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

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

Postby musical74 » Sat Jul 23, 2016 8:51 pm

I'm a beta tester, so I can't really offer things from the technical side, but as a beta tester there's a few things I can add.

It's good to start small, and slowly work towards a goal. It's also a good idea to tell people *no, that idea won't work*. I think one reason BS failed (before the well-publicized breakup) was wanting to add anything and everything. While that may have made some people happy, it probably created a fair amount of problems too. Incest, gay/lesbian sex, genderbent, futa... more and more things to add means more work for everyone, and there should be times the developer/coder/whatever has to say *No, we aren't doing that*. You can make a wonderful game that doesn't cater to every fetish...

Other thing to consider is making sure the game keeps moving and that you have people motivated to finish this game. I'm not sure there was ever a real finish in mind with BS, which is why it kept changing and adding things...
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby DerPeter » Sat Jul 23, 2016 8:54 pm

Add a pokemon-esque way of capturing wild monsters, instead of buying them all from the market. Monsters you've previously released could influence the stats, traits and race of the monsters you encounter.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby evildumdum » Sat Jul 23, 2016 9:04 pm

DerPeter Wrote:Add a pokemon-esque way of capturing wild monsters, instead of buying them all from the market. Monsters you've previously released could influence the stats, traits and race of the monsters you encounter.


Not a bad idea. It's a fairly simple algorithm to implement something that works along those lines and gives a use to monster battling. There is a risk it will end up like a pokemon game where you get to witness the egg making at the daycare if we go down that route though.


I can learn other platforms and languages if needs be to adapt to this project, but there is one huge hurdle that this game has to overcome. We need art. No question about it. We are going to need large quantities of it. Unless we have some sort of fund raising (Desirable, but unlikely due to the fate of it's predecessor), we need the artists to be willing to work for nothing. Some help has been offered on the coding side of things, but i have yet to see any artists come forward.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby true fmc » Sat Jul 23, 2016 9:21 pm

Hmmm i feel like the project got WAY too inflated when there isn't absolutely anything made/ready.

Calm down ppl. before getting/giving suggestion we need something, preferably the core, working.

I mean what exactly will be the focus of this game? It went from a breeding season renew to a pokemon with porn.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby ValturNaa » Sat Jul 23, 2016 9:33 pm

Already suggested that, as an "explore the region" kind of thing. I still envision monster purchasing, but specific ones from specific ranches and breeders.

I understand what you're saying about starting small, but it's also good to have a grand scheme with plenty of room to expand later. Just make sure the basic mechanics are in place before you get too expansive...that's what BS didn't do. Start with a basic breeding system, add the other basic elements like combat, get feedback, refine it all into the final form. Meanwhile the writers can be writing and editing the dialog for different events and the overarching story. This is also why I love Cobalt's goal of making the game extensible. As long as there is some type of content editor, talented community members will want to participate by creating their own locations, characters, monsters, and quests. As long as the engine structure is there to allow a given type of content (such as NPC romantic relationships), sooner or later the community will step in to fill it. All that the game really needs, at the core, is a strong enough foundation and enough story to motivate the players to perfect their breeding lines.

Earlier I saw something about a hunger system and monster food. I was actually thinking there might be some kind of hearts system for food: the more hearts you fill by feeding the monster, the more fertile it will be (but no danger of starving to death). That's fairly simple but provides a viable reward for food. I never personally saw anything wrong with harvesting monsters, because I only harvested to keep my supplies up, but it did get very boring if you were running a "dairy" instead of a ranch.

I also had a thought regarding the animating, would it be possible to create a list of skeletons and then just require monsters select and fit one of these? Then animations could be chosen based on which skeletons were appropriate for what positions. So it might start with a human skeleton and later add a feral, heavyweight, avian, etc.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Cobalt » Sat Jul 23, 2016 10:15 pm

ValturNaa Wrote:I also had a thought regarding the animating, would it be possible to create a list of skeletons and then just require monsters select and fit one of these? Then animations could be chosen based on which skeletons were appropriate for what positions. So it might start with a human skeleton and later add a feral, heavyweight, avian, etc.

That's exactly the idea we are currently on.
true fmc Wrote:Calm down ppl. before getting/giving suggestion we need something, preferably the core, working.

Before blindly rushing into an dead end, we are better off making a plan first. I cannot speak for the others, but the concept we have in mind requires some planning. Don't worry, the first working samples will come in soon enough. We just need to know where to go first.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby VintageBass » Sat Jul 23, 2016 10:41 pm

Cobalt Wrote:
true fmc Wrote:Calm down ppl. before getting/giving suggestion we need something, preferably the core, working.

Before blindly rushing into an dead end, we are better off making a plan first. I cannot speak for the others, but the concept we have in mind requires some planning. Don't worry, the first working samples will come in soon enough. We just need to know where to go first.

That's pretty much the case. We're trying to figure out ideas, at least get a baseline going, before moving on to the next step. It'll be good to have some idea what to put into the game first before getting too excited with ideas, at least a small sample as to what we can do.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby evildumdum » Sat Jul 23, 2016 11:08 pm

I think the first step is to identify the platform. As before, i think that ren'py is the most appropriate. It's only limitations are that it can't do 3d. But then we don't need 3d. With even a basic knowledge of python you can adapt the platform to do nearly anything, plus the lemmasoft forum is home to a large and very actively supporting group of coders that will help you with whatever problems crop up.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Ungawa » Sat Jul 23, 2016 11:27 pm

VintageBass Wrote:
Cobalt Wrote:
true fmc Wrote:Calm down ppl. before getting/giving suggestion we need something, preferably the core, working.

Before blindly rushing into an dead end, we are better off making a plan first. I cannot speak for the others, but the concept we have in mind requires some planning. Don't worry, the first working samples will come in soon enough. We just need to know where to go first.

That's pretty much the case. We're trying to figure out ideas, at least get a baseline going, before moving on to the next step. It'll be good to have some idea what to put into the game first before getting too excited with ideas, at least a small sample as to what we can do.


Not to be that bug on the wall, but it seems better to get the basics of what makes monster farming good first. Right now, a limited set of basics in Monstro-city (okay, it grew on me...) and having it so that there's other cities with other unique systems in place seems far more viable. Perhaps, (IMO) you can have the more violent monsters be closer to the center of the empire which allows for you to have access (slowly) to the Arena fighting if that's something people want to have. When you're in more docile areas, you do more farming or eventually allow it so that you can do more with the farming. Not entirely positive. It can be a great risk with a great reward if done right, but can be frustrating if done poorly.

I think the idea of having cities centered around different aspects and monsters might be something to look into. Maybe if you add more areas, you get more debt while you also work to change the empire in some way.

I dunno. It's a spitball. The end game could be that you work to change the empire while the immediate goal is the debts you work on.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby ValturNaa » Sat Jul 23, 2016 11:46 pm

Yeah, can't do much with any of the rest of it until the coding is starting to come together. Still need an artist/animator or several to pop out of the woodwork and offer to join the team. But I'd leave the platform decision up to whoever takes the lead on coding it. There are a lot of good platforms out there (flash not being one of them, IMHO) and none of the other content creators are actually going to care what syntax is delivering their content. And as far as users go, most of them are going to need some kind of editor anyway before they mess with it.

Also, just want to be clear on one point. I don't want to commit to being part of the core team at this time. I love the idea, I want to see this game take off, and I will contribute whatever I can to get it running, but I do have prior commitments and am already struggling with those, so I'd rather not add another regular commitment on top of that. Happy to help, just don't want someone depending on me to fill a deadline.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby VintageBass » Sat Jul 23, 2016 11:50 pm

If you want Valtur, you can leave the ideas to me and have me handle the writing. While I do have other projects in the works, I do have plenty of free time on my hands and there's no immediate rush to get things done. I am pretty creative for the most part and can do just as well as you in terms of creating the world, main characters and the like. At the very lest it's what I can do best. Heck I can handle other writings in the process, basically descriptions, dialogue, and fun little things in the background.

Also, I do have some experience in making like UI art, but it's barely that great, basically entry level Photoshop art. It's not that great, but considering there's going to be menus and a lot of them, having good looking UIs will be ideal!

... Just saying, that's all.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby evildumdum » Sun Jul 24, 2016 12:06 am

Where i'm at, I'm capable of doing all the coding if necessary and i have at least worked as a project manager before though it was a private contract that was ended prematurely by the investor. The issue is time I have a full time job and a baby on the way. I'd have to abandon my own projects i have been looking to launch in order to do it. Since i'm looking at game design as a way to support my family on the side, this makes things tricky.

I want this game to survive in one form or another. This leads to one of two options.

1. I try to form a team and re-start the project with some sort of crowdfunding support.

2. I join a team that someone else forms and work to the extent i feel able under their direction.

I am open to either option, and the way it swings is entirely dependant on the amount of support offered either myself or another person putting themselves forward receives. I'm going to create a Breeding Season Revival thread since i think this thread has outlived its purpose. If you wish to join and express an opinion, please do.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Jumbo70 » Sun Jul 24, 2016 12:09 am

I might be capable on creating art for this project, but be warned. I am not fast. Far from it actually but i do get stuff done, eventually.
I'm able to create flash animation friendly characters (bodyparts in pieces) or simple loops.

Example of loops i can create can be found on my flash animation thread that is linked in my sig.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby evildumdum » Sun Jul 24, 2016 12:22 am

I can vouch for Jumbo. You're right when you say you aren't fast mate, but damn can you create some fine art. If you're on board it can only be a good thing.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Chaotos » Sun Jul 24, 2016 12:47 am

So from the sounds of it, BS is back. Rebuilding from the ground up but back? If so I'm beyond happy. I've liked the game even from the early stages. Lets hope lessons have been learned and it goes right this time.

As far as how it's done, something I'd like to see is just have a male and female option from the start of each race of monster, not with the genderbent trait, just comes as one or the other. Also, please work on having a vast majority of artwork and animations done for existing races before you include a new one. If you start with wolf and cat, have everything for them buttoned down before you move on to harpies and so on. People like seeing finished units incrementally rather than a scatter-shot of partially finished.

If you need a new artist I've scouted one or two from a 'certain site' I go to. I haven't contacted them or anything but look like promising leads:
https://e621.net/post/index/1/oo_sebastian_oo
https://e621.net/post/index/1/feretta
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Yeelon » Sun Jul 24, 2016 3:27 am

Being able to choose how our story starts would be interesting; I've got a few in mind, and some other stuff

A kingdom is expanding it's borders, a town/military compound is set up to keep farmers/merchants/civilians safe while the soldiers/scouts patrol and mark the areas of the deep forest/jungle/ice-plains/other fantasy enviornments.

The player is on a train to the frontier town, someone sits in a seat near them and asks them some questions (like Rover from animal crossing); they give him their name (and gender) and a litle bit about themselves

Just some guy/girl- you're not really anyone, you bought the ranch to make some money; maybe get famous (no benefits)

Inheritor - your late uncle left you the ranch, and you intend to honor him; as strange as the request is (reptutaion with towns folk, and start with more money than usual)

Debts - you owe a lot of money to some bad people, and going to the town seems like a sure-fire plan to safe your life/get money to pay off your debt (lower reputation with towns folk, less expensive guards)

Royal Decree - You are a skilled breeder, so much so that the king himself ordered you to go to the frontier town and tame the animal populous. (more reputation with town, less money; your a smart guy, you'll make money quick)

Two thing can cause a game over:

1. The player will have to keep paying off the price of their land, and the more upgrades they've purchased will increase the price, failure to pay it for one month will increase the price by 20% for the next month, failure to pay again will cause a game over

2. Beast-kin are people who were born from humans and monsters, they share combinded characteristics of humans and monsters; they aren't very keen on someone "owning" monsters and will try to destroy your kennels and such

You can buy guards to patrol the area of your ranch to keep Beast-kin and more aggressive wild monsters away, the bigger your ranch the more guards you'll need.

That's all I've got :?
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Ungawa » Sun Jul 24, 2016 3:06 pm

Yeelon Wrote:Being able to choose how our story starts would be interesting; I've got a few in mind, and some other stuff

A kingdom is expanding it's borders, a town/military compound is set up to keep farmers/merchants/civilians safe while the soldiers/scouts patrol and mark the areas of the deep forest/jungle/ice-plains/other fantasy enviornments.

The player is on a train to the frontier town, someone sits in a seat near them and asks them some questions (like Rover from animal crossing); they give him their name (and gender) and a litle bit about themselves

Just some guy/girl- you're not really anyone, you bought the ranch to make some money; maybe get famous (no benefits)

Inheritor - your late uncle left you the ranch, and you intend to honor him; as strange as the request is (reptutaion with towns folk, and start with more money than usual)

Debts - you owe a lot of money to some bad people, and going to the town seems like a sure-fire plan to safe your life/get money to pay off your debt (lower reputation with towns folk, less expensive guards)

Royal Decree - You are a skilled breeder, so much so that the king himself ordered you to go to the frontier town and tame the animal populous. (more reputation with town, less money; your a smart guy, you'll make money quick)

Two thing can cause a game over:

1. The player will have to keep paying off the price of their land, and the more upgrades they've purchased will increase the price, failure to pay it for one month will increase the price by 20% for the next month, failure to pay again will cause a game over

2. Beast-kin are people who were born from humans and monsters, they share combinded characteristics of humans and monsters; they aren't very keen on someone "owning" monsters and will try to destroy your kennels and such

You can buy guards to patrol the area of your ranch to keep Beast-kin and more aggressive wild monsters away, the bigger your ranch the more guards you'll need.

That's all I've got :?


I like some of this, but I think that BS should try to keep to simple roots that can be expanded upon later. I'll try to keep it simple, but bear with me since this may take a minute...

You have personal relationships to the town right now that a lot of people aren't really looking into. And I do think the story can be expanded to the entire empire in some shape or fashion with different cities being a target to different systems of play. Perhaps you can make three main cities that have three different roles to play: Adventure, Farming, and Battle.

So you build the monsters differently and have different systems to work with within these contexts. This can help acclimate different people to different ways to make money. But as you know, this can be very difficult for any engine, which is why I suggest it be layered off. Now with regards to building a farm, this requires you to make commodities. Commodities can be sold to the army or to adventurers through others. Likewise, arena battles give you money, but you use up your products faster.

My problem with the old game was that it was rather simplistic and didn't really get a chance to get into all the parts and people. Let's say you expand on Mago and make her someone constantly trying to go to the city for bigger boobs or something, which is something you can help with. I really think that any system created should work on making the characters just as memorable for various reasons. This could definitely be used to make the game more viable long term. But if the ideas don't get hashed out on the basic level it makes the game less engaging. Rather to keep the game fairly simple in the beginning with ideas that help expand it outward than to start big and miss the cogs that make it run.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby evildumdum » Sun Jul 24, 2016 3:29 pm

Looks like the revival thread has been moved to the discussion forum, a place literally no-one goes to on a normal basis.

Here's the link viewtopic.php?f=28&t=6876

Please spread the word so that we can direct people interested in a revival there. If anyone want to attach it their signature like me I would be very grateful.
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby Cobalt » Sun Jul 24, 2016 3:47 pm

I just created a thread concerning the extensible breeding game concept: https://legendofkrystal.com/forum/viewtopic.php?f=35&t=6878

If you have ideas, please post them there! If you can contribute work, please offer your help there (or pm me).
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Re: Breeding Season: Alpha Version 5.3 [Update 11/3/14]

Postby evildumdum » Sun Jul 24, 2016 4:05 pm

I've left a reply on your thread. In short, some good idea's. But you can't form the team around the concept. You have to form the concept around what the team is capable of and wants to deliver. Anything else will end in low levels of commitment, procrastination and lethargy.
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