-The main team members are-
H-bomb -creator of the game, programmer, writer , calmness issues
S-Purple - artist, main designer , assistant animation designer , concept artist, anger issues
Fleet- programmer , code maintenance , bug fixing, master of the ocean
Vanilly- artist, main animator, co-designer, concept artist , owl entrepreneur
-Our contract workers are-
Vaha- web developer, site maintenance
Taiikodon- still image/pin up artist
-Regarding project itself-
Breeding Season began on LoK forums on January 8th 2013. The development was slow due to H-bombs personal life and studies getting in the way as well as being a one man team. He was receiving donations at the time to help him maintain his focus, eventually his paypal was frozen and project was put on halt for 4 months.
A year later on February 23rd 2014, Spurple officially joined the team as designer and art lead. After a small negotiation, H-bomb decided to launch the first Patreon page which would go live in March 19th 2014!
Two months into the patreon campaign we’ve amassed around 8000$ per month on our patreon, and have contracted a variety of animators. On August 20th 2014 Fleet officially joins the team as assistant programmer!(hooray!)
Fleet is then responsible for creating many essential parts of code that would speed up and automate the implementation of various parts for animations and ingame mechanics, as well as fixing countless bugs, he is also the father of the fishing system.
Skipping further ahead Vanilly joins the team on December 26th 2014, her first mention on the blog! She will then be responsible for creating and concepting countless animations that are seen in the game today.
Her initiative to shorten the gap between us and the fanbase as volunteer PR manager is what brought you (our beloved fans) the daily streams that the team hosts these past few months! (As well as intensify every other team members workflow)
And so that brings us into year 2015, when we’ve been overhauling my old assets, and with the help of Vanilly and Fleet, the art team has been developing and finalizing the newly designed variants for all the monsters , allowing you ( the player) to choose whatever you want to have on your ranch without gender based hindrance!
What is in store for 2016 now that 2015 is coming to a close? Well that’s for you all to wait and find out!
Now then to some common questions-
“You’ve said the designs were done, why aren’t they in the game?”
A lot of time and work goes into taking a still image , cutting it up, adding variants, putting it together, animating it, adding color and skin variations - its a lengthy process that takes quite a while, saying that design is done is about 40% of the overall work done.
These are numbers for a single complete variant’s idle:
- Concept Art
- Finalized Art
- 6 Face Variations
- 6 Hair Variations
- 4 Skin Colors
- 12 Color Palettes
- 3 Various monster icons for UI
- 5/10 Pen Silhouettes
- 1 Consumable interface icon
- Cut Up
- 1 part assembly
- Fixing parts to ensure they don't break after testing the assembly
- 2 animation loops
“Why aren’t you putting out animations faster?”
At the moment we’re focusing on closing the gaps in the designs for all the monsters before we tackle their animations, as for the process, the average speed at which our art department can produce a quality animation is 2 per 8 days. An idle animation takes less of course but fixing it adds another two or three days depending on complexity of error. Not to mention if something breaks when implemented in the game.
“Why aren’t you hiring more people?”
Despite the numbers shown on Patreon, we are not exactly swimming in money. Its true that our income is still quite respectable , after tax reduction, fraudulent payments, declined credit cards and what have you, we’re left with way less than what the ridiculous numbers people calculate .
With that said, we are already planning on our team’s expansion in january , we’re trying to pick the best possible options for our team’s additions in order to maintain the quality of animations without having to have every new addition re-adjust to our process of work.
!ALSO!
Thank you for reporting the bugs! We're getting a patch out as soon as possible!
If anyone has any questions or would like to inquire more about other inner machinations of the project they’re free to comment below~!