Wednesday, July 22, 2015

More Progress!

Greetings everybody, S-Purple here!

Bringing you some more news about whats been happening over the week with the art team, me and Vanilly have been hard at work finishing all possible variations to the vanilla monsters , including faces and hairs and here are some of the fruits of our labor!








In addition I would like to use this blogspost to feature some of the fantastic fanworks produced by our talented fans!
Great Kala piece created by http://fangdangler.tumblr.com/

A fantastic piece created by http://esther-36.tumblr.com/
And for the last a lovely Roxie piece drawn by http://taboolicious.tumblr.com/


That's it for today folks! Stay tuned throughout this week and remember to visit our streams every weekday for more goodies.

Tuesday, July 14, 2015

Progress Update and Let's Plays!

Hey guys. Been working hard over in the stream. Just got some pretty looking weather particle effects added for the different seasons, and S-Purple and Vanilly have been working incredibly hard on generating as many different monster variants as they can. All of these are variants you can look forward to seeing live in the game within the next few months:













Right now Fleet and I are working out a rework to the way color variations are handled that will allow more and better looking color palettes for the various monsters. Once we're done with this we'll finally be at a point where we'll be able to include the four new monsters that have been waiting to get into the game for quite a while now and are now almost completely ready: Fluffdragons, Seraphs, Swine, and Mandrakes.






We still aren't sure how long it'll take to do the color variation rework as it will require us to go back through our existing animations in order to make them compatible, which will be a huge task, but we hope to be finished with it by the end of the month.

We're also currently working with V-Man, our new web developer, to finally get the official Breeding Season website going! It's already looking beautiful so far, and I may go ahead and post some preview images later on. S and V have been working closely together to make the site mesh really well with the game and I'm very excited for when we get to bring it live!

And, of course, as always you are welcome to come cheer us on while we stream our work!

Finally, in our free time a friend of mine and I have been doing some Let's Plays that I thought you guys might enjoy. The first playthrough we're putting up is the Ueda classic Ico (the precursor to Shadow of the Colossus). I'll be uploading new videos regularly throughout the next couple of weeks, so check back on our youtube channel if you like it:


Friday, July 10, 2015

Hotfix 6.3.1 for Patrons

Hey guys, I'm tossing a hotfix up on Patreon in a few minutes. This will deal with some of the bigger bugs that accidentally snuck in with 6.3. Unfortunately, due to one of those major bugs being related to the save system changes saves will not transfer between any older version and 6.3.1, including 6.3. Sorry about that guys, we're still ironing out everything with the saves. As I've mentioned a couple of times previously, I do plan to put up a save editing guide: expect that to be made available to patrons later this month.

Hotfix 6.3.1

Saves will not transfer

Bug Fixes
- Significantly reduced the amount of loading lag when starting a new game (it should be about 6x faster), this should help those of you with the "white screen" problem
- Fixed an issue where players with saves from older versions couldn't start a new game
- Fishies will no longer randomly bug out sometimes when fishing
- Fixed issue where requests loaded from saves wouldn't grant NPC affection correctly
- Fixed demon harvest animation
- Fixed Margo's special Elf request
- NPCs shouldn't play their talking animations when they shouldn't be talking anymore
- Updated breeder image in the breeding menu: now they won't be so cold all the time

Thursday, July 2, 2015

Alpha Build 6.3 for Patrons

Hey guys, there was some reworking of how the items and events work so saves from previous versions will not transfer, unfortunately. Luckily saves ought to transfer for the next couple of updates and there should only be one more time in the future where saves won't transfer (there are just a couple more systems that will need to be refactored a bit). You can, of course, transfer monsters, etc, manually if you know how to edit the JSON save files. I'd still like to write a guide on that eventually, but it really is a "time permitting" sort of thing.

6.3 Patch Notes

Additions
- New Demon harvest, Futaurus harvest and Stallion harvest sex animations are in as placeholders for fplayer x demon fplayer x futaurus, and fplayer x stallion (eventually you'll see those animations when you harvest instead)
- Kay/Ellenor/Levi questline to get the alchemy lab is mostly complete! You're able to get the alchemy lab, and can start the quest after getting enough affection with Kay (700) and running into her in town
- New alchemy recipes (right and left determine which recipe is chosen, top modifies it): Elf Juice + Assking Shark = Intimidating Sub, Harpy Grease + KY Jellyfish = Hearty Noodles, Dickwolf Jizz + Naughtylus = Energy Drink. Titfish + Various combinations of harvestable jizz = Dye.
- New debug code for NPC affection
- Rehauled/refactored many of the core systems to clean up the code and make it more extensible, as a result saves won't transfer from older versions for 6.3

Bug Fixes / Balance
- Minor bug fixes/balance changes (sorry, didn't keep good track of them :P)

Known Issues
- Saves will not transfer from older versions
- Characters will occasionally show a talking animation when they should be silent
- The game hangs a little when starting a new game; it's just pre-loading some things
- The Building Upgrade Menu doesn't work yet
- Can't sort by monster type in the Item menu yet
- There's no tutorial yet
- Pretty much all of the in-game stat and price values are placeholder; do not expect things to be remotely balanced just yet
- "I hate words" can cause strange issues (maybe you should try liking words more)

I'll go ahead and put up the new public release tomorrow night.

Friday, June 26, 2015

Art update and current happenings!

Greetings everybody, S-Purple here!

Bringing you all a look on whats happening on the art side of the game's development in case you haven't been checking out our livestreams every weekday!(You really should though)











On the new monster front we've almost done preparing all the necessary content needed for implementation of most of the donator requested monsters which can be seen here-









and some animated gif previews of whats to come


and for the end, some previews of exclusive new pin ups as well as some male pin ups coming to patreon at the beginning of next month done by variety of fantastic guest artists!












Sunday, June 7, 2015

Alpha Build 6.0.2 Public Release

Hey guys, sorry about the delay on the public release. 6.0.2 is now up for non-patrons to play.

Patch Notes: http://breedingseasongame.blogspot.com/2015/04/alpha-build-60-for-patrons-and-58.html
Hotfix 6.0.1: http://breedingseasongame.blogspot.com/2015/04/hotfix-601-for-patrons.html
Hotfix 6.0.2: http://breedingseasongame.blogspot.com/2015/04/hotfix-602-for-patrons.html

As far as a progress update: everything's going smoothly! I'm going to put up another small update likely around the end of this week (but don't quote me) that will have alchemy system functionality and recipes for patrons.

We'll also be getting back to Web Dev applicants and doing interviews this week; I apologize if I end up missing anyone who sent in an application to us.

Tuesday, June 2, 2015

Alpha Build 6.2 for Patrons

Sorry for the delay on this one guys; I've been sick and having a difficult time staying awake. I'll plop up the new public release tomorrow.

6.2 Patch Notes

Additions
- Futa Harpy can now be obtained
- New animations: Futa Harpy x Catgirl, Female Breeder x Catgirl harvest (right now you can access it by breeding as harvest animations aren't implemented yet)
- Huge balance rework with how stats grow: instead of random chance they now grow on their own "XP bar", that becomes harder to level the higher that the stat is, and consumables give a set amount of "stat XP"
- Rough version of the fishing system is now available to play around with (unfortunately, fish aren't useful yet)
- Alchemy system is ALMOST ready, right now there's only one test recipe (catgirl squirt + dickwolf jizz in the bottom two spots + whatever in the top spot), I should be able to have a hotfix within a week or so that implements a number of actual alchemy recipes and hopefully the alchemy starting quest
- Margo gives you a special request for monster types you haven't bought the ranch building for yet (currently just for Harpy and Stallion)

Bug Fixes / Balance
- STA and DEX have been nerfed a large amount (this change may only be temporary based on feedback)
- Different monster types now have their own natural base stats
- The lowest growth mod is now F rank
- Growth mod inheritance has been altered substantially, it should be easier to get high ranks on monsters with high affinity for that stat but harder to keep high ranks on monsters with low affinity for it
- The player now has passive stat growth from leveling
- Messed with the price of ranch buildings
- Reduced the amount of money you get from fulfilling requests again
- Doubled the rate at which new requests are obtained
- You can't accidentally release new monsters by hitting the space bar now
- Buying a ranch building automatically restocks the store
- You can feed consumables in the pens now
- Gremlin chance is higher
- Fixed a number of minor menu bugs

Known Issues
- The game hangs a little when starting a new game; it's just pre-loading some things
- The Alchemy Menu and Building Upgrade Menu don't work yet, so the Alchemy Building is not worth buying
- Can't sort by monster type in the Item menu yet
- There's no tutorial yet
- Pretty much all of the in-game stat and price values are placeholder; do not expect things to be remotely balanced just yet
- "I hate words" can cause strange issues (maybe you should try liking words more)