Breeding Season Revival

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Re: Breeding Season Revival

Postby Ungawa » Wed Nov 02, 2016 2:54 am

evildumdum Wrote:
Ungawa Wrote:
ValturNaa Wrote:That is something I personally would like to see also, if we can sort out the logistical problems involved with it. But it isn't coding that becomes the problem (that's just a matter of creating a few new classes inheriting from the general monster class). It's the sheer volume of drawing and animation involved. Particularly if you're using multiple variations of each monster. Every one one of those parts needs to be sketched, colored, and shaded in every possible form it might be seen in, and depending on the methods used to animate it, that could be a lot of variations. And then, it all has to be animated. Needless to say, that is a *lot* of work to get involved in, and we have only two people working on it right now. So, yeah. If we sort out the logistical problems and find we can expand the monster list, we'll look into it. Meanwhile, don't expect too many types.


That kind of makes me want to see how many you all want in the first place though. I'd expect 5-8 just to have proof of concept. You can change them around later, but that at least seems plausible and manageable with the resources you all have.


I'm afraid you have no idea what our rescources are and what is plausible. Your target of 5-8 monsters for proof of concept is absurd. That is a MINIMUM of 91 breeding animations plus everything else that goes along with it. Breeding season only just had 8 monsters after 4 years of development and hundreds of thousands of $ capital. We are a six man team working with zero funding right now and whatever spare time we have after work. I'm happy that you have high expectations but you need to ground them a little or you will be disappointed.


Bwuh?

I only figured you'd have one gender for the monster and maybe have one set of animations. If you're having two for them, then I'd have put the number down to 4-6. All I'm saying is that it's small to start with and expand as you need to. No need to bite my head off...
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Re: Breeding Season Revival

Postby ValturNaa » Wed Nov 02, 2016 5:43 pm

Ungawa Wrote:Bwuh?

I only figured you'd have one gender for the monster and maybe have one set of animations. If you're having two for them, then I'd have put the number down to 4-6. All I'm saying is that it's small to start with and expand as you need to. No need to bite my head off...


We're actually planning for three potential genders. Male, female, futa. Futas will be done later but each of these genders will have to be animated with themselves and the others within the breed, and then animated with each other breed we include, in all possible variations. I'm not sure how you figured we could do "maybe... one set of animations" even with a single sex per breed the way breeding season started, because you still have to animate with self and cross breeding, which is a lot of back and forth. Also I don't think dumdum was trying to bite your head off, simply head you off before you ran away with the idea of lots of monsters at an early stage. We're only using *one* monster breed as proof of concept, and are still running into snags getting it fully animated. I fear that deciding and creating a "proper" frame will take more time. But, once we settle the system, I will happily oversee the drawing and animation of as many monsters as the art team can create.
I'm not mad. I'm only forty and eighty percent crazy, and that's split between two personalities, which makes me almost half sane.
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Re: Breeding Season Revival

Postby evildumdum » Wed Nov 02, 2016 5:51 pm

Ungawa Wrote:
Bwuh?

I only figured you'd have one gender for the monster and maybe have one set of animations. If you're having two for them, then I'd have put the number down to 4-6. All I'm saying is that it's small to start with and expand as you need to. No need to bite my head off...


Lol, sorry fella. I'm a bit of an attack bunny without realising it sometimes. The thing is, the worst thing you can do with this type of project is overpromise and underdeliver. If you aren't careful people can overpromise for you. Like valt said, we're using one monster breed (two genders) in the proof of concept. Each monster is a huge amount of work so gathering 4 to 6 would take far too long for any proof of concept model.
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Re: Breeding Season Revival

Postby Zeus Kabob » Fri Nov 04, 2016 4:37 am

Interesting to read. My only comment would be to stick to beast territory instead of anthros.
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Re: Breeding Season Revival

Postby ValturNaa » Fri Nov 04, 2016 5:20 pm

Zeus Kabob Wrote:Interesting to read. My only comment would be to stick to beast territory instead of anthros.


Just out of curiosity, why do you say that?
I'm not mad. I'm only forty and eighty percent crazy, and that's split between two personalities, which makes me almost half sane.
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Re: Breeding Season Revival

Postby Code Bunny Studios » Sun Nov 06, 2016 12:19 am

And we are live!

Find the game here:
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