Breeding Season: Alpha Version 5.3 [Update 11/3/14]

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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby IrrelevantComment » Wed Mar 20, 2013 12:41 am

If there is any programming work you want help with, I'd be interested in helping out (you wouldn't need to share donations, don't worry)

My .flas have corrupted way too many times :( I always use google drive for my projects now, just in case. Are you using CS5? I think that's the worst one for corrupting files and crashing.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby kaishin » Wed Mar 20, 2013 3:15 am

MrFace5355 Wrote:So I beat the game for some reason. It was cool.

Near the end of the game the store started listing monsters at a price of 1, which was weird. Oh, and the last payment ended up being double the previous one, rather than remaining debt. Don't know what would have happened if I didn't have enough.

edit: I noticed some other users were worried about the payment even early on. The key is to do consumables. Even if you have only 3 monsters that can make 2 consumables a day at 50 each, then you should be able to get 2000 in 7 days. Typically you'll be able to do even better than that though.

Last payment doesn't count you as having enough money unless you have the full 8m+ for the payment, as opposed to just the remaining debt. When the game continues on after the victory screen, Delilah will still come for a debt payment the next month (I didn't check try to see how much she was asking for, 8m or 16m, was too lazy at that point).

That strat is good for early on so long as you're also trying to breed together some traits while you do it, especially if you can get True Breeding and Incorrigible together early on. For the breeding together, if you can't keep their stamina up, then don't even worry about it. Just have a Dickwolf you can harvest on the side, harvest it regularly, and feed the jizz to the ones you're trying to get to reproduce every other day (or every day, if you get its stamina up).
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Ironvein » Wed Mar 20, 2013 10:43 am

More critique/suggestion than bugs:

1) your 'sort by breed' drop-downs, while a good idea, isn't useful here... there is not enough time in the day to support a large number of monsters until late in the game. Now if you moved that idea to the consumable store; say I want to sell just my CatSquirts; then it might be more useful.

2) It had been mentioned before: Have a single list for the breeding pen, you can see more monsters at a time that way and should be easier to manage really. It's bad code to have multiple functions/objects doing the same thing where one is sufficient.

3) A general status screen would be a good idea as well. Something that would have useful info like the target payment amount, net worth of consumables, etc.

4) After adding the next male (one probably with a -WIL), I'd think you have a good foundation for the game. I would concentrate on making the game solid as opposed to just adding a new monster. If you just keep following whatever the polls say, you're bound to never finish the core due to feature creep. So, I'd suggest (again after the next male)... work on finishing what's currently there (missing animations, game core & balancing, debug). After that's done then follow the polls. (My method of coding: Make it work, make it bulletproof, make it pretty in that order).

5) Catsquirt isn't really useful for anything now except making money. If the clients had a MOD value requirement, then maybe it'll be more important.

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Off Topic; New trait idea (at least I haven't seen anything like it): Chimera- Monster has a chance of producing a different breed consumable.

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Question: I've noticed that my consumables rarely exceed a 3 star rating, even when stats are maxed; Is there a way to up that in the current version?
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby HartistaPipebomb » Wed Mar 20, 2013 8:23 pm

Ironvein Wrote:More critique/suggestion than bugs:

1) your 'sort by breed' drop-downs, while a good idea, isn't useful here... there is not enough time in the day to support a large number of monsters until late in the game. Now if you moved that idea to the consumable store; say I want to sell just my CatSquirts; then it might be more useful.

2) It had been mentioned before: Have a single list for the breeding pen, you can see more monsters at a time that way and should be easier to manage really. It's bad code to have multiple functions/objects doing the same thing where one is sufficient.

3) A general status screen would be a good idea as well. Something that would have useful info like the target payment amount, net worth of consumables, etc.

4) After adding the next male (one probably with a -WIL), I'd think you have a good foundation for the game. I would concentrate on making the game solid as opposed to just adding a new monster. If you just keep following whatever the polls say, you're bound to never finish the core due to feature creep. So, I'd suggest (again after the next male)... work on finishing what's currently there (missing animations, game core & balancing, debug). After that's done then follow the polls. (My method of coding: Make it work, make it bulletproof, make it pretty in that order).

5) Catsquirt isn't really useful for anything now except making money. If the clients had a MOD value requirement, then maybe it'll be more important.

-----

Off Topic; New trait idea (at least I haven't seen anything like it): Chimera- Monster has a chance of producing a different breed consumable.

-----

Question: I've noticed that my consumables rarely exceed a 3 star rating, even when stats are maxed; Is there a way to up that in the current version?


Yeah, the breeding pen is going to get an overhaul. It will work a lot differently once I'm done with it. A player status screen is also on my to-do list.

Also, my intention has never been to just follow what the polls say. For instance, the last update was pretty much just all gameplay improvements. Essentially, I have a list of changes and updates I want to make to the gameplay to focus on fixing and polishing that aspect each update that I've been following, then the donation features are gravy that are added on top of that. They're largely cosmetic or not central to the core gameplay, which is why they're the things that are donation based. Granted, they do take up time that could be focused on making the game itself more solid, but they're not replacing that work. I prefer trying to add a little bit of everything each update (some bug fixes, some gameplay improvements, some new art/animations) rather than focusing on one area at a time because the different aspects tend to depend/feed off of each other, and also different people play the game for different reasons (some just play for the gameplay, some just play for the sex scenes) so I want to add a little bit for everyone.

In the near future I intend to do a lot of rebalancing of the way consumables work. There are going to be a lot of new traits that affect consumables, with stuff like additional effects, etc. I intend to make actually using your consumables a lot more worthwhile than selling them. I want to make selling monsters the primary way you make cash, with selling consumables to be something you only do if you happen to have too many of them or are in desperate need of a little more cash.

Also, the consumables only going to 3 stars is a bug.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Ironvein » Thu Mar 21, 2013 6:36 am

HartistaPipebomb Wrote:
In the near future I intend to do a lot of rebalancing of the way consumables work. There are going to be a lot of new traits that affect consumables, with stuff like additional effects, etc. I intend to make actually using your consumables a lot more worthwhile than selling them. I want to make selling monsters the primary way you make cash, with selling consumables to be something you only do if you happen to have too many of them or are in desperate need of a little more cash.



So what? We going to be mixing consumables together and make something more potent? Al-cum-y if you will ;)
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby HartistaPipebomb » Thu Mar 21, 2013 5:32 pm

It's funny you say that: the laboratory, where you can mix together consumables to produce combined or special effects, was one of my first ideas for non-pen ranch upgrades.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Ironvein » Thu Mar 21, 2013 5:40 pm

HartistaPipebomb Wrote:It's funny you say that: the laboratory, where you can mix together consumables to produce combined or special effects, was one of my first ideas for non-pen ranch upgrades.


Here's an idea, to make that more interesting (although maybe not easy to code ). Have the 'mixing' abilities work by the colors of the monsters than your mixing from. Then not only are you trying to build a high breeding animal, but also monsters of particular colors as well.

So a highly mixed color combination has a low effect (since that would be the most likely outcome) and 'pure' colors have stronger effects. Well, just an idea; it'd be like a whole new aspect to consider.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Ironvein » Thu Mar 21, 2013 6:57 pm

Something I just noticed with the clients: The target number of a stat < x is getting larger, thereby making it easier to meet. It should be the opposite (x should be approaching 1 not 999). Should be an easy fix; if it's going to be less than, take 1000 (1001?) and subtract the original target number rolled.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby eroticgrapefruit » Thu Mar 21, 2013 10:47 pm

I managed to roll 3 clients who wanted stats under 0 on a new game, that was fun.

Also, curious if you can give any insight on what the player pregnancy feature will be like, since it's winning the current donation poll, and if other improvements to the pregnancy system (I.E. monsters not just being born instantly) will be coming with it? If the player just pops out babies the same way monsters do now it seems like a bit of a dull feature.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Campo92 » Fri Mar 22, 2013 8:15 pm

Dunno inf already signale, but two bugs: when you change day, you cannot select as first action the breeding pen, and the second is when you enter in some of your fences, the monster stop animating.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Stazza » Sat Mar 23, 2013 4:37 am

I want to start by saying that I am loving this game, but I do have 1 issue with it. Originally I felt the game was about breeding the monsters to make stronger ones to then sell on, but with the introduction of clients asking for stats below a certain point I feel the game has become about breeding monsters to get the most consumables to sell. For the first 4 monthes I tried to breed monsters to sell and I had about 50000 gil left, I just spent a month building up my monsters to become harvesting machines and now I can get roughly 2500000 gil a day. But this is just my opinion.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Lord Zero 3rd » Sat Mar 23, 2013 5:38 am

Don't know if any of this has mentioned so here.
Thanks For all the Fun

Criticisms:

Okay I beat the game the 16-bit ‘Hulk Hogan’ and “A Winner Is You” was funny. I liked the game and the following is my review on something’s that could be improved

- It currently has 12 hours of game play.
- Things you might want to look into a counter to stop too much inbreeding at Day ‘5/12’ I had 20 monsters with: ‘Grease Lighting 10’, ‘Geyser 10’, and ‘All Night Long 10’, all max stats, all breed modifiers to positive max, ‘No Downsides’, and ‘Altruistic’. I think it could work by ‘+1’ for every time inbreeding occurs and a sterilization perk takes affect at ‘5’. You get a ‘-.5’ every time a non-relative monster is the parent; all the way to ‘0’. I don’t know if that is too harsh but it stops an easy win.
- Clients become useless because they have a 13500 cap. I don’t know if that is true but I found that I could make more money harvesting them per day, than selling the monster.
- When you go past 20,000 in ‘Reputation’ you can start buying high level monsters for ‘1 gil’, didn’t know if you were aware of that.
- ‘True Breeding’ is over powered that was the first ‘Trait’ I harvested. That let me harvest every other trait I wanted with ease.
- ‘Altruistic’ even stops the negative effects of inbreeding; you might wait to be changed.

I truly enjoyed the game and am constantly looking for updates to play waiting for the next monster. I would like a new male; “Minotaur”.

Things I Would Like to See:

Here is some of my ideas I think this will add new elements of gameplay. I thought I would throw them out there

- Limit on how many items a character can store
- Condenser equipment; make Extracts of Harvested material: they stats of said items would be higher and increased values
- Both of these could be upgradable Under ‘Farm Upgrades’
- A list of all traits unlocked
- A monster version of a “Donkey Show”. Sell tickets to watch your monsters; increase revenue with reputation

Once again I would like to think you for this more original game.

Signed, Lord Zero 3rd
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Bla2alB » Sat Mar 23, 2013 9:29 am

HartistaPipebomb I think you should try to get additional funds for your game via http://offbeatr.com/
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Calpico » Sat Mar 23, 2013 5:13 pm

Bla2alB Wrote:HartistaPipebomb I think you should try to get additional funds for your game via http://offbeatr.com/

I think he should just keep to the forum for now
if this does really well, then he can try making another project on that
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby IrrelevantComment » Sat Mar 23, 2013 5:54 pm

Okay, so I haven't seen anyone mention this yet but it's day 1 of the 6th month, and I just bred a Catgirl with: True Breeder, Changeling, Gentle, Family Resemblance, Incorrigible, Adopted, Nurturing, Albino, Altruistic, + Iron will, hungry, mutagen, fertile and a bunch more all at level 10.

Basically, the trick is getting Mutagen 1 and True Breeder on an animal. True Breeder means all traits are passed on, and Mutagen X means X% chance to generate a new trait, so each time an animal breed with your Mut/TB, it will have AT THE LEAST Mut1/TB. This means that within a couple of months, you can get TB/Mut 10, meaning each time it breeds you get a new trait. Breed the hell out of it, throw away anything that generates Cruel, and wait for two things to happen: 1) you generate Incorrigible, and suddenly you can breed whatever you like with no fear of incest and 2) you generate fertile, meaning you can end up breeding and increasing your traits (remember, everytime you breed you gain a trait and don't lose any) about 20 times a day.

...And then I posted this without saving it first -_- Ah well, pretty much done with this version and I imagine the next will break saves. Really enjoyed the game, looking forward to your next update.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Ironvein » Sat Mar 23, 2013 6:17 pm

A cosmetic error than I picked up on by chance. In town, the house with the green roof (not the clock tower); you can see the cloud passing through the walls.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Ironvein » Sun Mar 24, 2013 12:55 am

Game Logic Bug: Client do not get initialized until you first visit them; meaning that if you don't look right away, they can't start with pretty hefty requirements. The first clients need to be created when the game starts.

I noticed this because I had not got around to checking the clients until after I just bought the harpie pen and the gold client on my first check wanted a harpy.

In regards to the 'less than' requirement. I don't think it's something that should pop up immediately. Maybe start them after a certain fame threshold or after the player maxed the caps on a monster (can get 1000s again). This way the new challenge is to be able to breed low with monsters that are probably 6+ breeders at that point.

Other critiques:
1) an option to harvest a monster completely instead of each time would be nice (it's a tedious repetitive action.) Something similar to the consumable store sell all command.

2) monsters in the store become too powerful too quickly later in the game. They are also absurdly close to their caps that if you have an 6+ monster; it only takes one breed command to max them. Currently, if you're breeding is not going well, you can just release and buy a new monster with better stats. That is kinda flawed since the point of the game is to breed them.

3) payment doubling forces us to make the money through consumable only. Not a feasible way to make the later payments through client. Maybe a way to sell rather the release our throw away monster would be better. Just not as much as if you went through the client.

4) lower class clients should never have bigger requirements than the upper clients. If a bronze client is going to be harder than a gold client then you need to either rotate the client (silver becomes bronze, gold becomes silver, new becomes gold) or redo all the clients when one has succeeded. Although to be honest, I think the whole client thing needs to be redone/rethought, it's more a chore than an objective as it is. Although going back to the way it was before would be bad too (was so easy, it was boring).

5) selling consumables should not be sold 'at value'; meaning you should not be getting the full value when selling to a store (in the real world, shops would not make any money that way). At the very least consumables (not even at the highest quality) should not be more valuable the even the most basic (0 fame) monster.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby FruitSmoothie » Sun Mar 24, 2013 1:52 pm

A lot less to talk about now. Kind of bug reports and waiting for update news now that we know what's going to be in the game. I mean it helps the game but kinda kills off the conversations here lol.
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Ironvein » Sun Mar 24, 2013 6:00 pm

FruitSmoothie Wrote:A lot less to talk about now. Kind of bug reports and waiting for update news now that we know what's going to be in the game. I mean it helps the game but kinda kills off the conversations here lol.


True, but I thought that was the point of this thread anyway (bug reporting) :D

If you have any computer art skills, you could submit suggestions for the missing art pics. That'd probably help give H-PipeBomb some ideas/incentive to finish those.

Unfortunately I don't have such skills/equipment for such; so I can only suggest it. :(
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Re: Breeding Season: Donation Voting! [Game Update 3/17/2013

Postby Ironvein » Sun Mar 24, 2013 7:35 pm

Minor bug: Donation Voting and the Breeding Season Blog looks like buttons/hyperlinks but don't actually work.

Observation: The mentioned bug where the breeding stable is not clickable first thing in the morning seems to only happen if you are not using hotkeys the previous day. Rather that's when it consistently fails to be clickable. It happens sometimes when you use hotkeys the day before, but rarely.
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