Breeding Season Revival

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Re: Breeding Season Revival

Postby VintageBass » Mon Jul 25, 2016 2:32 pm

rekafredam Wrote:Hi, first post here.
Is there copyright on "Breeding Season" by HarpistaBomb/S-purple on characters/title/game_mechanics?
As they where harking in huge loads of money - $42.3k a month according to kotaku.com - I don't think they are gonna let others take the fruits of their labour.

First off, I would probably say no on the copyright stuff, but it'll be better to stay away from using it. Sure the mechanics are out there for people to use, but it'll be better to go with a fresh engine so we're not tainting the project with bad memories. Also since S-Purple pretty much ran off with his art from the game, that's a big no-no on that, so technically that'll be a yes. Really I don't think anyone wants to be associated with him if anyone were to use his art.

In fact, it'll all be too easy to recreate everything since basically the characters are pretty open ended on stuff so all we need to do is slap a new coat of paint on them and boom, we got a new OC (donut steel)

And your link isn't working, you might want to try it again.

Jumbo70 Wrote:I could join in on arts. I might not be fastest around buut i get the job done. :)

As far as we need, quality is better than quantity and your work is definitely quality. Take as much time as you need, we're not in a particular rush to get a game out there. But I can vouch for Jumbo, he can do great art, that's for sure!
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Re: Breeding Season Revival

Postby evildumdum » Mon Jul 25, 2016 2:47 pm

shames90210 Wrote:
evildumdum Wrote:My position right now is that i have two people that have offered concrete support for any revival i assemble.

VulturNaa has offered to write as well as help manage communication between team members and between the team and the community.
Jumbo has offered to do art. His work is gorgeous, but he will need someone else on his team in order to keep up with the quantity of art we need.


As for Cobalt, i worry he is a bit of a loose cannon. He is making grand statements and promises before he even has a team capable of implementing them. I fear this concept of a breeding game will not survive a second imploding failure.


I may just be miss reading statements or things having not be clear. The concrete support being Me and Vintage or VulturNaa and Jumbo? Like I'm sensing serious divides in either information or the people wishing to revive the project. I can only attest to what I've seen which includes me throwing myself at the project as an artist for free* along with offering to fill in elsewhere sans coding since that's unexplored territory for me. I think clearing up communication issues is a must at this point and to do that I've created a discord channel for people looking to be on the team as well as the current team members which I'll pm a link to everyone who seems to want to help.

A more open means of communication past this thread will help in getting a team actually of the ground and I'll be hanging out on it most of the day as I have nothing to really do other then practice my digital art skills since I'm fairly rusty as my new profile pic can attest to (I mean it was ~10 minutes in paint without a drawing tablet...). I'll do some mock ups for a logo/banner to go along with the project and post them later. Till then I'll check the thread and my messages and be in said discord chat.



To clear up in case my comment caused any confusion. The people i mentioned were simply people who have expressed support for actively taking part in the approach to reviving the game i have suggested. Plenty of other people have expressed an interest in participating in a revival, but not to any one particular group or individual.
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Re: Breeding Season Revival

Postby evildumdum » Mon Jul 25, 2016 2:58 pm

I am at a point where i have a small team willing to work with me that has a skill set good enough to re-boot the game. We could do with one or two more artists joining us before we officially start anything however. If you are an artist and want to be part of a re-boot team, please message me.
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Re: Breeding Season Revival

Postby ValturNaa » Mon Jul 25, 2016 4:07 pm

Yeah, the communication disconnect is really down to private messages vs public forum at this point. Dumdum seems to be okay with my time limitations so I'll be part of the team. If @Vintage and @Shames want in, I count 5 members with dumdum as lead coder. That's two writers, an artist, an animator/artist, and a code bunny (yes I'm looking at your profile pic dumdum :P). Sounds to me like we have enough to put a real team together and get started.
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Re: Breeding Season Revival

Postby evildumdum » Mon Jul 25, 2016 4:14 pm

Code bunny. Hahaha. Best nickname ever. I do have a little obsession with rabbits. One thing i should probably raise if the fact that i can actually animate if the art is structured in specific ways. Ren'py has something called animation and transform language (Or ATL for short). This allows you to manipulate images using code and animate in engine. It has restrictions, but as long as art is made with this in mind, it is well within ATL's capabilities to animate quite complex scenes.
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Re: Breeding Season Revival

Postby ValturNaa » Mon Jul 25, 2016 4:27 pm

Oh, very nice. So if it comes down to it, Shames could do concept sketches, you could animate, and Jumbo could smooth everything out and make sure it's high quality work. And bearing in mind your obsession (plus the fact that this is not common in monster games, as far as I'm aware), maybe we should include a bunny monster in the initial creature list. While my obsession is wolves, foxes, and certain dogs (they have to look somewhat wolfish) so I really want to see one of those in the list. But, I also realize that until we have a rather large list, we won't want both wolves and foxes. Actually, if we can use interchangeable skeletons to animate multiple monsters in one go, I could see a bunnykin monster using either a humanoid or a neoteny skeleton and wolves using either a feral or halfbreed skeleton, and eventual fox monsters using the same skeleton as bunnies.
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Re: Breeding Season Revival

Postby Jumbo70 » Mon Jul 25, 2016 4:31 pm

I would suggest to stick on only one monster in the start. duplicate it with different hue colors for example for different starter species. So that the code peeps got a placeholder for stuff, dont know if that is needed but just a tought.
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Re: Breeding Season Revival

Postby evildumdum » Mon Jul 25, 2016 4:48 pm

Jumbo70 Wrote:I would suggest to stick on only one monster in the start. duplicate it with different hue colors for example for different starter species. So that the code peeps got a placeholder for stuff, don't know if that is needed but just a tought.


A very sensible suggestion. Something i'm looking into in great detail right now is the ability to change the colour of artwork using code. It's possible, and i have done it in very crude ways before. But there are much finer ways to do it and it would make the artists job much easier to have one piece of art that is recoloured as needed, rather than a new one for every colour variation.
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Re: Breeding Season Revival

Postby Jumbo70 » Mon Jul 25, 2016 4:51 pm

That requires the art to be consisted of pieces by color tough, right?
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Re: Breeding Season Revival

Postby ValturNaa » Mon Jul 25, 2016 4:58 pm

Yeah, while we work out the breeding system that's a good idea. But it won't be long before that gets boring to play, so we should plan on expanding that list fairly early on (just not so much that it bogs down the project). Especially if the animation team needs to animate multiple skeletons to allow community monster packs in the future. I'm thinking, 4-5 monsters in the beginning, each one representing a different skeleton. Humanoid, Neoteny (mostly defined by monsters being a certain size), Feral (four legged), and Halfbreed (somewhere between humanoid and feral) would be a good start, although maybe not the final list. Other skeletons that comes to mind are Fatty and Feathered. Which actually comes out to six.

In comparison to BS before the style change, humanoid=demon&cat, neoteny=elf, feral=dickwolf, halfbreed=stallion, fatty=holstaurus, and feathered=harpy.

And though there may be more types of skeletons out there to animate (tentacles, centaurs, winged variations...), those six skeletons would give us a lot of room for expanding monster types farther down the road. I would even say that the first four would be quite complex enough for the secondary phase of the project, and the rest could be left for the final phase of monster/fetish expansion.
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Re: Breeding Season Revival

Postby VintageBass » Mon Jul 25, 2016 5:00 pm

Jumbo70 Wrote:I would suggest to stick on only one monster in the start. duplicate it with different hue colors for example for different starter species. So that the code peeps got a placeholder for stuff, dont know if that is needed but just a tought.

That's what I've been suggesting for the most part, even though I forgot both genders of the monster. Like, we should work with one monster for now, perhaps have both genders to demonstrate breeding monsters and breeding with the trainer. So we can come up with a very basic idea and then work from there.

evildumdum Wrote:A very sensible suggestion. Something i'm looking into in great detail right now is the ability to change the colour of artwork using code. It's possible, and i have done it in very crude ways before. But there are much finer ways to do it and it would make the artists job much easier to have one piece of art that is recoloured as needed, rather than a new one for every colour variation.

Just wondering, is color change really that important to do? I know it does add variety in monsters, but I'm wondering if that's important to do. It's certainly not bad to have, good to make some variety, but I'm just wondering about the idea, that's all.

ValturNaa Wrote:... maybe we should include a bunny monster in the initial creature list.

Not sure if you want, but we could always make the bunnies slimey, to go with this creature I am very fond of. Although pure bunny is always great to have. I could easily see like the males being very bishie in design, probably making them like femboys for those who are into that, and the females could play up like the Playboy bunny image? ... Just spitballing ideas here, really.

Heck since you mentioned wolves, maybe we can do a wolf creature as our base monster? SInce dickwolves were the first monsters that you can get starting out, why not stick to tradition?
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Re: Breeding Season Revival

Postby ValturNaa » Mon Jul 25, 2016 5:15 pm

I hope we do start with a wolf, and I've suggested in PM that it be a new twist on a werewolf: Claw wolves. These guys have such long, straight claws that a wolf claw can be filed smooth and used as a dildo. Breeders often file their best wolves' claws and teach them how to best use their "assets" in the field and on the farm.

Also, dumdum and I have been chatting about a stat system, and I think we have a fully functional system. Rather than the traditional 6 stats of BS, I propose the following:

Ferocity- determines assault damage in combat. Deals damage to breeding partners in exchange for raising fertility rates.
Dexterity- determines seduction damage in combat. Reduces damage to breeding partners.
Stamina- determines max hp. This means monsters can take more punishment in battle and handle more breeding sessions.
Cunning- determines the values used by monster abilities. Abilities are species-specific and useful in both battle and breeding.

We're also talking about making the combat system be, in itself, an extension of breeding. The ultimate reward of combat is that, when a monster's HP hits zero, it drops and starts masturbating. While they're down, you can rape them. I can see this occurring in both a strategy-style system, with tile movement, and an TBRPG style, with monsters standing at opposite ends of the screen and then animating an attack. In the case of RPG style battles, I see the rape coming immediately upon defeating the opponent, while a TBS style would animate the monster masturbating until someone from the opposite team targets them for an attack, raping them.
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Re: Breeding Season Revival

Postby VintageBass » Mon Jul 25, 2016 5:25 pm

ValturNaa Wrote:We're also talking about making the combat system be, in itself, an extension of breeding. The ultimate reward of combat is that, when a monster's HP hits zero, it drops and starts masturbating. While they're down, you can rape them. I can see this occurring in both a strategy-style system, with tile movement, and an TBRPG style, with monsters standing at opposite ends of the screen and then animating an attack. In the case of RPG style battles, I see the rape coming immediately upon defeating the opponent, while a TBS style would animate the monster masturbating until someone from the opposite team targets them for an attack, raping them.

We don't see a lot of TRPGs, especially with a porn twist on them, and that would be cool and all...

But I'm not familiar with Ren'py enough to know if this is doable in that. I know Unity could, but I'm not sure about Ren'py. A regular traditional RPG can work out better if that's the case, but then again I wouldn't know about it.
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Re: Breeding Season Revival

Postby evildumdum » Mon Jul 25, 2016 5:25 pm

VintageBass Wrote:
evildumdum Wrote:A very sensible suggestion. Something i'm looking into in great detail right now is the ability to change the colour of artwork using code. It's possible, and i have done it in very crude ways before. But there are much finer ways to do it and it would make the artists job much easier to have one piece of art that is recoloured as needed, rather than a new one for every colour variation.

Just wondering, is color change really that important to do? I know it does add variety in monsters, but I'm wondering if that's important to do. It's certainly not bad to have, good to make some variety, but I'm just wondering about the idea, that's all.


It's not a priority, but there's nothing to stop us building it into the engine for future use. The actual time it would consume initially would be insignificant compared to the time it would take altering the engine one it is made.

As for the initial monster, This is the legend of krystal forum, and myself and jumbo have been talking about the possibility of krystal playing a side character part in the game. Wolves seem like as good as any place to start. One thing though, i personally don't want them based on the original BS design. We need our own version and i'm damn sure we shouldn't call them dickwolves. Catgirl is a generic thing that the japanese have had for decades, but dickwolf is an an origional concept. Though only the name and actual original art would qualify as dickwolf, i want as little reliance on the original projects assets as possible. That includes intellectual property.
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Re: Breeding Season Revival

Postby evildumdum » Mon Jul 25, 2016 5:28 pm

VintageBass Wrote:
ValturNaa Wrote:We're also talking about making the combat system be, in itself, an extension of breeding. The ultimate reward of combat is that, when a monster's HP hits zero, it drops and starts masturbating. While they're down, you can rape them. I can see this occurring in both a strategy-style system, with tile movement, and an TBRPG style, with monsters standing at opposite ends of the screen and then animating an attack. In the case of RPG style battles, I see the rape coming immediately upon defeating the opponent, while a TBS style would animate the monster masturbating until someone from the opposite team targets them for an attack, raping them.

We don't see a lot of TRPGs, especially with a porn twist on them, and that would be cool and all...

But I'm not familiar with Ren'py enough to know if this is doable in that. I know Unity could, but I'm not sure about Ren'py. A regular traditional RPG can work out better if that's the case, but then again I wouldn't know about it.


TBRPG's happen to be my specialty. I learned how to programme in order to create them and everything i have learned since was in order to create better ones. If i'm unable to implement something that a TBRPG needs you can be damn sure i'll be learning it soon enough.
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Re: Breeding Season Revival

Postby ValturNaa » Mon Jul 25, 2016 6:13 pm

I'm also getting a picture of the back story, and how the game would go. Monsters have always been around, as long as anyone in the kingdom can remember, and their relationship with humans has always been a hostile one. Some, like the wolves and cats and bunnies, can be tamed, but still are seldom trusted outside their cages. Others are too ethereal to capture, too powerful to capture, or too stubborn to train. Among these dangerous breeds is a variety of incubus which, like the incubi/succubi of legend, rape humans in their sleep. Children coming from such pairings are rare, but not unheard of, and are traditionally feared. When the late king's young bride was tainted with such a child, the king gave it away the moment it was born, in the hopes of removing that stain from his house. But the queen was unable to bear any more children and, thus, never delivered a proper heir. It was shortly thereafter that the queen became ill and died, and the brokenhearted king regretted his decision for the rest of his life. One night, as he was preparing for bed, the king was visited by a fairy, a powerful but relatively benevolent monster, who assured him that his wife's child still lived and promised that when the time was right, the scion of demons would see the way and turn the realm into a greater kingdom. The king rejoiced, and immediately sent forth his fastest riders to search the land for the missing heir. He confessed the truth to his most trusted duke, and together they searched the land. But the king never lived to see his heir. Imperial assassins infiltrated his castle and murdered him at his feasting table, and Imperial armies began to march. Without their king to lead them, the army was scattered and slain, and the people helpless to stop the invasion. The duke gathered his own forces to forestall the invasion, and by chance, his men discovered the missing heir, who survived the sacking of a village where monsters where bred and trained for the ampitheater. Enter the player. As a former trainer of monsters, the Duke believes that you can help his cause by breeding and training loyal monster soldiers (and, hell, at this point there isn't much to lose). Along the way, you are encouraged to give your monsters experience in the field by leading them yourself in battle (the campaign). As you successfully fulfill the duke's requests, you attract his personal attention and he comes to visit you. He sees something in you that seems familiar, but he won't say what or why, and instead vanishes into his library to do some reading. When he returns, he reveals that you are the missing heir and can ascend to the throne. Of course, to do so, he needs more and stronger monsters with which to fight the enemy and reclaim your land.

Along this journey, you can choose to focus on the monster farm, breeding and supplying monsters to the army to reclaim your land. As time goes on and you fulfill more contracts, these contracts will become gradually harder and require you to refine your breeding system as you go. Or you can capture these regions yourself through the campaign mode. The campaign mode will bypass the main story, allowing you to advance at your own pace and reach the ending in which you are crowned king/queen, but will fit, story-wise, with completing the two in concert. Neither one will override the other, and regaining regions by either method will allow you to visit these areas.

The map consists of a bunch of regions, and should naturally expand to include new areas. Each region comes with several scripted battles (we can start with 3 per region, and expand later if we choose to). Once all battles have been completed, or the region has been liberated via the main quests, the player can choose to "visit" the area. Traveling to a region will automatically take you to its central town or city, where you can visit buildings to find stores, taverns, and whatever else is needed, or talk to townsfolk seen along the street. Townsfolk and people in taverns can tell you about the local monsters. You can also choose to Explore the area (also available from your farm) which results in random monster battles, foraging for supplies to build up the farm, or coded local events. The final option in each region is to visit the local ranch, talk to the ranchers, offer to buy or sell monsters, and purchase certain supplies such as milk.

As for how you start out, the Duke's soldiers provide you with a breeding pair of a starter breed that they captured in the woods. Breed them until the female gets pregnant, explore with the male until she delivers, and expand your breeding population from there. I don't see any reason to either require or allow players to purchase monsters initially.
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Re: Breeding Season Revival

Postby evildumdum » Mon Jul 25, 2016 8:07 pm

All reasonable and easy to produce concepts. I support. We've got a proper team now mate. Shamus will probably contact you very soon and you and vintage can get together and hash out a proper official lore for this world together. Just to let you know, we're wanting krystal in this world in some way (Looking at rival breeder right now) and we're wanting her to become enslaved after a battle to us.
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Re: Breeding Season Revival

Postby ValturNaa » Mon Jul 25, 2016 8:33 pm

Okay, I was out of time to respond earlier but this talk of color changing and using Krystal got me thinking. Would it be possible, or would it be too difficult, to construct monster body parts using multiple layers? We could have, for instance, a base color, partially transparent shading, and markings. That would allow us to create multiple color schemes for each monster with the click of a couple paint bucket tools. Markings would be under the shading and be things like tattoos (like Krystal's freeze-tats), different-colored patches, stripes, or bare skin.
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Re: Breeding Season Revival

Postby DerPeter » Tue Jul 26, 2016 12:39 am

ValturNaa Wrote:Okay, I was out of time to respond earlier but this talk of color changing and using Krystal got me thinking. Would it be possible, or would it be too difficult, to construct monster body parts using multiple layers? We could have, for instance, a base color, partially transparent shading, and markings. That would allow us to create multiple color schemes for each monster with the click of a couple paint bucket tools. Markings would be under the shading and be things like tattoos (like Krystal's freeze-tats), different-colored patches, stripes, or bare skin.

You can implement a color changer, just as BS has done. But please, whatever you plan to do, don't use the LoK assets. Disregarding their poor quality, they've been used way too often by now and anything that doesn't atleast match the quality of the original BS will not hold up for long.

I for myself can say that wether I am going to follow the development of a BS revival or not is entirely up to the quality of the art.
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Re: Breeding Season Revival

Postby LairdEnvy » Tue Jul 26, 2016 2:32 am

ValturNaa Wrote:Okay, I was out of time to respond earlier but this talk of color changing and using Krystal got me thinking. Would it be possible, or would it be too difficult, to construct monster body parts using multiple layers? We could have, for instance, a base color, partially transparent shading, and markings. That would allow us to create multiple color schemes for each monster with the click of a couple paint bucket tools. Markings would be under the shading and be things like tattoos (like Krystal's freeze-tats), different-colored patches, stripes, or bare skin.


I've got a colour changer class I've written for my main project that takes an input colour (ARGB), output colour and tolerance. I'd have to adapt it depending on the format animations will be loaded in (seeing how I've just been feeding it a folder of .png images).


I've been working on my own Java based engine for a couple of days now and so far I've got a base menu class (which forms a bulk of the interface) done and the framework set up for breeding (need to get monster data ready before building a newborn randomiser) and monster gathering (so far just a random monster generator, but I hope to expand it to include combat and possibly exploration).
I've also done some basic scenes for the main menu, intro, map, farm and first dungeon (moist cave, which I intend to be the location to capture the first and easiest monster species. Probably slimes, as a nod to how they are often the first monster in flash TRPGs).
Depending on the programming language used in the project I might be able to translate my code into that language.

I should have something slightly playable (though I might just put stills in as a placeholder for the animation) in about a week.
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