Breeding Season Legacy Discussion

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Re: Breeding Season Legacy Discussion

Postby VintageBass » Sat Oct 12, 2013 5:30 pm

weenog Wrote:I think we could use this as an opportunity to improve on some of the games design flaws. I think it's kind of a weird mechanic that monsters affect their partners stats when mating. Does it really make sense that a monster would become wiser or more charismatic just by sleeping with another monster? Also the breeding menu is cumbersome and could be improved significantly.

I don't see any real problems with the stats. I think that's a neat little feature. Of course it is like it is that it's only through breeding because... well, that's the main source of increasing/decreasing stats. Really the main point is to breed monsters, so that's primary where the stat changes are coming from, and I really don't see pointing out the logic of some stats changing. I do like the idea of there being alternate ways of increasing/decreasing stats, like using items and such, but the main draw of the game is the breeding of monsters, so it's going to be the main source of changing stats (of course what stats change does matter... and where's the wisdom stat?)

And I agree with the breeding menu does need to be fix up a lot.

weenog Wrote:I think the game would also benefit from more events that you could get money or items or monsters from. For instance a monthly fair where you could showcase a monster and win cash or a license to raise a new kind of monster. A dickwolf fighting ring you could bet on would be interesting to see.

As previously mentioned on the original topic about maybe events such like the fights and the like. I had an idea about maybe starting a farm that, not only could you feed your monsters, but also sell to earn money instead of relying on selling their goods and the monsters themselves. Of course you'll still get big money selling your monster, but having a farm would be easy to earn some scrap money, feed monsters to make them better, and help towards building your breeding empire. And the monthly fair doesn't sound like a bad idea, either.
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Re: Breeding Season Legacy Discussion

Postby BlueLight » Sun Oct 13, 2013 2:30 am

Zeus Kabob Wrote:No, stealing from someone who stole from you isn't ethical.

hmmm i see i need to work on my internet sarcasm. I generally agree with you, but if i have to feed starving children and the store clerk took my money, but didn't give me my food; then i have no ethical problems stealing from him. That being said, i don't agree with stealing the code. Then again i'm a idiot that makes his own engine, so i say we rough it.
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Re: Breeding Season Legacy Discussion

Postby Jealousy1867 » Mon Oct 14, 2013 5:38 pm

How is everyone today?

It looks like the "Make an original game similar to Breeding Season" voters have majority. I support this, as it doesn't involve any stealing and we've already got some good ideas on the table.

So we'll need at least one coder. I'm happy to do coding if no one else is interested. However, it might take a little time for my Flash skills to get to the degree where I can actually compose something resembling a game. Ideally, someone who already knows what they're doing would be in charge of programming, but I can't volunteer others.

I'd suggest the next step would be to toss ideas around and formulate what we want this new thing to be. It will most likely undergo a few permutations before it arrives at something we're all more or less happy with - which brings up a concern. It is absolutely impossible to please everyone. If we leave this as a completely open forum during the actual development phase, whoever's doing the coding will be battered with countless opposing and/or mutually exclusive suggestions. There has to be some kind of moderation, some kind of authority that can filter what is going into the new project and what lies on the cutting room floor. Part of me says whoever codes it acts on their own discression, but that sort of eliminates the need for this open forum.

I don't have experience heading a project by committee (I always just sort of got an idea and ran with it).
Does anyone have any ideas?

Again, thanks for contributing to this discussion.
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Re: Breeding Season Legacy Discussion

Postby Camel » Tue Oct 15, 2013 7:08 am

the only idea i can come up with is to atleast try to add the content people donated for in breeding season starting from the top working down seeing how they apparently got screwed over, it would just be a nice thing to do in my opinion. also i personally wouldnt mind futa action in it :p
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Re: Breeding Season Legacy Discussion

Postby obsidian56 » Tue Oct 15, 2013 1:04 pm

Hi guys I hope this project gets to take off, and I cant wait but I'm kinda confused as to whats really going on. Theres a few things I kinda need clarifyng.

One thing, were not really taking hartistas work and passing it off as are own, are we? Then if we're not doing that, why is everyone throwing the word "stealing" around so harshly. I thought it would be best to just finish off where hartista left off. That way if hartista ever came back the project leaders could just hand the project back over to hartista along with the added work. is that not ok? Everyone here is pretty smart and understand much more than me, but I was just curious if just finishing off where hartista left off would be the best course of action. I know it would be much harder to do that. but I thought it would be better than starting from scratch.
Either way I wanna be here to support whatever action you guys take.
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Re: Breeding Season Legacy Discussion

Postby VintageBass » Tue Oct 15, 2013 2:04 pm

All right, so we're moving into the ideas phase... well for a start, can we look at what is already in the game and take the stuff to either: 1) add them with little to no changes, 2) modify them to meet the demands of the people, and/or 3) remove it completely. I haven't looked through all of the pages here on the forum, nor did I follow the blog, so I have no ideas about what was considered good or bad. Then again, with all of the ideas that were previously pitched there, we can look at those and see what is good and what's bad.

Then there is that idea I pitched about maybe starting up a farm that'll allow you to make easy money and to feed your monster. This also comes with the idea about maybe using said items to alter your monsters, either by increasing/decreasing their stats and/or giving some special effects after consuming an item. Sure there are stuff like that, mainly through the bodily fluid of the monsters, but what I'm suggesting is to add more of a variety of the consumables you're using. And again you can also make some money fast (and not a lot, mind you) if you're struggling to meet the demands of those picky clients.

... And about those demands, is it possible to make it where the demands aren't so difficult to achieve when you're starting out?
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Re: Breeding Season Legacy Discussion

Postby Zeus Kabob » Tue Oct 15, 2013 2:49 pm

obsidian56 Wrote:Hi guys I hope this project gets to take off, and I cant wait but I'm kinda confused as to whats really going on. Theres a few things I kinda need clarifyng.

One thing, were not really taking hartistas work and passing it off as are own, are we? Then if we're not doing that, why is everyone throwing the word "stealing" around so harshly. I thought it would be best to just finish off where hartista left off. That way if hartista ever came back the project leaders could just hand the project back over to hartista along with the added work. is that not ok? Everyone here is pretty smart and understand much more than me, but I was just curious if just finishing off where hartista left off would be the best course of action. I know it would be much harder to do that. but I thought it would be better than starting from scratch.
Either way I wanna be here to support whatever action you guys take.


Jealousy, who's currently leading the planning for this project, presented multiple options. One was to take all of Hartista's work and continue it. I consider this to be fine in my books, but if it's against Hartista's wishes it's still considered stealing. The option that most of the people here are in support of is to take Hartista's concept (breeding farm with animal/animal and animal/breeder interactions) and develop it into a different and potentially much better game.
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Re: Breeding Season Legacy Discussion

Postby Jealousy1867 » Tue Oct 15, 2013 4:18 pm

Here's some ideas...

* We make a flash game where the general idea is to create an expansive monster breeding ranch. With sexy monsters come sexy responsibilities.
* The player can be either male, female, or futa. Since futa can breed with either conventional sex the trade-off could be 33% lower fertility/potency, perhaps since futas are more built around pleasure than actual reproduction (or whatever rationale we use). If this idea has problems then I'm happy with whatever else. But leaving it female by default seems unnecessarily limiting to me.
* I think monsters should not alter each other's stats through breeding, as weenog suggested. Rather, breeding increases their own breeding-related stats by an amount controlled by a modifier (such as a stat for that purpose).
* The player feeds the monsters milkings from other monster types which will reliably increase their stats a bit. Another option may be to buy special feed which bestows traits temporarily but through repeated feedings becomes permanent. As VintageBass mentioned, there is no harm in alternative ways of manipulating the monsters with other types of feed.
* I'd like it if the monsters can be sold off in a default sale at any point - just releasing them freely into the wild seems to counter the whole point of the ranch. However, if they match the criteria of a buyer, they may be sold at a much higher profit. Then again, the buyer will have individual preferences that may make it a tad tricky. In Breeding Season, I was annoyed at how buyers kept demanding low stats. I hope we don't do that.
* I second weenog's ideas of a Monster Fair and a monster fighting ring. Why not? As for building a family, I love this idea. They can be set on routine tasks, such as 'Milk Monster A every morning,' 'Sell all milkings every evening,' or 'Fuck X monster every day to help it build up its stats a bit,' or whatever. Why not have a monster brothel while we're at it? It's income, baby.
* I propose we adjust the plot a little so that the monthly rent is based on what buildings you have and the number of monsters you own - nothing arbitrary. Also, I'd prefer it if failing to reach your rent resulted in some form of non-crippling, but non-rewarding penalty rather than a game over.

That's all the ideas I have at the moment. Actually, not all of the ideas are mine. I tried to credit the originators where applicable.
I'd like it if IrrelevantComment spearheaded coding, and the writers pooled their creative minds for writing; I offer my services as an editor in that vein. However, I'm happy to do programming as an alternative to editing. An artist, on the other hand, won't be a concern for quite a while.

How do these ideas sound? Can we come up with more?
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Re: Breeding Season Legacy Discussion

Postby weenog » Tue Oct 15, 2013 4:43 pm

VintageBass Wrote:... And about those demands, is it possible to make it where the demands aren't so difficult to achieve when you're starting out?


I think an easy way to fix that would be an option to sell a monster at auction. It would always sell, but not necessarily make a lot of money. I think that would be a nice way to get rid of monsters with all negative modifiers and low stat caps.

Another feature that might be good would be a way to get new contracts much like the way you can restock the monster store.
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Re: Breeding Season Legacy Discussion

Postby Oneko » Tue Oct 15, 2013 6:29 pm

Althrough having many new features will be better, i'd say to... make a new game but using the same game mechanics. (at least for now)

We are currently trying make a project from anew, so i guess it would be beneficial for whoever works at this project to start first with the stuff from the previous game, instead from adding previous AND adding new features at the same time, thus leading to an overload of work to the programmers. It would be best to have as first release a plain one, instead of one full of features but that takes many time (and effort) to realize.
Besides, the features in the previous Breeding Season are still quite complex--- like the breeding modifiers, stat inheritance/change, various other formulas etc, there are already a ton of formulaes and feature quite tough to realize, without counting the structure of the game core itself. So i say: don't overload the future coders too much.
Remember that we are only talking right now, if we can pull out even a plain release perhaps more people will be available to develop the game. And if it will be a success, we can implement new features too!
I have few observations though regarding some already existing features that should be changed:

The shop should be changed a bit, in accordance to how many type of monsters are available. Like, the previous game had like 10 slots available for buyable monsters at max. You can't buy that much if you have already unlocked 10 type of monsters and you are looking for a monster with a determinate hair color/skin, stats and breeding modifiers, won't be it? I suggest to increase the max number available for buying.
And the restock button should also be changed as well. The restock button allows you to have a fresh new list of random-generated monsters without waiting the next day. But it will cost you. The problem is, in the previous game the price increase of using the restock button lasts forever (i mean, this feature should be used to get new monsters THAT SAME DAY, so why having it increased forever, it doesn't make sense if you use it one day, then three years later you have the same restock price and it's worth more than all the monsters in the shop itself). I say to reset the restock price at the end of each day.

The neoteny and (not realized) futa trait should be removed. I don't mean by removing these fetishes from the game (i was looking for the catgirl neoteny myself), but just to remove them from being traits, since this is a potentially destructive feature that might not only do various hoops to the programmers, but also to potentially discourage artists. I mean, since it's a trait it makes "obligatory" that every monster has it and can have it through breeding (so wait, even males can have the futa trait? wat?), so my opinion is, if requested, to add these as different monster types (thus removing the futa and neoteny traits, but having in the game a catgirl-type monster, a neoteny catgirl-type monster, futa catgirl type, and so on). This is also way better since an artist can work on the catgirl animations while another on the neoteny catgirl animations, and i don't believe that everyone wants to have either futa and neoteny (or both) to all male/female monsters in the game.
Perhaps what i said is quite difficult to understand since it's just an agnostic, so here's an example: say for example i am a skilled artist (lol) that wants to contribute to a game. If i want to draw a new monster type (like, a mermaid girl) i would be literally forced to draw even the neoteny form and the futa form (or even the neoteny/futa one) since i know there are futa and neoteny trait in the game, PLUS the animations w/ the other monsters, so it would be much better to make only the plain mermaid and add it to the game with all the monsters animations, and then, if i have time, i can add a neoteny mermaid type.

The greatest difficulty of this game (for the artists) is the N+2 dilemma. Say that there are already 6 types of monsters in the game. I want to add my mermaid type. If i want to include all the animations, i must draw, aside from the stading/solo animation, 8 breeding animations of her (6 for the existing monsters, 1 for mermaid/mermaid, 1 for player/mermaid). There are now 7 monsters in the game. If someone wants to make another monster, that'll be 9 types of animations aside from the solo animation. See where i am getting at?
And just think that futa and neoteny were trait applicable to all monsters in a mandatory way. that would almost means triple the animations required. We don't need another game filled with a bunch of AND THEY FUCKED. (ANIMATION MISSING) screens would we?
Just let everyone make whatever monsters they want. If someone else wants to draw the neoteny/futa version as well it can be added as separate monster type with a different ID.

And regarding the other features, such as feeding/harvesting/selling to clients, well, not a big fan of it, but i guess this is what makes Breeding Season so original, so let's keep them too. I have few doubts regarding the ranch shop too, but let's keep it as is.
For the project management, well, who will merge all the code and graphics together, thus making the final SWF? (export would be a portable swf and not a windows-exclusive exe right?) Let's concentrate on this and then we can go on.
Oh also for starting the game i say to include the old monsters (if no artist step up); if the anon of Hartista's blog doesn't show up then i will decompile the game myself and give the monsters animation to whoever will make the final SWF.
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Re: Breeding Season Legacy Discussion

Postby Jealousy1867 » Tue Oct 15, 2013 7:14 pm

Oneko Wrote:We are currently trying make a project from anew, so i guess it would be beneficial for whoever works at this project to start first with the stuff from the previous game, instead from adding previous AND adding new features at the same time, thus leading to an overload of work to the programmers. It would be best to have as first release a plain one, instead of one full of features but that takes many time (and effort) to realize.(at least for now)


I suggest that we first create a complete vision of what we'd like - whatever that is - and then decide how to impliment it. Implementation may involve limiting options at first, it may involve limited artwork, who knows. But regardless of what we need to do then, for now there's no need to stop making ideas. I'm sure there's at least one other programmer who accepts that making a game requires some coding work.
As a programmer who sometimes discusses coding with non-programmers, a problem I frequently find is the presumption of difficulty. For example, you might think that there may need to be 6 completely drawn animations for basic interactions between male, female, and futanari types (male/male, male/female, male/futanari, female/female, female/futanari, and futanari/futanari). However, the beauty of flash is that once you have art for a body part, you can use that same piece of art for any number of instances. And color is also not a real concern, as it is handled with coding rather than by the artist. It's rather elegant in that regard.

For now, I'd like to focus on cultivating ideas - as many as we can. If, over the course of these discussions, we find we need to change that focus, then so we shall. But for now - share your wants and not-wants with the group :)
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Re: Breeding Season Legacy Discussion

Postby obsidian56 » Tue Oct 15, 2013 7:29 pm

Jealousy1867 Wrote:Here's some ideas...

* We make a flash game where the general idea is to create an expansive monster breeding ranch. With sexy monsters come sexy responsibilities.
* The player can be either male, female, or futa. Since futa can breed with either conventional sex the trade-off could be 33% lower fertility/potency, perhaps since futas are more built around pleasure than actual reproduction (or whatever rationale we use). If this idea has problems then I'm happy with whatever else. But leaving it female by default seems unnecessarily limiting to me.
* I think monsters should not alter each other's stats through breeding, as weenog suggested. Rather, breeding increases their own breeding-related stats by an amount controlled by a modifier (such as a stat for that purpose).
* The player feeds the monsters milkings from other monster types which will reliably increase their stats a bit. Another option may be to buy special feed which bestows traits temporarily but through repeated feedings becomes permanent. As VintageBass mentioned, there is no harm in alternative ways of manipulating the monsters with other types of feed.
* I'd like it if the monsters can be sold off in a default sale at any point - just releasing them freely into the wild seems to counter the whole point of the ranch. However, if they match the criteria of a buyer, they may be sold at a much higher profit. Then again, the buyer will have individual preferences that may make it a tad tricky. In Breeding Season, I was annoyed at how buyers kept demanding low stats. I hope we don't do that.
* I second weenog's ideas of a Monster Fair and a monster fighting ring. Why not? As for building a family, I love this idea. They can be set on routine tasks, such as 'Milk Monster A every morning,' 'Sell all milkings every evening,' or 'Fuck X monster every day to help it build up its stats a bit,' or whatever. Why not have a monster brothel while we're at it? It's income, baby.
* I propose we adjust the plot a little so that the monthly rent is based on what buildings you have and the number of monsters you own - nothing arbitrary. Also, I'd prefer it if failing to reach your rent resulted in some form of non-crippling, but non-rewarding penalty rather than a game over.

That's all the ideas I have at the moment. Actually, not all of the ideas are mine. I tried to credit the originators where applicable.
I'd like it if IrrelevantComment spearheaded coding, and the writers pooled their creative minds for writing; I offer my services as an editor in that vein. However, I'm happy to do programming as an alternative to editing. An artist, on the other hand, won't be a concern for quite a while.

How do these ideas sound? Can we come up with more?


I like a lot of these ideas sounds great, but sounds alike lot of work too. I'm ok with the futa suggestion. Could it be possible to have the futa be some kind of trait like being only able to produce males or other futas and not females, if not oh well.
-another member suggested that the restock fee needs to be reworked and i agree but im not sure how it could be fixed. Maybe selling monsters to a certain guild would help lower it or something.
-Another idea could also work in would be if you release too many monsters in the wild that one female warrior character would come by your farm and take one of your stronger monster away. That way players would have to avoid release monsters or producing too many herp-derps.

-Another idea I'm not sure how players would like it, but I'll give it a shot. How about 2 more traits called Femine and all male. Femine would produce only females while of course all male will do the exact opposite.

-the monster fair sounds like a really cool idea, a lot can be worked into that such as able to buy rare monsters or displayed your own set of monsters or a fighting ring. That sounds like the best idea in my opinion.cudos to whoever came up with that. :D

I have one question and I know its gonna sound stupid but if someone could answer it I appreciate it. What program exactly would help in doing the animations and please dont say flash. I was just curious exactly which program it would be. Thanks
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Re: Breeding Season Legacy Discussion

Postby VintageBass » Tue Oct 15, 2013 10:00 pm

I do support the idea of adding more genders for the breeder! At least having a male or a futa breeder could result in possibly more pregnancy with the female monsters, since with the current limitations of the monsters having a certain amount of times breeding, the male breeder could step in and maybe have a chance to breed and create more monsters. At least that'll be there if that's your plan. If not, it'll give those who are interested in seeing males getting fucked by monsters, then let them have it. I'm all for support to allow more males in these sort of games!

As for the debt, I can think of a way around the idea. So instead of implementing a game over if you can't reach the debt in time, you'll get some sort of punishment, which may or may not include:
- An increasing interest to the already current payment
- Repossession of a random monster, maybe your strongest
- Be given some sort of handicap
And afterwards if you continue to fail to pay your debt, then it's likely going to be a game over. How's that?

A monster brothel? ... Why not? Maybe there could be a carpenter that you can go to that'll build you your new buildings, including a special building dedicated to this monster brothel and then rake in all the sweet, sweet moola!

weenog Wrote:Another feature that might be good would be a way to get new contracts much like the way you can restock the monster store.

And I think I might have an idea to go along with that: what about a contract offering board that, when a new day starts, changes out clients and their offers, much like how the monster shop works (without the restock button)? When you visit it, you'll get to see who's offering what, and you can choose a certain amount to accomplish. And if you don't like what you see, you can wait a day, improve on your monsters and come back to see what new offers are being offered.

Oneko Wrote:(so wait, even males can have the futa trait? wat?)

Well if a male were to get a futa trait, then he'll acquire both sexes, which means the male gets a pussy. Well it's not always about the penis, is it?
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Re: Breeding Season Legacy Discussion

Postby Oneko » Tue Oct 15, 2013 10:59 pm

Jealousy1867 Wrote:I suggest that we first create a complete vision of what we'd like - whatever that is - and then decide how to impliment it. Implementation may involve limiting options at first, it may involve limited artwork, who knows. But regardless of what we need to do then, for now there's no need to stop making ideas. I'm sure there's at least one other programmer who accepts that making a game requires some coding work.

Although making ideas might be the first step, we are already a step too ahead than expected. Since this is a collab we should be talking first about group management, so who program, code, and put things together, what will be the rules to request a new feature and how and who will add new artwork into the game, etc.
Although it's a bit early since the thread has low visibilty, i don't want this thread to become the classic one with lots of ideas and zero content produced. If a programmer pops up and decide to make whatever feature is listed here ok, but if we can't afford that, and the only choices we have is to put a basic set of features or either abandon the project, so be it.
As a programmer who sometimes discusses coding with non-programmers, a problem I frequently find is the presumption of difficulty. For example, you might think that there may need to be 6 completely drawn animations for basic interactions between male, female, and futanari types (male/male, male/female, male/futanari, female/female, female/futanari, and futanari/futanari). However, the beauty of flash is that once you have art for a body part, you can use that same piece of art for any number of instances. And color is also not a real concern, as it is handled with coding rather than by the artist. It's rather elegant in that regard.

I tinkered with Flash for a bit and i understand what you're saying, draw a penis and hook it, here's the futa! But still it's not that easy. Neoteny monsters will require a totally different drawstyle from the non-neoteny ones so the required animations for a new monster to make will have to be double to the number of the monsters in the game, so my argument still stands. Plus what you have said it's true only if the futa females will keep the same pose and animation as normal female ones, because if not (VintageBass example is a perfect one) that means another set of animations to make, swapping roles between dom/sub, thus requiring the triple of animations! And sometimes you can't even reuse the same animations, because you have to adjust both the parts because of their members size. (or else using the same animation both for a small dick and for a big one is kinda awkward, don't you think?)
Which all this is kinda preposterous asking for an artist, it's just too much job for a single monster, not even counting that we haven't found not even an artist yet.
That's why, by all reasons said above, to remove all the futa and neoteny as traits and by making separate istances of monsters, potentially saving the drawing animations required. It can also save a huge pain in the ass regarding how to program those traits (if someone has futa/neotemy trait will all the future children have it? should i really base myself on a visual trait that pops up at random, considering that trait i can either like it or not like it/want it or not want it?) having separate instances of monsters, instead, is also simple by design, and get rid of those two annoying (randomly inheritable) traits. It is also an easier way to accept the most popular request from the fans, instead of drawing neoteny/futa/whatever future visual trait from the start thus making an entire mess everywhere.
Perhaps not explicitly writing in the game "there is catgirl, neoteny catgirl and futa catgirl", but, you can like add few symbols in front of their type name to make them denote they're futa/neoteny, kinda a label. That pretty much sums it as a non inheritable trait, or whatever it is.
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Re: Breeding Season Legacy Discussion

Postby Sythis_Sythes » Wed Oct 16, 2013 1:13 am

OK, so I'm bored atm and started reading the forum since it started moving again, and i drew up a quick home image for the farm in flash. obviously i suck at art, but again, bored and have access to a graphics tablet. Wish i could help make the monsters, but I'm horrible at making anything resembling a human body,lmao.

On another note, i see a lot of great ideas flying around, but what we are forgetting is getting the basics implemented before we can worry about whether futa should/shouldn't be added, and instead start by thinking the quickest way to make a prototype game that's using the basic idea of hartista's work, and then go from there. Idea's be well and good, but shooting too high will only make this work un-creatable and too big a task for most people to help with.
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Re: Breeding Season Legacy Discussion

Postby weenog » Wed Oct 16, 2013 4:39 am

As much as I like futa I agree that they present a very large complication to the coding as well as animation. I think that they probably be on the back burner.
I don't know what harista had intended for some of the planned monster's consumable effects were, but I always liked to think that the demon consumable reduced the chances of monsters producing a herp-derp. It made since to me thematically, because I would think demons would engage in sexual taboo like incest, more than any other monster type.
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Re: Breeding Season Legacy Discussion

Postby themightypawn » Wed Oct 16, 2013 8:08 am

what about an area in which you could find monsters for free like a forest or something similar, the monsters in the area could have almost no stats but could have unique traits or something like that, also with adding to the carpenter idea why not have them be able to increase your monsters pen size to accumulate more monsters (just a simple idea). For the neoteny trait, if it is indeed staying the same and not changing there should be a time frame in which a monster without neoteny looks like one with the trait but after a certain amount of time would out grow the trait. For example a catgirl would look as though it had neoteny for a day after being laid (if hatched from an egg) or whatever you want to call it, then after a certain time amount of time passes lets say a day it would mature into a full grown normal catgirl. since to me it doesn't make much since for something to be born full grown.
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Re: Breeding Season Legacy Discussion

Postby Oneko » Wed Oct 16, 2013 5:07 pm

Sythis_Sythes Wrote:OK, so I'm bored atm and started reading the forum since it started moving again, and i drew up a quick home image for the farm in flash. obviously i suck at art, but again, bored and have access to a graphics tablet. Wish i could help make the monsters, but I'm horrible at making anything resembling a human body,lmao.

On another note, i see a lot of great ideas flying around, but what we are forgetting is getting the basics implemented before we can worry about whether futa should/shouldn't be added, and instead start by thinking the quickest way to make a prototype game that's using the basic idea of hartista's work, and then go from there. Idea's be well and good, but shooting too high will only make this work un-creatable and too big a task for most people to help with.


I agree with you, we should first realize the core of the game along with the basic features, and then from that point going onward and expanding the game.

Anyway your draft looks great, it has the same graphics as the one that Hartista used, lol. I kinda like these graphics very low-detailed though, i think that even those should be fine for the game too. If we'd try to improve them we could either end up with mediocre graphics, or wasting too much time spent by doing great graphics instead of working for the animations. We should utilize those Microsoft Paint-style graphics for the backgrounds, buildings etc. as Hartista did with the rest.
A map would be useful only in the future, but until now there are only 3 zones (town/home/ranch) so i guess it would be little benefit by implement it. Also the various elements such as clock, arrows, money sign etc should be resized down a bit, i guess they occupy a bit too much the space on the screen.
The home, on the other side, looks kinda empty since it doesn't fit a big part of the screen. You can either increase the size of the home a bit or leaving it as is but giving future space for upgrades (as more rooms, more floors, a roof, trees/surroundings etc, kinda like The Sims or Animal Crossing). Unlike the breeding animations these literally take few seconds to draw due to the low details.
Last edited by Oneko on Thu Oct 17, 2013 1:59 pm, edited 1 time in total.
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Re: Breeding Season Legacy Discussion

Postby Jealousy1867 » Wed Oct 16, 2013 6:21 pm

Hello everyone.
I see the forum moving along now, and that's a good thing. Although this is an open forum, I feel a central voice would help keep things organized and flowing in a single direction. Not a manager, but a leader. Someone to take charge of what needs taking charge of, who will volunteer their skills, who collates everyone's ideas and keeps the ball rolling.
What I'm talking about is a real leader.
I started this forum, and essentially inherited the role as unofficial leader. However, I never volunteered to be the one in charge and have no particular ambition to lead. That's not to say I won't accept being the leader if it's what people want, but several people have made some pretty good points against the way I've wanted to do things. Not against my leadership, but how I've wanted to pace the game development. So I think we need an official leader.
I nominate Oneko. He challenged my ideas with good points, and stood up for his points. Plus, I can see he has passion. VintageBass and weenog are also clearly invested, and I'd be happy to follow either of those guys, too. I just everything to keep moving forward without having to continuously defend my ideas.
So, to whoever winds up at the helm: I can master Flash well enough for a Breeding Season-like game if needed. Otherwise, I do have professional game design experience, so I'm a pretty solid idea person. After that, I don't have too much to offer really apart from UI design and editing.
Thanks everyone for reading this and I look forward to being a part of whatever this game ends up being :)

tl;dr: From how things are progressing I feel I am more helpful in a supportive role than as an administrator.
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Re: Breeding Season Legacy Discussion

Postby VintageBass » Wed Oct 16, 2013 6:41 pm

OK, I might be a little confused on the matter, but isn't futa and neotany technically traits? I can see where the problems occur with creating animations, since combining the two traits with other monsters would result in a crapton of animations, but I don't necessary see a problem with getting rid of them as traits. I could see it working, with the gender of monsters for futa and, as mentioned above, having the neotany be a temporary thing before growing into a full grown monster. Of course people will want to have a permanent affect on the latter, so that could be maybe a whole new trait in on itself... but what I'm not sure. I do get that with these traits you're going to be creating a lot of scene combinations, and I do like the idea of a sign telling the player about the stuff. At least you can use the futa sign to depict the monster as such.

obsidian56 Wrote:-Another idea I'm not sure how players would like it, but I'll give it a shot. How about 2 more traits called Femine and all male. Femine would produce only females while of course all male will do the exact opposite.

That... already exists in the game. By technicality, catgirls are a single sex race, being primary made of female cat monsters. The same goes for the Dickwolves. I'm not exactly against having a single sex race (catgirls for the win :3), but that doesn't sound that appealing to be traits for monsters. After all, there needs to be a catboy in order for the trait to work, otherwise you're going to get catgirls none the less. Plus it sounds better to have a ratio to what gender a certain monster can be if there's either a male or female variation of it, unless it's an exclusive gender breed. Again, it doesn't work if the monster already is a single sex line... plus how odd will it be if a Dickwolf gets "Feminine?" (I believe that's the word you're looking for)

themightypawn Wrote:also with adding to the carpenter idea why not have them be able to increase your monsters pen size to accumulate more monsters (just a simple idea).

... Wow, I never thought of that. Man, how could I missed that!? But that is something useful if you're planning on getting a ton of monsters, some dedicated to breeding and the rest for milking purposes. Of course there will be a limit to how many extensions you can get and the pricing increases with each purchase (maybe not by a lot, but it's not going to be the same amount each time you buy a new room).

Oneko Wrote:The home, on the other side, looks kinda empty since it doesn't fit a big part of the screen. You can either increase the size of the home a bit or leaving it as is but giving future space for upgrades (as more rooms, more floors, a roof, trees/surroundings etc, kinda like The Sims or Animal Crossing). Unlike the breeding animations these literally take few seconds to draw due to the low details.

This could go along with my carpenter idea about maybe improving on your home, if the latter option is chosen for that picture. At least if it does go into the game and if the family option were to be added as well, it'll make sense to make improvements to allow more people to live in your home.

Then again, I remember somewhere here someone was looking for a Harvest Moon game that was more like this game. That isn't a bad way to go.

Oneko Wrote:Also the various elements such as clock, arrows, money sign etc should be resized down a bit, i guess they occupy a bit too much the space on the screen.

Well at least it is a mass improvement. I like that the clock is there but, minor nitpick, could you add the date underneath the time. Plus would there also be like a button to access the menu?

And if you want some art, I could maybe do some item art along with maybe come up with descriptions about said product.

Jealousy1867 Wrote:VintageBass and weenog are also clearly invested, and I'd be happy to follow either of those guys, too.

Well thank you for saying that. That is quite an honor to hear that. Personally I'm not someone who really should be taking the leads on that, as Oneko shows more leadership than I do. I am very grateful to offer my services to help this game out and improve it further, but if I take up leadership, I need to know some things that I currently don't. This means talking to programmers and I know zilch about the stuff. I can criticize animation, art, writing, and how the game is performing if needed, but I can't take control of this game if I have no idea about Flash. You need someone to understand it and go in to fix it if needed, and I can't do that.

I do support Oneko as leader for this, especially once he's free to post without moderation.
"Just because you can put your dick in it, it doesn't mean you can fuck it"
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