bit, it's my secondary programming language but I haven't tried Ren'py yet.
If that's going to be the language the project uses I could always take a week or so to familiarise myself it though.
As for my engine, it shouldn't take me too long to translate it from Java to Ren'py, probably about a week or so without interruptions.
Seeing how the basics of it are almost done (just finishing off monster breeding) we could probably have a working demo in about a month.
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Re: Breeding Season Revival

Postby livingforever » Wed Jul 27, 2016 5:59 pm

Hello there!
Seeing how you people are trying to do something that I want to support, here are my two cents:

For a successful project, it is crucial to chose the right tools for the job. And Ren'Py certainly isn't.
Ren'Py is a visual novel framework, it isn't great, but decent enough for that purpose - and not much more.
Yes, it is extensible, but it will cause you tons of unnecessary coding effort. Even Flash is better suited, and I absolutely despise Flash.

For what you're trying to do, there are much better alternatives, for example libGDX (Java, free and open source), Unity (mostly C#, free version available, license fee if you want all features) or Cocos2D-X (C++, free and open source).
All three of those are - similar to Flash - specialized in sprite based animation, which is exactely what you need.
On top of that, they are all significantly more efficient than both Ren'Py and Flash, so you won't need to worry about performance for the most part.

On the subject of an own engine, I personally do not think it is feasable in the long term for a small project like this. That said, I do not know how much LairdEnvy has implemented and working already, so I might be wrong.

Should you decide to move to a more suitable framework, please feel free to contact me, if you need a coder. I have a year of professional game development experience (mostly C++ with Unreal, though I am familiar with many other engines and languages) and a few months to spare until I start writing my Master thesis.
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Re: Breeding Season Revival

Postby evildumdum » Wed Jul 27, 2016 7:10 pm

You'd be suprised, ren'py can be quite flexible.
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Re: Breeding Season Revival

Postby shames90210 » Wed Jul 27, 2016 7:21 pm

Hey Livingforever!

Firstly I'd like to thank you for expressing your interest in the project and I hope you decide to keep an eye on it in the future, its always good to know the fan base for this type of project is still actively interested.

I would however like to formally decline your offer on behalf of the team. We feel while in some instances Ren'py may have a bad name as a VN engine the coders feel confident in there ability to push it past its stigma and I personally have seen it used brilliantly to implement things like turn based combat and unit customization in games. I hope however that if such a time as we decide we may require some support that you would still be willing to aid us either on commission or on a full time basis.

I would again like to thank you on behalf of the team for the offer and advice,

Best Regards, Shames.
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Re: Breeding Season Revival

Postby ANooB » Thu Jul 28, 2016 1:58 am

If you're gonna live up to breeding season fame, you guys should really take on a platform with native support for animation. Flash or unity would be your best bet. They can be crafted to support script parsing similar to ren py but with better cross platform support.
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Re: Breeding Season Revival

Postby AcetheSuperVillain » Thu Jul 28, 2016 3:57 am

Well, I mean, it comes down to what you want. If you want to make 5 digit revenue from a hentai game, you need a popular platform like Flash or Unity to make it happen. But if you just want to have fun and make the game that you want to make, then whatever, use what you're comfortable with.

But figure out up front what it is you want.
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Re: Breeding Season Revival

Postby Demisstirs » Thu Jul 28, 2016 6:18 pm

Dobble post, see below
Last edited by Demisstirs on Thu Jul 28, 2016 8:35 pm, edited 1 time in total.
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Re: Breeding Season Revival

Postby Demisstirs » Thu Jul 28, 2016 6:26 pm

not sure if my last post posted or if there is some sorta Approval Que thing but i would Love to help out in the Writing aspect of the Project if you need another Writer that is, im rather new to this site, and well i have been waiting for a Revival thing to pop up after i saw the cancellation. its honestly kinda hard to say what i would contribute to the team, perhaps a another view point and a another head to the Creative Process? well as i said before i would love to try and help with what ever i can, if your willing to have me on the team
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Re: Breeding Season Revival

Postby shames90210 » Thu Jul 28, 2016 8:22 pm

'Ey everyone!

I'd like to open with the concerns about using Ren'py for this project. I personally have seen the engine do some amazing things and Sakura Dungeon being an example. Rem'py also has support for a huge array of animation files. If we feel its not directly capable of handling the animation side of the game we can import the animations after animating them in say flash.

For the revenue comment, its hard to tell what will and won't turn a profit especially nowadays where people are putting game engines to there max to create content people enjoy playing. Somethings built in RPGmaker are turning huge profits while others aren't, same goes for flash and unity.

Hey Demisstirs, you get your own lovely personal comment ;) the teams currently full up on writers atm however if you'd be open to it we may approach you later once we can think about commissioning works off other artists. Till then I hope you watch the project and see where its going.

Best regards to all, Shames.
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Re: Breeding Season Revival

Postby AcetheSuperVillain » Fri Jul 29, 2016 2:54 am

I'm curious what your art's going to look like. I actually found the art quality of Breeding Season a little disappointing at times. Like the default monster girls were not crazy enough and the extra monstery girls were too crazy.
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Re: Breeding Season Revival

Postby shames90210 » Fri Jul 29, 2016 3:26 am

Hey Ace,

I'll consult with the team about getting a separate post up for the team and the project, then we can get some art teasers up for you ;). Perhaps I'll set up a blog for the project soon as well but its late were I am and I need some rest.

Much love, Shames

ps. sorry for the less formal reply but it is very late.
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