Wednesday, October 29, 2014

Status Update and Future Gameplay Revisions

Status Update:

Hey all! Incredibly sorry to keep you guys in so much suspense for so long! I apologize for really failing on the communication front this month; I'll make sure that I don't have another dry spell on status updates like this again. The rewrite has just been dominating all of my attention, unfortunately, and when I make updates I tend to try to make them huge and informative affairs like this one which takes up a lot of time. From now on I'm going to try to change my habits so that I'm putting up more small work-progress updates a couple times a week; they won't be very large or exciting, but I do really want to do more to just let you guys know I'm still alive and working like S does on his tumblr.

That said, you are absolutely getting the rewrite this month, along with another public update! It will be up late on Friday the 31st, as a Halloween treat for you all!

Tomorrow night I should be able to give you a much better idea of what all features you'll be able to enjoy once I put it up, as I'm still in the process of integrating all the new systems together and I'm not positive what will work yet. Fair warning; it will have a lot of rough edges, placeholder UI, and many aspects will not be fully implemented yet or not implemented at all. I've been putting together some pretty radical changes to the game this month and it will take a while before they're all fully fleshed out. 

On the upside, this will definitely be the last time I have to do this sort of redesign/rewrite! There may still be some significant gameplay changes to the game in the future, particularly as far as balance is concerned, but this will be much closer to what the final version of BS will look like at least on a basic level. I'm going to try to ensure from here on out that you will definitely get at least two playable updates a month, and if I can manage it I would like to have them become even more frequent moving forward, though that'll depend on a lot of factors.

As a final note before I get into the meat of our planned gameplay changes; this update will have very little in the way of new art or animations and is very much focused on gameplay and code changes, however the next update will be on November 15th and contain a backlog of sex animations that we've been putting together; at least 5 new sex animations with variations, and then hopefully more animations later in the month as well. I also want to get around to finally implementing at least the first of the long-anticipated cum-shot animations.

Future Breeding Season Gameplay Revisions:

With the new build there are very major changes to the way pretty much every system in the game works. This is a big departure from previous designs I had considered, and totally different from the previous build. Stats will no longer change independently from one another; instead, raising your monster’s stats will be much more like leveling up in an RPG. Don’t worry; the way client requests work will also be changed appropriately to reflect this. Mind you, much of what is written here WILL NOT be implemented yet come Friday, but this is just to give you a very good idea of where I'm trying to take things.

Monsters will level up once they've gained enough XP through breeding and being fed consumables. The amount of XP required to level up will be based on the monster’s level, and it will rise considerably as they grow in level.

Growth Modifiers:
Every time your monster levels up they'll have a random chance to have each of their stats raised. This random chance will be based on their growth modifiers for each stat (represented by a letter rank) that the monster is born with. Perfect S rank growth modifiers will be incredibly hard to breed into your monsters.

There will be no individual caps on level (every monster caps out at level 100), however it’ll be considerably more worthwhile to level up monsters with better growth modifiers as they'll have better stats at max level and gain stats faster, and only a monster with all perfect growth modifiers will ever be able to max out every stat (this will be a huge feat; maxing every stat will be only for the hardcore grinders and not necessary to complete the storyline).

The amount of XP a monster will get from a breeding attempt will be directly based on the level and STR stat of the monster they’re having sex with as well as their own CHA. In addition, repeatedly breeding the same two monsters together will slightly increase the pregnancy chance every time, meaning that after enough breeding attempts you're always guaranteed a baby.

Harvesting will be significantly different to how it is now. Monsters will generate a certain number of “hearts” each day that represent how many times that monster can breed in one day (the number of hearts they generate each day will increase with STA). If a monster has any unused hearts at the end of the day they get “stored up”. So, for instance, if I have a dickwolf who can breed twice each day and I don't breed him for four days in a row he'll have eight hearts stored up. When you go to harvest a monster you'll get a consumable from them for every heart they have stored up, so you'll only have to harvest your monsters periodically instead of every day to still get all their consumables out of them.

However, every monster has a maximum amount of hearts they can store up before they just can’t take it anymore (this number is based on their WIL). If you let them go too long without breeding or harvesting they'll misbehave and take matters into their own hands (so to speak), causing them to lose all their stored up consumables as well as reducing their happiness.

Instead of having every consumable be unique and having consumable quality directly vary with a monster’s stats, there will be only one measure of consumable quality and 10 possible quality levels (though, they can still have unique effects due to monster traits). When harvesting, the consumables produced will have a random quality, with a higher chance of higher quality consumables if the monster has high stats. This means that consumables with the same quality/effects will be stackable and therefore much easier to manage. Each monster type will still have its own special consumable effect as well.

Consumables will directly increase a monster’s XP based on their quality. It will also be possible to feed your monsters consumables directly from the breeding menu. I'm also considering adding the ability to upgrade your pens with a “trough” that will let you place a stack of consumables that your monster will automatically eat each day.

Happiness will determine how much a monster likes you, and the likelihood of either good or bad events occurring with that monster when you breed them or enter their pen. A monster will lose happiness if they aren't harvested before they store up too many hearts, or occasionally if you fail a random event involving them, however generally happiness will be much easier to raise than it is to lose so you won't constantly need to worry about it. A monster’s happiness will go up slowly every time they're bred or harvested, but it can be raised much faster by catering to their preferences, or succeeding in random events involving them.

Monsters may have preferences for particular other monster types, particular consumables, individual monsters or even the breeder themselves. A monster’s preferences can change over time and may develop or grow stronger with repeated exposure, or may change based on choices you make during events involving them. The stronger their preference, the more their happiness is raised when you indulge it. Preferences will also be significantly affected by traits. A player will be able to safely ignore a monster's preferences with few to no ill effects, but indulging a monster's preferences will provide bonuses and benefits.

Personality Traits:
Personality traits will be special kinds of traits that influence how a monster acts in events and can affect their preferences and relationships with other monsters. Unlike most other traits personality traits may also change over time. Personality traits won’t be implemented for a while, though depending on how much of an issue it will be to implement, we're looking at having unique visual features and idle animations for monsters with different personality traits.

Monsters that you keep around long enough will begin to form relationships with each other and the breeder. Two monsters with opposing personalities may become rivals, or if a monster has a strong preference for another one and you breed their crush with someone else they may start to get jealous, or, of course, two monsters might fall in love, etc. These relationships will be reflected in special events and you'll have some influence over them and they may lead to special storylines, however they can also be safely ignored without negatively affecting your gameplay. It will be a very long time until this entire system is properly implemented, but once it is I hope that it will go a long way towards giving the monsters on your ranch a lot more life and character.

Rather than feeding/breeding/etc taking up time in order to limit the actions you can take in a day, they'll instead cost energy, which is a resource you generate every day. This change is for a few reasons; primarily to make it simpler and more intuitive to keep track of how many various actions you can fit into the day and do the math in your head. Also, you'll be able to roll over some of the energy you don’t spend one day into the next day (up to a maximum). There will also eventually be ways to extend your energy. A monster's DEX stat will reduce the amount of energy that actions involving that monster take up, just like it did with time.

Mostly, though, this change is because I just thought it felt wrong that a super high DEX monster can apparently only last a couple of minutes in bed :P.

Stat Effects
(the math on these is far from final, currently stats have a linear progression but may be changed to suffer diminishing returns; this'll require testing)

STA: Increases the number of “hearts” a monster generates each day, but does it as an average over time. For instance, if a monster has 25 STA, it would generate "2.5" hearts a day on average, which means that every other day it will alternate between generating 2 hearts and 3 hearts.

STR: Directly determines the amount of XP this monster’s partners gain when it breeds with them. Monster’s STR x Monster’s Level x Partner’s CHA = Partner’s XP gain.

DEX: Reduces the energy cost of actions involving the monster. 1 DEX = 1% less energy. Also gives breeding a chance to “crit” and gain twice as much XP, 1 DEX = 0.5% crit chance.

CHA: Increases the amount of XP that the monster receives from breeding multiplicatively. Also increases the amount of happiness that other monsters gain from breeding with it. 1 CHA = 1% more happiness on average.

WIL: Every point of WIL increases the number of hearts the monster can store for harvesting by 1. It also confers a 1% per WIL chance to resist negative events like sickness and happiness loss.

FER: Raising this stat directly increases the rate of producing offspring for this monster as well as how much that rate increases with repeated breeding between the same two monsters. 1 FER = 0.5% higher birthrate and +0.5% rate increase with successive breeding.

Traits will work pretty much like before. However, leveling up stacking traits will become more difficult: instead of the two monsters having their stacks added together for that trait in their offspring, there will instead be a random chance to have a child with an additional stack based on how many stacks each parent has. If both parents have the same number of stacks and they both give that trait to the child, that chance will be 100%. For instance: If dad has 5 stacks and mom has 5 stacks, and the child inherits from both, the child will have a 100% chance to have 6 stacks. However, if the dad has 5 stacks and the mom has 4 stacks, the child will only have a 50% chance to have 6 stacks, and a 50% chance to have 5 stacks.

Also, there will be more gameplay-oriented traits that will only have an effect on certain monster types: this is in order to further differentiate the monster types.

Client Requests:

The client request system will be overhauled into something very different. Instead of just three faceless clients representing a random set of requirements you will actually get a list of both randomly generated and storyline generated requests that are given by actual NPCs in the game (like Roxie, Lily, The Marquis, etc). You'll be able to get more than three requests, but requests will still be sorted into bronze, silver, and gold based on difficulty and how rewarding they are (storyline quests will be platinum). More difficult requests will have a time limit associated with them, and will go away if you don't complete them within a certain number of days. Completing these requests for the NPCs will increase your affection with them; and in the future will unlock further storyline and romantic options.

Because of the changes to how stats work, stat requests will be much less common. Early in the game, requests will mostly just focus on monster type and level. Later on, there will be more stat and trait requests. I'm also thinking about including appearance requests eventually.

Additionally, you'll occasionally get consumable requests that will ask for a certain number of consumables of a certain quality. These will pay much better than selling them to Kay normally.

Alright, that's a ton of text, I apologize if I forgot anything big or left out any details. I'm still not sure exactly how many of these changes will make it into Friday's update, but the changes to how leveling, stats, and harvesting work will definitely be in. At any rate, I need to get back to that :P.

Wednesday, October 1, 2014

Progress Dump, Kay's Bottle Catch, and 5.2 Public Release

I just put up the progress dump with a small collection of animations, art, and writing for you guys to enjoy and hopefully tide you over until we can get the pre-beta build done. The progress dump is up on the Patreon and is available for $1+ patrons.

I also put up the Kay's Bottle Catch mini-game on the Patreon for $10+ patrons. It's a goofy little game, but I had fun making it :P. It generates the bottle patterns based on music, and you can use any mp3 you have, so you should try playing a few of your favorite songs. If you get a high enough score in the game you'll unlock progressively more racy images of Kay (presumably left over pictures from her incident on the beach). Fair warning: it may be difficult.

As a tip when playing the game: make sure you use the dash when necessary. If two bottles are falling at the same time on opposite sides of the screen, Kay is actually fast enough to grab them both if she's dashing. But just make sure you don't run out of dash juice!

Also, I've put up the 5.2 alpha build for anyone to play. The 5.2 patch notes are here:

Tuesday, September 30, 2014

Tiny Status Update


You guys seemed really cool with the "progress dump" idea so I've gone with that for tonight's update. Right now I'm just doing a few final tweaks on the Kay mini-game, then I'll be putting that progress dump together, both will be posted up on the Creation section on Patreon.

I'll be putting this all up, along with the newest public release, in just about four or five hours. Thanks for your patience, guys! You've all been awesomely supportive, and I want to let you guys know how much I appreciate that. Hopefully you guys'll like the stuff I have to show you!

Sunday, September 28, 2014

Status Update

Hey all, sorry for the lack of status updates. I've been knee-deep in rewriting the code and having some life problems recently. Insurance issues leading to a lack of ADD medication have been making my output a bit inconsistent. It should all be sorted out by the beginning of next month, though, and the other team members have been doing an awesome job of picking up the slack for me. Fleet has been a real blessing :P.

Speaking of which, we've added two new animators to the team who will be working with us on a part-time basis, filling in more animation work wherever we need it! I'll announce them officially come next month.

The rewrite is about 40% done, and I'm thinking that the pre-beta version will be complete and ready to roll out by the mid-to-late October. Unfortunately, as it stands it's not playable at all. On the bright side, once it is finished next month you'll be able to transfer saves, play as the male breeder, and enjoy the new gameplay systems including the new monster preference and happiness system and the stat overhaul.

Right now I'm faced with a decision regarding this month's update. I won't be able to put up a playable version of the new build as it's just not there yet, but I could do one of two things; (1) Put up a version of the old build updated with some additional art/animations that we've gotten together over the course of this month. This option would take away a couple days from developing the new build as I'd have to work in the new content to the old one, so it's less attractive to me, but I don't want to leave you guys hanging with no new playable update this month if that's what you're hankering for. (2) Put up the new art and animations just as a separate sort of "progress dump" for patrons to check out without actually being integrated to the game itself, as well as a sneak peak at the design of the new systems, events, etc. This is better for me, but it's up to you guys as to what you'd prefer to see.

Either way you'll definitely finally be getting that Kay mini-game we've had on the back-burner for a while (and the Kay pin-ups that includes) if you're a $10+ patron by the end of Tuesday. I'll also definitely be putting up a public release of 5.2 for everyone.

Let me know how you guys feel.

In other big news: we're currently working with a web-designer to get us finally set up with a nice, professional site and a real forum! We'll see how it goes, but I want to have the new site up by November.

And, of course, I'll close with a bit of new art from S:
A potential Cordelia redesign
Catgirl rework

And then, of course, here's some stuff that's just for fun :P:

Tuesday, September 23, 2014

On the art related news!

G'day erryone,

S-purple here, here to showcase some of the promised NPC interaction that may or may not be arriving next month,
H-bomb is currently busy rewriting the entirety of the game's code among other things and I figured it would be good to at least let the people know whats happening on the art part of the game.

SO, here are some preview images of the upcoming interactions with a few of the fan favorites as well as a few teasers.

And do not worry, Male Breeder interaction with all monstergirls is indeed coming in the next month or so.

Many people have also requested something for the victory screen so H-bomb told me to make this.
You'll be able to see it in its full glory when it is in the game!

Friday, September 12, 2014

Status Update

Hey all!

Alright, so this month is a fairly big month for the game; I'm in the process of a massive rewrite of nearly the entire code-base in order to update the game to what will be its "pre-beta" build (we'll still call it alpha, though). If all goes well, the next version release is going to feature entirely new stats and mechanics, as well as rework a lot of fundamental systems of the game. It's the culmination of a lot of feedback I've been taking over the months and designs we've been putting together, and once it's done it'll push the game a lot closer to its beta state. I can't say for sure the entire rewrite will be finished this month; much of it may pour into next month along with a UI overhaul where we're going to do to try to address a lot of the lingering issues with the UI and generally make controlling the game more intuitive and less frustrating.

I can tell you that once this new build is finished that you'll be able to try out the new stat system, play as a male breeder (though, male breeder events and animations will still be limited), and enjoy, finally, saves that will transfer between different releases. We're also looking at possibly increasing the size of the intended game resolution to 960x720 instead of 800x600: it should help make the game and UI less cramped while still allowing it to be easily played in a browser.

I've been planning out all the fine details of this next build all month so far. I like to write on big sheets of newsprint so I can spread it out over a lot of space and look at everything at once, so my office floor looks like it's covered with the scrawlings of a mad-man :P:

The rebuild is going to take time and there won't be workable builds inbetween recoding, so both updates will be pushed pretty close to the end of the month this month. I may just combine them into one big update if necessary right at the end of the month, if you guys are alright with that.

To be clear, there will definitely at least be one update this month, even if I can't finish the new build this month. The update will be an incomplete but still playable version of the new build and some stuff may be broken if that's the case, but I'll at least put up something that you guys can screw around with and see the progress.

By the way, I haven't shown you guys any of the things S has been working on in a while, so I'll repost some of his awesome new stuff:

Oh, and lastly

<_<   >_>

(if anyone has any extra Smash Bros 3DS demo codes send one to and I will be eternally grateful :P)

Friday, September 5, 2014

Jake Kaufman and Alpha Build 5.1.1 Public Release

Alright, I am incredibly, incredibly psyched about this announcement:

Many of you may already be familiar with the incredibly talented composer Jake "virt" Kaufman. If you're not, you may be familiar with the fucking amazing soundtrack to Shovel Knight that he composed. And if you're not familiar with Shovel Knight...well then immediately go buy Shovel Knight; it's a seriously fantastic game. He's also responsible for the music of the Mighty series, including some of my favorite game OSTs of all time, among lots of other awesome work.

Well I'm extremely happy to announce that Jake is on the project, and he's going to be composing the Breeding Season soundtrack in collaboration with Mittsies! I will not lie; this is probably the most exciting development of the entire project for me so far :P!

In addition to that news, I'm going to go ahead and put up the 5.1.1 update for the public, as I figure you guys have been waiting long enough.

Regarding 5.3; embarrassingly, I actually entirely overlooked the fact that I was forcing the player to go through a futa sex scene when I set up the Marchioness quest as a gate for the Seraphs (mostly, I did so to test using the event system for unlocking ranch upgrades). I'll make sure to rectify this in the future and of course plan to allow you to skip or avoid any sexual content you might not be into in events that are necessary for game progress, etc. My bad.

Also, I went over the FAQ on the wiki and answered some questions in detail. Go ahead and check it out; I've added a direct link to the FAQ page to the main blog.