Project Blue (new breeding game concept) [Update 2016-07-26]

Post and discuss creative ideas

What platform would you like to see this available on?

Windows
104
68%
Linux
10
7%
MacOS
9
6%
Android
17
11%
PS4 / Xbox One / OUYA (huh, you never know)
10
7%
Different (please post!)
2
1%
 
Total votes : 152

Re: Project Blue (a new breeding game concept)

Postby brontanius » Mon Jul 25, 2016 1:06 am

Regarding the core team:
Spoiler (click to show/hide):

We need the following positions to be filled:
Required members
  • Head - keep the team together and make decisions if a consensus cannot be achieved
  • UI Designer - create the UI designs
  • Animator - create the required animations
  • Community managers (we really need them) - collect feedback, write the blog, maintain community relations and maybe advertise the game. Provide information for the other team members
  • Web programmers
  • Game programmers
Optional members (artist team)
  • Writer - provide a background story as well as writing dialogs for the default content
  • Graphical artist - provide art for the default content: regions, NPCs, monsters
One person may apply for multiple positions and one position may be occupied by multiple persons.
The artist team is free to join the core team but not required to. This team can also work completely separated from the core team, in this case owning all the rights for their work. The core team will still work close with the artist team, so the artist team will have great influence on the core game. If the artist team decides to join the core team, they will get even more influence on the core game (and maintain it for the ongoing development), but they will need to offer the game the rights to use all their contribution to the game as official game assets.
Why is the animator not optional? The animations will be part of the core, they are required to be baked into the game.
Interested in contributing to one of the positions? Please post or pm me.


I will keep this post updated as often as possible.


I'm willing to become a community manager for the team if you would be willing to have me.
If you need personal details:
I am called Steven, currently 21 and am a cynical and very bored Irishman,

I am friendly enough with people but sometimes I will let my....unique-ish sense of humor take hold and over the blogs/forums that I have been on, I consider myself good enough at collecting info and writing on blogs. Also another reason I am interested in it, if you manage to get a team together that is, is that the breeding game concept reminds me of breeding season. I wasn't any formal employee or anything with them, more of a volunteer and fan of their work which led me to want to heavily help them out where I could. If it is still up, the old wiki(not the new one that was made by the team) for the game that was managed by the community could show a lot of my handiwork in the area. I will try to look around for it and provide a link to it if necessary.

As for availability to do the work necessary, currently, I am available to do the work from 5-6 pmish to 12 am everyday(would be available earlier but I am currently engrossed in pokemon go which has led to me going out everyday and clocking in 50 km distance in 4 days). This time will most likely be changed to early in the morning and slightly later at night if I officially get employed where I live but that is a very very rare chance.(only stating this now to get rid of any possible trouble that may crop up in the future if I don't announce it). I also am going to get the out of the way, if this is a paid position or is a completely voluntary position, it doesn't matter to me. If the game is successfully started and a team is formed, i don't really care if I get paid for the work as I will most likely treat is as a hobby or my good deed for the day done for the day. Every day.
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Re: Project Blue (a new breeding game concept)

Postby Yeelon » Mon Jul 25, 2016 3:25 am

Some monster ideas

Rodents (specifically squirrels and chipmunks)
Bears
Sharks (or mer-people)
Foxes
Bees (It's hip to fuck bees)
Reptiles (dragons maybe)
Last edited by Yeelon on Mon Jul 25, 2016 12:29 pm, edited 1 time in total.
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Re: Project Blue (a new breeding game concept)

Postby VintageBass » Mon Jul 25, 2016 4:46 am

... We'll consider it, but at the moment we shouldn't focus on adding monsters. Sure I did suggest a basic list, we rather get a game going with a test monster before we add anyone else to the game, including your list.

If anything, that should be good enough for a list. Including my own, an overall of 12 monsters seem pretty solid. It might change, but, again, it's best to focus small before going big.
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Re: Project Blue (a new breeding game concept)

Postby Cobalt » Mon Jul 25, 2016 8:34 am

brontanius Wrote:I'm willing to become a community manager for the team if you would be willing to have me.

Perfect! I've sent you a PM.

Yeelon Wrote:Some monster ideas

Rodents (specifically squirrels and chipmunks)
Bears
Sharks (or mer-people)
Foxes
Bees
Reptiles (dragons maybe)

I somehow like reptiles (for example crocodiles). But I'm with the others on that: we should start with only a handful and extend later.
For Project Blue, we need two things: The animations and the bodyparts for each monster. Many monsters can share the same animations so we should start with monsters that share the same body type. I think canine and feline could make a good start regarding this point.

evildumdum Wrote:I can't help but shake the fear that you are pushing a concept that is unsustainable. The certainty and rigidity with which you are asserting things is worrying for a game that has not even got a core team behind it, much less a team with the skills to implement it. What's more by asserting that everything is already decided, you are suppressing other more realistic suggestions by making it appear that there is no need for them. If you have not got a team, there is no game and you cannot assert anything, much less make reckless promises.

Thank you for your criticism and pointing out the risks. Other than H-Bomb with Breading Season, I am certain I will find enough skilled programmers to make this happen. In fact, I could take care of all technical details on my own. But I would like to see more people participate as I do not want this to become my solo project. I wouldn't have started this Thread if I wasn't sure that this project could be done.
I am well aware that this project is much more advanced than the average project (and BS) and the basic game could be implemented much easier. I can see that this may be a stage too high for some coders. For those people, let the implementation details up to the programmers that can do it.
Also, as stated in the opening post, the first demo should be (hopefully) available in two weeks or less.

If you (and others) are still concerned about this being an already failed attempt, I encourage you to start a different project with a different plattform. One that you are more comfortable with. As far as I am concerned, the creative parts (story, characters, drawings) could be shared between both projects. So the work of the artists and writers won't vanish if one of the projects fails.

For now, I would like to see the platform discussion as being solved in this Thread, so the focus can switch towards general ideas or more detailed mechanics like how breeding (for example I like genetics and variants) or combat could work, etc…
Oh and we are still missing a good name.

@VintageBass: I don't know if there will form a different project around evildumdum. But as far as I am concerned, I would love to have you in the core team as the main writer. If not as a core member, it would be cool to have your work as the official and default story. Also for the UI, we still need someone taking care of that. Even if not too sophisticated, it could be used as a starting point.
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Re: Project Blue (a new breeding game concept)

Postby Elerneron » Mon Jul 25, 2016 10:52 am

I did mention that I could get a UI started for you until such time as you find a dedicated UI guy for your team . . .
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Re: Project Blue (a new breeding game concept)

Postby Zobo » Mon Jul 25, 2016 12:16 pm

I would like to see a bit more thought into the focus of this game. This is going to be a long post.

What I now see is "farming/monster breeding a little like breeding season but not quite"

Here are a few things I would like to see discussed and perhaps even decided.

Design philosophy:
Go for small functionality first, get it working and out, get more interest that way.
- Few gameplay features. (breeding, combat, nothing else)
- Few monsters (humans, a couple of others)
- Framework created to support expansion.

Set the larger goal, make a placeholder for most desired features, monster races etc.
- This is what breeding season kind of did. It had loads of monsters, and minigames, and fewtures, and ...

Fetishes:
This is a fetish game. This board, being named after a furry fox sex game, kind of makes that abundantly clear, but consider:

Not all people share fetishes.

The ones BS tried to pander for, were futa, neoteny, furry and general monster sex.

Problem with these is, they kind of create more monster species too. They are also divisive in the fact that some love then, some hate them. I think most of us here have some, but care should be taken in thinking about these.

Futanari: Females with genitalia.
Reasonably popular, but people who dislike it tend to really hate it.
In design perspective, it would be better if the futa female would be able to use male sex animations, so as not to create another set of animations that need to be created. Also, for people who dislike it, are you able to turn this feature off? BS kind of let you not have it, except in the elf chick maquess.

Furry: In a monster sex game, this kind of mean how much of antromorphism are the animals subjected to? Some like em furrier than others.
This should be easy, if you make a system that allows the creatures to have different skin textures, thus meaning more graphics work but no new species created (once again, BS had them as a distinct subspecies that necessitated different animations). Those who don't like this could restrict the furry skins out.

Neoteny: This is one touchy subject. Some love it, but as it means the creatures will not share physical size, it kind of means you will effectively be doubling your monster count if this is present. I see no way around it. It's a lot of work, is it worth it?

Pregnancy: I really wondered why a breeding game such as BS did not pander to this group. Having the succesful breeding result in a pregnant female is something some people seem to like seeing. IT would probably be simple enough to have them displayed, don't know if allowing sex acts with them could be done without the requirement of new animations.

Vore, Guro:
I really don't know much about these, and thus I am including these just as points to discuss. Worthwhile?

You probably don't like all of the above things, but hopefully you can discuss even the ones you dislike in a civil manner.

Overall theme:
Why are you breeding monsters? What happens to all those monsters you discard?

I think having a good backstory would do the game good. I thought up a few.

Monsters are dying
All the monsters in the world have been hunted to the brink of extinction. But now the mages have realized magic is going away with them. They have created a magical item that makes monter gestating fast, and you somehow end up in control of one. Save the magic, stop the world from turning into a boring mundane place!

Humanity's last stand
Humanity has been pushed back, and is falling apart. There are not enough humans to fight anymore... but what about monsters? You are trying to breed soldiers to protect the remnants of humanity from X.

Divine mandate
A god of wilderness or something has given you a task of breeding worthy champions for her. Your task is to make the monsters great again!

Tought should be put into whether we want the combat part of the game to be mandatory or just optional? Can you just play this as a sandbox game and ignore the plot entirely (why not?)

Art style
A community project will of course have several artists creating art for the game. What is the look we are striving for? What art assets exists already that we could use? Do we care?

One of the projects in this forum is one I followed till they changed artstyle. I lost all interest. Of course, the artist that creates creature a and the artist creating creature b can do somewhat different styles and have them look decent side by side, as they are different species, but if one goes for realistic and another cartoony, one uses thick lines and another very thin, it can result in a really bad look for the game.

Oh, and I could be a writer, help with UI design and stuff, but I don't really like programming outside my professional life. Get enough of it there, see.
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Re: Project Blue (a new breeding game concept)

Postby evildumdum » Mon Jul 25, 2016 3:17 pm

Cobalt Wrote:
evildumdum Wrote:I can't help but shake the fear that you are pushing a concept that is unsustainable. The certainty and rigidity with which you are asserting things is worrying for a game that has not even got a core team behind it, much less a team with the skills to implement it. What's more by asserting that everything is already decided, you are suppressing other more realistic suggestions by making it appear that there is no need for them. If you have not got a team, there is no game and you cannot assert anything, much less make reckless promises.

Thank you for your criticism and pointing out the risks. Other than H-Bomb with Breading Season, I am certain I will find enough skilled programmers to make this happen. In fact, I could take care of all technical details on my own. But I would like to see more people participate as I do not want this to become my solo project. I wouldn't have started this Thread if I wasn't sure that this project could be done.
I am well aware that this project is much more advanced than the average project (and BS) and the basic game could be implemented much easier. I can see that this may be a stage too high for some coders. For those people, let the implementation details up to the programmers that can do it.
Also, as stated in the opening post, the first demo should be (hopefully) available in two weeks or less.

If you (and others) are still concerned about this being an already failed attempt, I encourage you to start a different project with a different plattform. One that you are more comfortable with. As far as I am concerned, the creative parts (story, characters, drawings) could be shared between both projects. So the work of the artists and writers won't vanish if one of the projects fails.


I admire your confidence, and I'll definitely keep in mind your offer of collaboration. You have a lot of confidence in the ability of this project to be sustained. I would love to see any project based on this concept to succeed. I am only wary that the concept itself might not survive another overly ambitious failure. I hope you succeed in the vision you have laid out :D
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Re: Project Blue (a new breeding game concept)

Postby Elerneron » Mon Jul 25, 2016 3:38 pm

Zobo Wrote:Fetishes:
This is a fetish game. This board, being named after a furry fox sex game, kind of makes that abundantly clear, but consider:


Snipped your rather large post to the heading of what I am responding to.

First off, excluding fetishes should be done with caution. What draws people to projects like this are the fact that it caters to there niche fetish. Take that away and it gets lost in a sea of vanilla boringness. By all means make the fetishes optional, but don't throw them out out of hand.

Zobo Wrote:Futanari: Females with genitalia.


There is actually a LOT of interest in futanari content, but I agree that it should be made as simple as possible.

Zobo Wrote:Furry: In a monster sex game, this kind of mean how much of antromorphism are the animals subjected to? Some like em furrier than others.


The reason that I abandoned BS in the first place was the replacement of the feral (animal) monsters with the damned anthropomorphic monsters. I think a race should be either anthropomorphic or feral instead of having every race able to be anything. BS started as a bestiality furry game, but then it went off the rails into being just a furry game.

Zobo Wrote:Neoteny: This is one touchy subject. Some love it, but as it means the creatures will not share physical size, it kind of means you will effectively be doubling your monster count if this is present. I see no way around it. It's a lot of work, is it worth it?


Include a neoteny monster(s) instead of having every species capable of being neoteny. Loliwogs and Shotakun anyone?

Zobo Wrote:Pregnancy: I really wondered why a breeding game such as BS did not pander to this group.


I agree, leaving pregnancy out of a breeding game is just asinine. One of BS's biggest mistakes was keeping the instant-birth mechanic . . . even writing it into their lore to thumb there nose at those that they promised a pregnancy mechanic.

Zobo Wrote:Vore, Guro: I really don't know much about these, and thus I am including these just as points to discuss. Worthwhile?


Soft vore could fit, but I'm having difficulty thinking of a way one would fit guro into a breeding game.
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Re: Project Blue (a new breeding game concept)

Postby VintageBass » Mon Jul 25, 2016 4:17 pm

Zobo Wrote:- Few gameplay features. (breeding, combat, nothing else)

Pretty much. Sure there is going to be other stuff like buying and selling, along with maybe exploration, but that can easily go into the other main features. Of course that'll come later on down the line.

Zobo Wrote:- Few monsters (humans, a couple of others)

Like my list of suggested monsters? Heck the other six above are pretty all right, I would probably switched them out for other things, but that can do for sure. Granted right now it'll be better to get like only a human player and one monster to test out the system, but otherwise a small list of monsters like six starting out is good until future expansions...

Zobo Wrote:- Framework created to support expansion.

Yeah, pretty much this.

Zobo Wrote:Furry: In a monster sex game, this kind of mean how much of antromorphism are the animals subjected to? Some like em furrier than others.
This should be easy, if you make a system that allows the creatures to have different skin textures, thus meaning more graphics work but no new species created (once again, BS had them as a distinct subspecies that necessitated different animations). Those who don't like this could restrict the furry skins out.

OK, going off what Elerneron just said, this is definitely a big issue to look at (I'm reorganizing your post with what I see which are the bigger issues to deal with from top to bottom). Yeah the game did started out with mostly feral beasts (at least when it came to dickwolves and butt-stallions). However in my head I am leaning more towards a human-like feature, where these creatures are standing upright on their hindlegs but keeping their mostly furry, animalistic appearance. HOWEVER, that can change depending on how things go and for what creatures are added into the game. For all we know it could be like the first iterations of BS, where there is a mix of both feral and anthro monsters, like the cat girls and holstaurs. So we do need to decide on what actually works best, as to either have all anthro beasts to be consistent throughout, go all feral and be consistent there, or have a balance where certain monsters have anthro forms while others are strictly feral beasts. Whatever works for the better. Personally I would like anthros, but there is also that desire to have feral beasts...

That's just me, though.

Zobo Wrote:Futanari: Females with genitalia.
Reasonably popular, but people who dislike it tend to really hate it.
In design perspective, it would be better if the futa female would be able to use male sex animations, so as not to create another set of animations that need to be created. Also, for people who dislike it, are you able to turn this feature off? BS kind of let you not have it, except in the elf chick maquess.

This is pretty much a very common kink to have and it's certainly understandable that not everyone will be into it. I'm all for having a feature to turn it off, and I'm not too sure on how to get futa monsters to behave like male monsters but I'm sure a programmer can figure something out. Also, for one idea I have for the game, the character that I want to run one shop is a futa herself (a herm, really) so that might pose an issue down the line should one not be interested in futa. However that could be easily negated by either coming up with an alternate path for those who aren't into futa, or not become friends with her (should there be a feature where we become buddies with the shop owners)

Zobo Wrote:Pregnancy: I really wondered why a breeding game such as BS did not pander to this group. Having the succesful breeding result in a pregnant female is something some people seem to like seeing. IT would probably be simple enough to have them displayed, don't know if allowing sex acts with them could be done without the requirement of new animations.

Yeah, given that this is all about breeding, why isn't this a feature? Sure there's bound to be some issues, but I'm sure there's a way to make it work. Visually all we need to do is make a layer for a pregnant belly and see about working it in, but mechanically I'm not too sure about. That's more for those who programmed to handle how that'll work. Also I'm not sure about having pregnant sex, but people are into that. So really that's something we should definitely add.

Zobo Wrote:Neoteny: This is one touchy subject. Some love it, but as it means the creatures will not share physical size, it kind of means you will effectively be doubling your monster count if this is present. I see no way around it. It's a lot of work, is it worth it?

I'm iffy about this idea, but I have something in mind. Really it's more about having a stage where you have a child monster and you can raise it up like normal... except have sex with it. Although we can forgo this and do what Elerneron suggested, but that'll probably come later on down the line.

Zobo Wrote:Vore, Guro: I really don't know much about these, and thus I am including these just as points to discuss. Worthwhile?

Wait, was this an actual thing in the BS game? If it was, then I'm happily agreeing to kick this out the window. Why is this even a thing? Wouldn't it be better to keep things all happy, cheerful and lighthearted despite the ickiness of being eaten alive or other violent things done to any creature? Sure there is a possibility of a war backstory, but we don't have to brush up on any gruesome detail

Zobo Wrote:I think having a good backstory would do the game good. I thought up a few.

Well there were a few ideas put out by ValtuNaa a few posts back and it's certainly workable for sure. It may need a few tweakings here and there, but pretty much what you said matches up with what he suggested... for the most part.

Zobo Wrote:Divine mandate
A god of wilderness or something has given you a task of breeding worthy champions for her. Your task is to make the monsters great again!

As long as we get to fuck the god or goddess, I'm sold.

Zobo Wrote:Tought should be put into whether we want the combat part of the game to be mandatory or just optional? Can you just play this as a sandbox game and ignore the plot entirely (why not?)

That's not a bad idea. I would think that, at least in terms of story stuff, having combat would be sort of mandatory, perhaps totally optional if you want to follow that. There's also the route of just focusing on the breeding aspect and work your way up that way. And of course a sandbox idea would be fun to do and just have all the free will you want raising a monster however you want, even testing out ideas for future builds and the like. That definitely sounds like fun!

Zobo Wrote:Oh, and I could be a writer, help with UI design and stuff, but I don't really like programming outside my professional life. Get enough of it there, see.

We seem to have plenty of writers for this, even people working on UI... in fact, I even suggested that myself...
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Re: Project Blue (a new breeding game concept)

Postby coyoteredmoon » Mon Jul 25, 2016 7:43 pm

Something that I'm noticing right off that bat with this project, that HBomb and his old crew suffered with as well, is feature creep. It's an unfortunate trend it is a project killer. Looking at this threads 2 pages, I'm already seeing the features building.
Think of it in this term if you have 5 different creature types (with no variation) you are already looking at upward of 5 animations (1 idle a piece, a sex scene with each creature including a duplicate of itself.) Every time you add a single variation, you effectively double that animation load.
So before starting anything, I ask you all to decide on a feature list, all of the concession features created by the primary features, and a rough asset list; then stick to that.
Like Zobo said: a frame work supporting expansion. Finish the base then add features one by one.

This is my 10 cents, as a person that respected HBomb quite a bit, and is very sad to see that project fail. If there's going to be a similar pursuit, I ask you learn from their efforts.
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Re: Project Blue (a new breeding game concept)

Postby ValturNaa » Mon Jul 25, 2016 8:39 pm

Actually what's being discussed here is interchangeable animations. So if you have 5 creature types who use either humanoid or four-footed animations, that's basically 2 sets of animations. Each set might still have a male/female and female/male variation (male feral wolf x female humanoid cat vs female feral wolf x male humanoid cat, for example) but once a set is done, any number of monsters can be made with the same body types. Thus, it's extensible.
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Re: Project Blue (a new breeding game concept)

Postby coyoteredmoon » Mon Jul 25, 2016 9:25 pm

You can do that, but then you run into the issue of stagnation.
All character and creatures sharing the same animations from a view standpoint, makes them the same character. Slightly different stats in a game like this mean nothing when people are coming to have their gratification.
Part of the reason that BS had such good pull was the variety of characters and unique animation.
The risk of Modular animation v. custom animation are both pretty big, but the pros of one greatly outweigh the pros of the other.
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Re: Project Blue (a new breeding game concept)

Postby ValturNaa » Mon Jul 25, 2016 10:13 pm

I disagree. With standard skeletons, you can rapidly create characters for fox, rabbit, wolf, horse, zebra, various birds, and just about anything else all using the same furry-character animation, and that allows you to cater to just about every furry fetish out there, without altering animations. Then you can build a different skeleton and create werewolves, bugbears, zombies, etc etc to cater to a different set of fetishes. Then you can make a harpy skeleton and build bodies for vulture-type harpies, eaglets, phoenixes, sirens, and what have you. Each skeleton in this case means more work than the last, and this will still take the 1-per-plus-1 workload. But now you can produce 150 different monsters with the same animation workload as 10 monsters with custom animation. There were a lot of people who were disappointed with the fact that dickwolves changed body types partway through, as well as a lot who were glad to see the new art and animations, so really, why restrict it unnecessarily?
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Re: Project Blue (a new breeding game concept)

Postby Cobalt » Tue Jul 26, 2016 10:23 am

coyoteredmoon Wrote:Something that I'm noticing right off that bat with this project, that HBomb and his old crew suffered with as well, is feature creep. It's an unfortunate trend it is a project killer. Looking at this threads 2 pages, I'm already seeing the features building.

I don't think we are going this way. We are collecting ideas, that is always a good idea. But we will go step by step. The only features so far that are confirmed are: Basic breeding, basic combat, basic NPC interactions. This is the very basis of the game and will be the first milestone. In fact it will be the second as the first will be to create the required game engine.
Also, in software development, if you are taking future enhancements into account, it's always good to think about what MIGHT be added later. So the framework can be designed to make implementing these features not becoming a giant refactoring pain.

Zobo Wrote:Fetishes:

Not all people share fetishes.

I also think that offering an option to enable/disable several fetishes. Something to consider: What will happen if a fetish is disabled? Will they just be removed from the whole gaming experience or should the animations just be skipped? Also for what VintageBass has mentioned, maybe two versions could be implemented in that case. A lore version and a "please don't show me something I don't like" version. While the additional artwork won't be too much, I don't know how much this may affect the story and how much work this would be to alter it. Easiest way would be to just make the quest unavailable for the player. Thoughts?

Zobo Wrote:Pregnancy:

I also think implementing this as a feature could greatly enhance the game.
It has been implemented into BS (I think it was for the player character only) but they removed this feature right after the first redesign.

VintageBass Wrote:Yeah the game did started out with mostly feral beasts (at least when it came to dickwolves and butt-stallions). However in my head I am leaning more towards a human-like feature, where these creatures are standing upright on their hindlegs but keeping their mostly furry, animalistic appearance. HOWEVER, that can change depending on how things go and for what creatures are added into the game. For all we know it could be like the first iterations of BS, where there is a mix of both feral and anthro monsters, like the cat girls and holstaurs. So we do need to decide on what actually works best, as to either have all anthro beasts to be consistent throughout, go all feral and be consistent there, or have a balance where certain monsters have anthro forms while others are strictly feral beasts. Whatever works for the better. Personally I would like anthros, but there is also that desire to have feral beasts...

For the first milestones we should choose between the two (anthro vs feral) so we don't get too many body types at once (for the animations). I personally think that anthro is easier to animate. But dunno.
Also an additional possibility would be to leave out the feral trait from BS and just have feral beasts as different monsters.

VintageBass Wrote:Really it's more about having a stage where you have a child monster and you can raise it up like normal

I also like the idea of having different developing stages for monsters. This could be added to a later milestone. Implementing this into the game shouldn't be a big problem. We could also give the monsters different maturing speeds.
But this should be discussed more in detail as it generates more work to the monsters artists.

Zobo Wrote:Tought should be put into whether we want the combat part of the game to be mandatory or just optional? Can you just play this as a sandbox game and ignore the plot entirely (why not?)

As far as Project Blue is concerned, combat is optional. We want to integrate this feature but leave it to the content contributers if they want to use it. But so far this is the least discussed feature and the plans on how combat should work or be implemented not very detailed.
I think combat can greatly enhance the gaming experience and also offers more possibilities to the story writers. For example, before entering a new region, the player has to beat a boss-monster or something the like.

Zobo Wrote:Oh, and I could be a writer, help with UI design and stuff, but I don't really like programming outside my professional life. Get enough of it there, see.

As VintageBass mentioned, help regarding writing and UI design has already been offered. I don't know the current situation with the writing and if there might be an additional writer needed. Is for the UI, I think it would be best to first get a rough understanding about the features and how they work.
But we are still lacking animators! Could this be something?

coyoteredmoon Wrote:You can do that, but then you run into the issue of stagnation.
All character and creatures sharing the same animations from a view standpoint, makes them the same character. Slightly different stats in a game like this mean nothing when people are coming to have their gratification.
Part of the reason that BS had such good pull was the variety of characters and unique animation.

I somewhat share your point. But I'm with ValturNaa.
Consider the huge amount of work that is required to create animations for each individual pair of monsters. Especially with growing variety in monsters it becomes a real problem. Even 6 monsters would already require 36 individual animations. If you assume that a good animator will requires about 2 hours per animations, that would be 72 hours of work for these 6 monsters alone. If we now add male/female gender to these monsters, the workload is doubled to 144 hours! You could argue that with the money BS has earned, they could have easily done this in half a year. But consider this: 1. They didn't do it (probably because of organisation problems) 2. We don't possess this amount of money.
What I found to be sad was the fact that the vast amount of breeding interactions did have no visualisation.

So the idea behind the exchangeable bone model was to reduce the huge amount of animation work while still being able to visualize everything.
And consider this: It's easily possible to add body types in the future.
Plus: It's possible to create multiple animations for each body type in the future. This way we could get an even wider variety of visuals.

BTW: As with Project Blue we aim to create a very flexible platform, we already have elaborated two possibilities we could be adding in the future for content creators:
1. Possibility to enhance existing animations. This way the monster creator could be able to reuse an existing animation and alter it so that it fits his monster better. For example if he wants his monster to be bigger and the rest of the animation can be reused. Of course he could only edit half the animation this way (the part of his monster).
2. Inject unique animations. This way content creators could create their own animations, for example for their NPCs, to be able to engage unique sexual interactions. Also for package creators, it would be possible to create unique animations for all their monsters and even do something like they did in BS.
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Re: Project Blue (a new breeding game concept)

Postby Cobalt » Tue Jul 26, 2016 1:02 pm

Just to sum up the already proposed features:

  • Turning off specific fetishes
    Monsters and NPCs will be tagged with specific fetishes. What will happen to the disabled fetishes? Are the traits (futa) removed from the game or will the animations simply not be shown? What will happen to NPCs that are marked with a disabled fetish?
  • Pregnancy
    A monster will not give birth of an other instantly. Instead, it will get pregnant and (maybe depending on the monsters stats) give birth to them after a while. This could be visually shown.
  • Grow up
    Monsters will will have to go through (multiple) developing stages until grown up. Different monsters may have different maturing rates
  • Upkeep
    Running a monster farm is not for free. The player has to pay for the farm and for each monster he holds.
  • Dependency status
    For NPCs (maybe monsters aswell?) the game will maintain a dependency status which will alter through different actions. The dependency status may contain of a simple numeric sympathy-meter and a list of custom attributes for advanced development possibilities.
  • Exploration
    Needs some further specification
  • Sandbox
    The player may explore the game and breed monsters without the need to hassle with quests and the like.
  • Player customization
    Choosing the player characters gender and maybe more
  • Consumables (food)
    Items that can be given to a monster to temporarily boost stats or maybe even permanent (like monster transformation?)
  • Hunger system
    Needs some further specification

Did I miss one?
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Re: Project Blue (new breeding game concept) [Update 2016-07

Postby Chaotos » Tue Jul 26, 2016 8:28 pm

I'd like to make a request, if I may.
While I did like breeding season, it felt more like I was breeding just livestock and not actual monsters. I'm thinking have the creatures based off of actual mythical beasts as it will give it a more legendary feel. Something like:
-Minotaur (Bovine)
-Werewolf (Canine)
-Harpy (Avian)
-Naga (Reptilian)
-Tiefling? (Not sure if exclusive to DnD, but essentially half-demons with the whole horns and tail thing)
-Merfolk (Aquatic)

Also, a different slant on the game if nobody minds. Your character is on a tropical island populated by tribes of people aligned to animal totems. The totems give them strong animalistic qualities. You have to build and manage your own mixed tribe out of people from these other tribes. Only through breeding and appeasing the totems can you gain success. Thoughts?
Chaotos
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Re: Project Blue (new breeding game concept) [Update 2016-07

Postby lunaark » Wed Jul 27, 2016 8:40 pm

Hi
I still don't understand if we can play only a human ?
If not i suggest that you can "customise" your caractere with :
-male/female ofc :)
-Race
-hair
-Size
etc...
If yes it's nice :D
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Re: Project Blue (new breeding game concept) [Update 2016-07

Postby hoboy » Thu Jul 28, 2016 12:57 am

And - as of the last two posts - here comes the feature creep - and we aren't even to the barest hint of a workable demo. I can not fathom what it is about furry/anthro/monster games that draws this much passion - and money...
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Re: Project Blue (a new breeding game concept)

Postby Zobo » Thu Jul 28, 2016 4:14 pm

Elerneron Wrote:Snipped your rather large post to the heading of what I am responding to.


Yes, definitely

Elerneron Wrote:First off, excluding fetishes should be done with caution. What draws people to projects like this are the fact that it caters to there niche fetish. Take that away and it gets lost in a sea of vanilla boringness. By all means make the fetishes optional, but don't throw them out out of hand.


I do not suggest we ditch fetishes because we ourselves do not share them. I merely cautioned about the expansive nature of them, as in creating more work. What I suggest is we evaluate them based on how much interest is there for them, and how much work they add.

Elerneron Wrote:There is actually a LOT of interest in futanari content, but I agree that it should be made as simple as possible.


Never did I say about there not being interest in it. There is empirically tested data suggesting that futanari should be something most heterosexual men would find sexy. It's just that there are a lot who do not, and they will most likely be strongly opposed to seeing it. Not necessarily about the game having them should some people choose so, but they themselves seeing the imagery.

Elerneron Wrote:The reason that I abandoned BS in the first place was the replacement of the feral (animal) monsters with the damned anthropomorphic monsters. I think a race should be either anthropomorphic or feral instead of having every race able to be anything. BS started as a bestiality furry game, but then it went off the rails into being just a furry game.


I kinda disliked some changes, for example the d-wolf going less wolf. Their choice to make, of course.

Elerneron Wrote:Include a neoteny monster(s) instead of having every species capable of being neoteny. Loliwogs and Shotakun anyone?


Well, my point about loli is that it creates work. You are proposing adding two monster types that only some people care to see at all? Fine, if that is what is chosen.

Elerneron Wrote:Soft vore could fit, but I'm having difficulty thinking of a way one would fit guro into a breeding game.



You don't see a game about monsters fit violence in it? I... see.
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Re: Project Blue (a new breeding game concept)

Postby Zobo » Thu Jul 28, 2016 7:47 pm

VintageBass Wrote:- Few gameplay features. (breeding, combat, nothing else)
Pretty much. Sure there is going to be other stuff like buying and selling, along with maybe exploration, but that can easily go into the other main features. Of course that'll come later on down the line.


Against feature creep, we should collect all ideas into a big pile, then pick only the bare mininum for first release, then expand. Create a roadmap.

version 0.1 could very well be just the breeding interface. 1-2 male and 1-2 female species, breeding, pregnancy. Maybe animated, maybe even still images when you breed them. No player character, no combat. Even if we have loads and loads of features, the first version should have the very bare bones, so we can get it out soon.

we create small increments, where we add a monster in, a new gameplay element, some graphics, and we publish another version without a long wait.

That will create interest in the project and volunteers.




VintageBass Wrote:Like my list of suggested monsters? Heck the other six above are pretty all right, I would probably switched them out for other things, but that can do for sure. Granted right now it'll be better to get like only a human player and one monster to test out the system, but otherwise a small list of monsters like six starting out is good until future expansions...


Do they have big boobs? I mean, sure. I don't see 6 monsters being necessarily enough for the final thing, and it's a bit too much for first version, so while
they are good per se, the number is a bit arbitrary :)

On Furries:
VintageBass Wrote:OK, going off what Elerneron just said, this is definitely a big issue to look at (I'm reorganizing your post with what I see which are the bigger issues to deal with from top to bottom). Yeah the game did started out with mostly feral beasts (at least when it came to dickwolves and butt-stallions). However in my head I am leaning more towards a human-like feature, where these creatures are standing upright on their hindlegs but keeping their mostly furry, animalistic appearance. HOWEVER, that can change depending on how things go and for what creatures are added into the game. For all we know it could be like the first iterations of BS, where there is a mix of both feral and anthro monsters, like the cat girls and holstaurs. So we do need to decide on what actually works best, as to either have all anthro beasts to be consistent throughout, go all feral and be consistent there, or have a balance where certain monsters have anthro forms while others are strictly feral beasts. Whatever works for the better. Personally I would like anthros, but there is also that desire to have feral beasts...

That's just me, though.


I thought the Holstatauri were always pretty antropomorohic, the most changes happened to Butt Stallions and to lesser extent Dick Wolves?
Here, I think, there is a distinction we should be aware of: Desired level of anthrophomorphism as related to the sex of the beast.

Many desire higher levels in females and either care less or even desire higher levels in males. As always, exceptions exist.

On futanari:
VintageBass Wrote:This is pretty much a very common kink to have and it's certainly understandable that not everyone will be into it. I'm all for having a feature to turn it off, and I'm not too sure on how to get futa monsters to behave like male monsters but I'm sure a programmer can figure something out. Also, for one idea I have for the game, the character that I want to run one shop is a futa herself (a herm, really) so that might pose an issue down the line should one not be interested in futa. However that could be easily negated by either coming up with an alternate path for those who aren't into futa, or not become friends with her (should there be a feature where we become buddies with the shop owners)


I didn't mean they would only act as male, they should be able to give and receive, both.

Having a character that is futa is fine, if the player elects to have futa content. But if not, then there should not be a futa character as a shopkeeper.

How I see we should treat most of these kinks is to see them pretty much as mods to the base game. You don't want futa? Such a concept does not exist in the world. You want it?... installing package Blue-futa. Done. You swap the shopkeeper from female/male to herm. You have new subspecies of certain monster types that are hermaphroditic. The game recognizes these as able to be used as male or female in any context.

Having modules like these you can add to the game, and select, is not only good because you get the world you want, but if we have a system for including things like this we can use it to include new animations, maybe new monsters created by people not in the core team.

On neoteny:
VintageBass Wrote:I'm iffy about this idea, but I have something in mind. Really it's more about having a stage where you have a child monster and you can raise it up like normal... except have sex with it. Although we can forgo this and do what Elerneron suggested, but that'll probably come later on down the line.


I am fine with that, but there are people who like neoteny. Your suggestion is basically saying no to that fetish.


On Vore and Guro:
VintageBass Wrote:
Wait, was this an actual thing in the BS game? If it was, then I'm happily agreeing to kick this out the window. Why is this even a thing? Wouldn't it be better to keep things all happy, cheerful and lighthearted despite the ickiness of being eaten alive or other violent things done to any creature? Sure there is a possibility of a war backstory, but we don't have to brush up on any gruesome detail



BS had no vore or guro in it. I just picked them out of hat, really, as I am not at all interested in them. We are creating a game with a similar basic theme (breed monsters) to BS, but we are in no way constrained by it, I think. There is a place for games where things are happy, and there is a place for games where things are decidedly not that.

Generally speaking, things not being all shiny and wonderful is a basic premise of most games that have any narrative, as you then have the motivation to make things better. Also specifically war and death also creates a strong urge to procreate, just saying.

I personally don't see a problem with either a generally nice or generally nasty environment for the game world.

Z.
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