HTML Completed Breeder's Haven: Reconception [v4.17.2018][Whiskeyrose]

3.30 star(s) 7 Votes

whiskeyrose

Member
Game Developer
Aug 16, 2017
223
664
Howdy folks. I realize this game has been untouched for the better part of 4 months and I've written about how I've put the project on the back burner. But I've started to take a gander at it again. Going to preface everything with that I have no timeline and as always, this is a free passion project so don't expect much. My goal is to get a working build out before Koikatsu (that new illusion game) released, because I assume that will just demand my attention.

I've started doing another rebuild. I don't like the system I made for this release so I'm scrapping it and sorta going back to the old system. Things currently in the plans:
  • Going back to the Science/Economy/Culture/Recreation Tech Points. However there are 3 subcategories per category, which are used to research new upgrades to each sector. You use the points to research new upgrades, and then use funds to purchase them. Residents generate these subcatagory points each turn, like in the original version.
  • Getting rid of the time limit. I hate time limits in games and I don't know why I had them in my own game. Time limits suck, its gone. Nobody is playing this game expecting it to be a grand stategy game, they're playing it to jerk off to the fantasy of having a harem of breeding stock. I need to embrace that philosophy with the game.
  • Instead of a time limit, every X amount of turns you're taxed a set amount of tech points or money or something (still working on that one). If you fail to pay up the required money/tech points then you have to give up a resident (or a few, maybe based on how badly you failed). You can reclaim residents you gave up for failing but with bigger cost.
  • When you go to recruit a resident, the game will spit out a few at random to select from. If you don't like the recruits presented, you have to pay to re-roll. Purchasing upgrades will add certain residents to the pool. Currently pondering how to make this system work as I'm a coding amateur and it'll be a breeding ground (ahue) for bugs.
  • You now have XP for each tech point category (sci/eco/cul/rec). Sex with residents of each category generates experience, with casual sex generating more points than breeding. You use this experience to purchase perks such as tiers of upgrades, conception rewards, or other shit I'm still thinking about.
  • You get paid at the time of birth, not conception. Will add in possibilities of twins/triplets at some point probably. Might add a possibility of miscarriages maybe because that sounds super hot, right?.
  • Toying with the idea of a stamina system, where you have a certain number of actions per turn. One of the XP perks could be increasing your stamina.
  • Adding in 6 more residents, for a total roster of 80. Because my dick demands it.
  • At some point (not in the initial release) adding in random events. Thinking they might be related to upgrades purchased or be chain events, I dunno. Usually when I start to have to write actual story my motivation takes a nose dive, so we'll see how it goes. These random events might occur at the end of turns, actions you can take during your turn, or both. We'll see what happens.

Alright, there we are. Lemme know how it sounds. As always, I'll post in this thread as soon as I release an update.
 

HerpaDerpington

Member
Game Developer
May 14, 2017
191
126
Personally I'd rather see more random events that introduce new npcs or events that affect your daily gameplay by altering stat values. In my opinion the game as it is has already been iterated to a more than adequate point and any new versions of it should build up on it instead of redesigning it. That is, decide on a final base game and then add content however and whenever you see fit.

When I design events, I categorize them based on their length. An event can be as short as a sentence with a picture and 1 altered stat, to a full paragraph event with a choice and a result to a multi chained event.

Maybe you also need to expand the game scope over the "they're playing it to jerk off to the fantasy of having a harem of breeding stock" to encompass more things, like rivaling communities to take over, or more detailed tech that allows specific events to fire up etc.
 

whiskeyrose

Member
Game Developer
Aug 16, 2017
223
664
When I design events, I categorize them based on their length. An event can be as short as a sentence with a picture and 1 altered stat, to a full paragraph event with a choice and a result to a multi chained event.

Maybe you also need to expand the game scope over the "they're playing it to jerk off to the fantasy of having a harem of breeding stock" to encompass more things, like rivaling communities to take over, or more detailed tech that allows specific events to fire up etc.
Well, my goal since starting the redesigns was to facilitate a bit more immersion or somewhat intuitive random events. I want these random events to have at least a binary choice, and I need them to have effects that matter. The events are useless if it's "press this option to see this webm, press this option to see this other webm." I need them to alter gameplay at least a wee bit or else it's a convoluted webm viewer. The rebuild to reconception was a goal to give me more variables to play around with for random events. Instead I made far too many complications which made it hard to see which direction your choices took you. My current plan is to simplify gameplay a wee bit with a return sort of to the original idea, but with enough variables that I can mess around with in events.

And my sentiment of "they're playing it to jerk off to the fantasy of having a harem of breeding stock" came from looking at the other games I've been pouring time into recently. Life Choices, New Life, Fresh Start, all these games have a plot of "take a girl and turn her into a mega-slut." Nobody playing these games gives a shit about the character development of the main heroine or side character, they're just trying to turn her into various forms of a mega slut until they get off and close the game. But at the same time, I've poured hours into these games looking for all the little events and actions I can take. I guess I just meant that I need to focus on how the erotic part of this game is the focus, and I just need solid gameplay to support that and go from there rather than worry about making the game challenging and complex.

I'm also wanting to get a large core of the game in place, because I know myself and know my major fatigue when it comes to creating games is when I have to write a lot of story/content. As a fellow adult dev I'm sure you understand the feeling of fatigue when it comes to a project, and especially a free passion project like this, it's inevitable somewhere around hour 20 that I get the "what the fuck am I doing this for?" sensation. I know that feeling will come likely with the event writing part, which is why I'm leaving it out.

I've also thought about having some sort of interaction with rivals. I'm hesitant to undertake that path for several reasons. But the main reason for hesitation is my coding skills are abysmal, and anything more than an if statement is complex to me. If you look under the hood to this game it will melt your brain at how it manages to run.
 
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HerpaDerpington

Member
Game Developer
May 14, 2017
191
126
Yeah I understand. It's a free game, nobody expects more than what you can freely make available to the players. I don't think anyone ever questioned that. Especially in this thread.

Personally, I can't code for shit. I'm more of a game systems/writer guy so when I do something, I feel comfortable about it, knowing that it's right up my alley. Sooner or later burnout will happen to everyone. Or writer's block. You get what I mean.

I guess as a harem/preg/management game, I'd like to see more complex mechanisms strapped on webms and pictures. Like perhaps brainstorming more processes before/during/after impregnation, or inter community relationships via events. Not everyone is going to get along and considering you're the head honcho, you could act as an arbiter between those cat fights. Some of them could be as simple as "Nancy stole my underwear" to "Nancy tried to set fire on my house". Maybe women vie for the position of being your "favorite" woman/s, just like in wild life.

I follow very few games and Breeder's haven is one that I like a lot. It feels more like a game than regular porn smut. And I like that. Take out all the webms and fap material and Breeder's Haven can be played as a text game, albeit a NSFW one and this is something I personally respect. This is the reason why I don't consider a visual novel a game, because once you take out the visual stimuli it becomes an adult novel.
 

KingsRaiden

Engaged Member
Jan 4, 2017
3,399
2,439
Things currently in the plans:
  • Getting rid of the time limit. I hate time limits in games and I don't know why I had them in my own game. Time limits suck, its gone. Nobody is playing this game expecting it to be a grand stategy game, they're playing it to jerk off to the fantasy of having a harem of breeding stock. I need to embrace that philosophy with the game.
  • Instead of a time limit, every X amount of turns you're taxed a set amount of tech points or money or something (still working on that one). If you fail to pay up the required money/tech points then you have to give up a resident (or a few, maybe based on how badly you failed). You can reclaim residents you gave up for failing but with bigger cost.
  • When you go to recruit a resident, the game will spit out a few at random to select from. If you don't like the recruits presented, you have to pay to re-roll. Purchasing upgrades will add certain residents to the pool. Currently pondering how to make this system work as I'm a coding amateur and it'll be a breeding ground (ahue) for bugs.
  • You now have XP for each tech point category (sci/eco/cul/rec). Sex with residents of each category generates experience, with casual sex generating more points than breeding. You use this experience to purchase perks such as tiers of upgrades, conception rewards, or other shit I'm still thinking about.
  • You get paid at the time of birth, not conception. Will add in possibilities of twins/triplets at some point probably. Might add a possibility of miscarriages maybe because that sounds super hot, right?.
  • Toying with the idea of a stamina system, where you have a certain number of actions per turn. One of the XP perks could be increasing your stamina.
  • Adding in 6 more residents, for a total roster of 80. Because my dick demands it.
  • At some point (not in the initial release) adding in random events. Thinking they might be related to upgrades purchased or be chain events, I dunno. Usually when I start to have to write actual story my motivation takes a nose dive, so we'll see how it goes. These random events might occur at the end of turns, actions you can take during your turn, or both. We'll see what happens.

Alright, there we are. Lemme know how it sounds. As always, I'll post in this thread as soon as I release an update.
As a fan of the game I'd only like to comment on the previous items you mentioned.
Time limits - yes! This isn't really coming across as a time management game, overall it can he dealt with in a bit longer time, but I like the idea of leaving it open ended but definitely place some win condition so you know you've achieved something. Maybe get all achievements in a game, and then allow the game to continue or finish then knowing you've done all the breeding you've set out to do.

The taxing I like, it gives a challenge overall to the game. That may be me though, even in a sandbox I like some sort of balancing to be required. It gives you something to work with, rather than just get more girls.

The XP and stamina, I love that! Again, gives you something to shoot for (pun intended) and allows you to use XP in something other than just improving the compound. After all, the goal is for YOU to impregnate more girls, and more girls is always appreciated!

Random events, same thing. Great fun! Love seeing some depth in the world, like the one that had protests and such.
 

tmking

Member
Sep 18, 2017
103
77
Howdy folks. I realize this game has been untouched for the better part of 4 months and I've written about how I've put the project on the back burner. But I've started to take a gander at it again. Going to preface everything with that I have no timeline and as always, this is a free passion project so don't expect much. My goal is to get a working build out before Koikatsu (that new illusion game) released, because I assume that will just demand my attention.

I've started doing another rebuild. I don't like the system I made for this release so I'm scrapping it and sorta going back to the old system. Things currently in the plans:
  • Going back to the Science/Economy/Culture/Recreation Tech Points. However there are 3 subcategories per category, which are used to research new upgrades to each sector. You use the points to research new upgrades, and then use funds to purchase them. Residents generate these subcatagory points each turn, like in the original version.
  • Getting rid of the time limit. I hate time limits in games and I don't know why I had them in my own game. Time limits suck, its gone. Nobody is playing this game expecting it to be a grand stategy game, they're playing it to jerk off to the fantasy of having a harem of breeding stock. I need to embrace that philosophy with the game.
  • Instead of a time limit, every X amount of turns you're taxed a set amount of tech points or money or something (still working on that one). If you fail to pay up the required money/tech points then you have to give up a resident (or a few, maybe based on how badly you failed). You can reclaim residents you gave up for failing but with bigger cost.
  • When you go to recruit a resident, the game will spit out a few at random to select from. If you don't like the recruits presented, you have to pay to re-roll. Purchasing upgrades will add certain residents to the pool. Currently pondering how to make this system work as I'm a coding amateur and it'll be a breeding ground (ahue) for bugs.
  • You now have XP for each tech point category (sci/eco/cul/rec). Sex with residents of each category generates experience, with casual sex generating more points than breeding. You use this experience to purchase perks such as tiers of upgrades, conception rewards, or other shit I'm still thinking about.
  • You get paid at the time of birth, not conception. Will add in possibilities of twins/triplets at some point probably. Might add a possibility of miscarriages maybe because that sounds super hot, right?.
  • Toying with the idea of a stamina system, where you have a certain number of actions per turn. One of the XP perks could be increasing your stamina.
  • Adding in 6 more residents, for a total roster of 80. Because my dick demands it.
  • At some point (not in the initial release) adding in random events. Thinking they might be related to upgrades purchased or be chain events, I dunno. Usually when I start to have to write actual story my motivation takes a nose dive, so we'll see how it goes. These random events might occur at the end of turns, actions you can take during your turn, or both. We'll see what happens.

Alright, there we are. Lemme know how it sounds. As always, I'll post in this thread as soon as I release an update.

This sounds great especially like going back to the old point system, my only suggestion is maybe split the payment between birth and the impregnation. I know there has been times playing I knew I needed just a little more cash for the next upgrade, so it would be nice to get the cash you need right away.
 

whiskeyrose

Member
Game Developer
Aug 16, 2017
223
664
Alright friends. I've been hauling ass like crazy to get a working version out. It's almost done, with almost all the new features I wanted in it. All that's left to do is to fill in a little bit of placeholder text, fix the intro to match the new mechanics, and then do a couple playthroughs to balance the numbers a bit.

I plan to finish it tomorrow afternoon and have a version uploaded and posted here by the evening.
 

Hercule_Poirot

Well-Known Member
Aug 22, 2016
1,295
1,760
Just don't stress yourself, finish it at your own pace, after all, this is just your passion project.

 

whiskeyrose

Member
Game Developer
Aug 16, 2017
223
664
Just uploaded new version.

I'm sure theres bugs and typos abounds, but I did a couple playthroughs and I think I squashed the big ones. Let me know what you think.
 
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HerpaDerpington

Member
Game Developer
May 14, 2017
191
126
Asa Akira cannot be recruited. Other than that, I didn't stumble upon any bugs. Feels kinda empty without the events.
 

KingsRaiden

Engaged Member
Jan 4, 2017
3,399
2,439
Considering the redo on the game, does this piece in the intro still hold true?

Choose wisely when recuriting applicants for your haven, as there are only a certain number of slots for Haven Residents.
Note: recruiting is also misspelled
 

whiskeyrose

Member
Game Developer
Aug 16, 2017
223
664
Can we recommend potential residents and if so, what do you need for them to qualify?
Sure, but not promises if they'll be added. Preferably they need to have done a cream-pie scene at some point in their career.

i also got every upgrade for multiple births but not one such has occured. bug or not put in yet?
Ahhhhhh fuck me. So the perk to increase multiple births due to a slight mental mistake actually decreases the chance.

I fixed it and will be uploading a fix in a moment. Probably by the time you see this reply there will be a bugfix in the OP. Sadly, you will need to start a new game for the fix.

Considering the redo on the game, does this piece in the intro still hold true?


Note: recruiting is also misspelled

Uh, yes, but I can explain it better probably. You have limited amount of space, which you can add to, but its still limited. Will improve the intro at some point probably.

And yes, my spelling has a lot to be desired. I'm so reliant on spellcheck and Twine oddly enough doesn't have spellcheck built into the program.
 
3.30 star(s) 7 Votes