Unity Breeding Season Estrus [v0.0.1] [H-Bomb]

2.00 star(s) 4 Votes
Jan 10, 2019
129
348
H Bomb got his own mistakes but S Purple did it to kill the game to open a space for his own game which is way worse then BS.

I liked BS as it has everything without limits and I said them to use image series like comic pages rather then animations to cut the heavy animation load game needs. To ne honest, I don't get people who wants short and mediocre sex animations at breeding games. You just use quick breed option after you watched 2-3 of them. It's not about the animations but the idea.

I wish H Bomb just bring the BS to Unity and go on with just new artist or 3D or whatever. TBH he should go for 3D models in game engines with morphs for the art like Breeders of Nephelym even it will be not an open world, roaming game. Way easier then AI or handcrafted art as you need tons of art very fast.
I do not blame the guy, he probably has difficulty trusting artists again after S purple burned him, and AI cuts out the middle man and allows him to create his own art without having the personal artistic skill to do it himself, 3d rigging and model use would be much more accessible for him and palatable by a more modern audience these days. as for animations themselves its a matter of preference, some people can get off to pics allowing their brains to do the rest with a little nudge in the right direction, hell fenoxo helped corner the market just by painting a mental picture, but most i have found are not that imaginative most want to fap off to moving pictures and move on with the day.
 
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Nobodyinparticular

New Member
Aug 15, 2018
10
26
i think H-bomb wasnt the problem, there was an artist in the team name is Spurple he left team and started his own game, it was big dframa then because there was a lot of money for supporting the game and H-Bomb actually shown receipts snd his messages with Spurple showing he had no idea of Spurple almost exact copy of the game
now with the shuffling aside artist and new possibilities with AI generation im pretty excited for when this game is gonna go now if it fails H-bomb cant blame no one but himself
Eh, It's damning that the generous scenario is that H-bombs incompetence led to the game wallowing in development hell. The fact that the game was going nowhere under his management is not debatable, raking in Patreon money while dripping out content, even while H-bomb continued to come up with more bullshit to expand the scope with.
The less generous interpretation is that it was deliberately kept mostly incomplete 'cause H-bomb realized (probably sometime in the lead up to the first art overhaul) that letting the game actually be completed would be killing his golden Patreon goose, so the rework happened and shunted the game from "nearly complete" to "barely started", with a new focus on production values to draw in more spenders and constant scope-bloat to make sure it can't get close to completion again.
It all depends on how much you're willing to attribute to incompetence rather than malice, there's no denying the development hell BS was trapped in.
Either way, the new game appears to have exactly the same scope issues, so I'm not exactly getting my hopes up.
 

jokuur

Active Member
May 23, 2019
812
942
Eh, It's damning that the generous scenario is that H-bombs incompetence led to the game wallowing in development hell. The fact that the game was going nowhere under his management is not debatable, raking in Patreon money while dripping out content, even while H-bomb continued to come up with more bullshit to expand the scope with.
The less generous interpretation is that it was deliberately kept mostly incomplete 'cause H-bomb realized (probably sometime in the lead up to the first art overhaul) that letting the game actually be completed would be killing his golden Patreon goose, so the rework happened and shunted the game from "nearly complete" to "barely started", with a new focus on production values to draw in more spenders and constant scope-bloat to make sure it can't get close to completion again.
It all depends on how much you're willing to attribute to incompetence rather than malice, there's no denying the development hell BS was trapped in.
Either way, the new game appears to have exactly the same scope issues, so I'm not exactly getting my hopes up.
well i think they could always make second game part even better or any other different game, going back in development will damage your reputation as developer so i wouldnt recommend it but there is a chance he really wanted to make game better with rework, personally tho i wouldnt do it
 

Ipigskickass

Newbie
Jul 10, 2017
64
96
Edit: Following H-Bomb appearing to post on this forum, I'll rest my suspicions and believe it's him. At least for now. He knows too much about Breeding Season and it's development, types in long-winding nothing like H-Bomb used to on Patreon, and I'll give it the benefit of the doubt. I still would wait for further content and additions before financially supporting this project.

Guys, I have to reiterate my post on the Breeding Season forum - This game is not real, and the chances of this being H-Bomb are slim to none. I backed Breeding Season so maybe I just have a sense for these things.

The blog page is the original URL from Breeding Season, but I don't think it's H-Bomb on the account. I think his blogger was likely compromised. I also don't think he would use AI art, as H-Bomb was an artist and did draw a large variety of things. I think if he were to go back to any project, he would probably work on the giant guys with armor he was really good at drawing. I don't think he would come back to Breeding Season, a project that famously failed and was only successful due to S-Purple and the talented artists alongside him.

As we can see, S-Purple went his seperate ways with the talented artists he had, and whether you think Cloud Meadow is a scam or not, it's clear that he's still developing his game and has had a clear online presence that we can say "yeah that's Shwig's terrible take".

For H-Bomb, he dropped off the face of the earth and doesn't use any of his handles or tags anymore. The chances of this actually being him are extremely unlikely and I think it's more likely that a grifter or scammer is using AI art and has written up some fancy shmancy page on his compromised Blogger account and is now raking in over $450 from idiots, likely from this thread.

Oh, and I did speak to S-Purple. Other than the original blog page, he doesn't think this is H-Bomb either.
If you spend money on this project, you get what you deserve.
 
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ejmuerte

Well-Known Member
Sep 24, 2018
1,207
715
can anyone really confirm if that is H-bomb?? or is it just another grifter user using ai art in the name of H-bomb?

if this is H-bomb, then he should make better gameplay content and art wise... its fucking terrible the art is all over the place im getting dizzy with super high contrast colors like seriously wtf are these shit???

and he should make his ai art consistently the same character ai art, its programmable tho but it is hard to make it consistent.

if this is not H-bomb, then go fuck himself for using in the name of H-bomb.


also you guys need proof if that is him or not.
 

Chains123

Member
Apr 20, 2020
453
762
[
Ai art is just bland and scary, not even considering all the stolen art and all that is involved with that. It's ironic that it only took like a month and now literally all AI art looks exactly the same, same shading, same gross style.
If he would train his AI personally he wouldnt have that issue, a lot of AI models are bloated with too many images of varying artstyles and you get this blend of Anime 3d cartoon photorealistic, it looks like hes just using some publicly available model and thats what makes the art lazy, i think its fine to compare a game like this to text based or real porn based but most people arent into those either. Its possible to make good art with AI but its not as easy as typing in some words and waiting a bit.
 
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doom84

New Member
Jun 24, 2021
2
4
can anyone really confirm if that is H-bomb?? or is it just another grifter user using ai art in the name of H-bomb?

if this is H-bomb, then he should make better gameplay content and art wise... its fucking terrible the art is all over the place im getting dizzy with super high contrast colors like seriously wtf are these shit???

and he should make his ai art consistently the same character ai art, its programmable tho but it is hard to make it consistent.

if this is not H-bomb, then go fuck himself for using in the name of H-bomb.


also you guys need proof if that is him or not.
if it's not him, then someone else has access to his patreon account since all previous backers of the original got a DM from him to pitch his 'new' project.
 

Argrond

Member
Mar 21, 2019
195
262
Ah, shit, here we go again.... XD

Well, AI art is very debatable for a reason, this project is no exception - shown concept art practically cries from the screen that it lacks personality and hand-made-art charm. I have no idea how does H-bomb plan to develop this with such an impersonated art. It does not really harm to try, but will it even be worth the efforts?

Now that is the trust issue we have here. I'm not going to dig into the deps of Breeding Season death origins, let's say H-bomb indeed made a lot of promises he could not fulfil in the end, so I'm very cautios about this new, but with certain reference to the previous one, project. A few builds will show how serious is he about it and what new he has to offer. I've played only one project on Unity with AI art so far, and that experience was not very nice (to say the least). Maybe I'm wrong and this one will succeed, but the doubts are still too considerable to ignore.

The third reason for this project to be started in questionable time - we already have 2 (that I know of, maybe more) similar projects-resemblants running fairly smoothly now - Cloud Meadow and Breeding Farm, with the latter one being practically the direct clone of the original BS we all wanted to play to the fullest but never managed to in the end. So I really do not see how the 3rd one will fit in this niche, especially with AI-flawed art choice.

I'll be amazed if this project can actually deliver something new and better compared to other similar projects, for now, I have pretty low expectations, but I see no harm in adding this to "watch" list. BS was an amazing project until its doom, maybe H-bomb can figure out how to nicely surprise once more (and redemp self, to some extend).

Fingers crossed...
 
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Argrond

Member
Mar 21, 2019
195
262
can anyone really confirm if that is H-bomb?? or is it just another grifter user using ai art in the name of H-bomb?

if this is H-bomb, then he should make better gameplay content and art wise... its fucking terrible the art is all over the place im getting dizzy with super high contrast colors like seriously wtf are these shit???

and he should make his ai art consistently the same character ai art, its programmable tho but it is hard to make it consistent.

if this is not H-bomb, then go fuck himself for using in the name of H-bomb.


also you guys need proof if that is him or not.
Only true H-bomb would be so dare to start a new project under this name, considering the history of BS development... No imposter would be stupid enough to start with such a background. )
The doubt is reasonable, but from the incoming summary about this project seems like it's really him.
 
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ejmuerte

Well-Known Member
Sep 24, 2018
1,207
715
Only true H-bomb would be so dare to start a new project under this name, considering the history of BS development... No imposter would be stupid enough to start with such a background. )
The doubt is reasonable, but from the incoming summary about this project seems like it's really him.
did he post a blog diary on himself in that patreon?? any screenshots? so anyone here can read it.
 

HartistaPipebomb

New Member
May 3, 2023
4
10
Woof, I figured coming back and trying to use AI for the art would be dramatic, but y'all don't give any quarter do you? To be clear, that prototype isn't a game yet, it's just kind of the first strokes thrown on the canvas. I'll have a version that will have (an extremely simple version of) an actual gameplay loop coming by the end of this month for patrons, and the public build I'm planning on releasing will be at least slightly updated from this first prototype.

did he post a blog diary on himself in that patreon?? any screenshots? so anyone here can read it.
I got you, here's what I've posted both on the old blog and the Patreon in terms of text updates so far. Hopefully this clears a lot up regarding the project and how and why I'm using AI art for it:

Breeding Season Estrus is a free adult game and a very long labor of love. Have you ever stared up into the night sky and found yourself wondering what kind of sexy monstergirls/boys/enbies/energy beings are up there boning amongst the stars? Do you keep returning to thoughts like "I like Star Trek and all but why don’t they solve more problems by screwing?” Perhaps you too have found yourself asking the age-old question of "What if John Carpenter's The Thing was actually really hot and DTF?"

Well you’re in luck! Breeding Season Estrus is the long-awaited continuation to the original Breeding Season; following the tragic and extremely sudden obliteration of your entire planet you wake up to find yourself somehow alive and in the presence of a mysterious, incredibly advanced visitor from beyond the stars. They sought you out from across the galaxy to obtain your help in doing the one thing you know how to do best: getting monsters to fuck.

Wait so we’re in space now?

This time around instead of a fantasy setting the game takes place in a space operatic science fiction setting very heavily inspired by the works of sci-fi authors Douglas Adams and Iain M. Banks, games like Mass Effect and Citizen Sleeper, and shows like Space Dandy and Gurren Lagann. If you find yourself missing the setting and characters of the original game, though, pay attention to small details and you may eventually find hints to piece together into some interesting revelations regarding them.

What do you do in Breeding Season Estrus?

Breeding Season Estrus retains the original game’s core mechanics of monster breeding and ranch management, but now instead of raising monsters to sell them, your goal is to breed and train up these alien monsters with particular traits and skills that will prepare them to succeed when you then send them on missions of espionage and seduction at the request of your benefactors.

After your monsters succeed on enough away missions, you’ll unlock special side and main story missions to go on where you yourself get to accompany your chosen monster and decide what happens. These missions will play out as extended visual-novel-style stories in which the choices you’ll be given and their chances of success will differ greatly based on what traits and skills you prepared your monster with. The choices you make during these missions and whether or not you succeed at them will radically alter what happens to the cast of various fellow-travelers and persons of interest you’ll encounter repeatedly during the story and can even ultimately determine the fates of entire worlds.

By succeeding on missions and making the right choices (or even occasionally the wrong ones), you’ll meet and recruit new kinds of alien monsters onto your ranch who will bring with them new skills to teach, new traits to pass on, and new ranch upgrades to build.

Okay, I’m into it, how do I play?

The game is still in very early development, and much of the technology behind it is still in experimental stages while I work out the practical considerations and iron out technical challenges.

For $5 and up patrons you will be able to access an in-progress pre-alpha prototype, as well as have access to regular updates with preview images of what's currently in development and what's coming up.

At this very early stage the core gameplay loop has yet to be implemented; the current build is just a small prototype to hint at my intentions for the finished game, but you can view some of the opening visual-novel-style scenes I've written and interact with a prototype of the breeding menu which allows you to see the a small sample of the variety in monster portraits that my models currently allow for.

For $30 and up you'll be able to access the discord and get the opportunity to offer direct feedback, ideas, and discussion to shape the future development of the game, as well as generally enjoy a community of other people who enjoy the game.
Once I can start making them available, the newest playable free public release will always be found on the development blog.

So when will I be able to start actually playing it?

I expect the amount of gameplay to expand very rapidly in these first few months as I've already laid out all the most critical foundations and climbed out of the biggest pitfalls when it comes to training and using the models. The next big update from the launch of this Patreon campaign will include a basic implementation of the mission system as well as saving and loading; at which point it won’t be much yet but it will be playable.
When’s this game going to be done?

After the first round of feedback based on this prototype and how y’all feel about the art and game ideas, and once we have an idea of what the Patreon budget moving forward will look like, I'll be able to lay out a concrete roadmap for development.
My initial rough plans are for three years of development for the "release" version of the game, which should be feature complete for all base gameplay systems and contain roughly 10-20 hours of gameplay and story content at a minimum. From there, I plan to continue to expand and refine it for however long people still want more of it, but on a systems, mechanics, and main story level the scope of the release version of the game is something I've already thoroughly plotted out and do not intend to expand in any way until I can definitively say “yes, we have hit release, this is a finished game”.

Will there be sex animations?

There will definitely be sex scenes, and a huge number of them; I’m currently working out the kinks in my process to automate the generation of these images, but patrons will be able to see examples of monster breeding art made with my existing models in the development updates and once the process is automated the only major limitation to how many can be in the game will honestly be file sizes. I am also very optimistic about the possibility of generating full-motion animations as well, and I already have a number of ideas for approaches but it will take a significant amount of experimentation to get to an acceptable level of quality. In general, high-quality AI animation generation is something of a holy grail, current AI animations are highly inconsistent, but everyone is trying to make them better and they’re getting closer all the time.

And if generated animations aren’t ultimately possible, if the Patreon funding is high enough we can always easily have animations in the game made the old fashioned way by commissioning animators. I’ve actually already done all the legwork on how that pipeline would work as well, if that’s the direction that ends up seeming best.

Are there going to be cheat codes?


Yep! Just like last time there will be an extensive system of debug codes that will give you instant access to all the sex scenes, let you get exactly the monsters you want, and generally allow you to crack the game open. When this system is added to the game I will add an additional $15 patron tier that will include access to them.

Who even are you?

I'm Hartista Pipebomb (AKA H-Bomb), the creator of the original Breeding Season, and I’m now back to finish what I started an entire decade (!!) ago. I studied computational neuroscience in college and have degrees in biology and psychology. I’ve always been intensely interested in the intersection of cognitive science and data science. Out of college I was a bioinformatician working on Huntington’s disease research, until I stumbled ass-backwards into heading a team making a sex game that was the highest paid project on Patreon for a time. That project had a very sudden and unfortunate ending, but I learned a massive amount in the process.

Where were you all this time?

Studying the blade.


For a summer I gave kayak lessons on the Chicago river so I could finally be outside for a change, but after that I took on a senior software engineering position at a menswear e-commerce company where I obtained a ludicrous number of neckties, headed up a project to rewrite their entire front end, did some fancy analytics and UX research, and then eventually moved on and joined a start-up focused around using AI to evaluate advertisements for racial discrimination. While there I got my machine learning chops up to snuff with the current state of the art, ran a lot of experiments, processed a lot of data, performed a lot of analysis, and ended up rewriting yet another full front end (I’m looking forward to never writing JavaScript again in my entire life).

In that time I gained extensive experience in software architecture design, agile best practices for planning out, managing, and tracking a project end-to-end (as well as the really critical stuff you only really get from experience like how to adjust project plans on the fly in response to unforeseen blockers so at the very least something is always getting done, how to code for reusability and repurposability so you throw out as little as possible when plans change and you never have to write the same code twice, how to actually cut things when they need to be cut and manage scope to prevent projects from ever dying a bloated death, etc), I finally found out how to tell the difference between all the important patterns and anti-patterns which has made looking at my old code an incredibly cursed endeavor, as well as all the very basic important stuff I never got to learn before I started the first Breeding Season project like version control and continuous deployment (DevOps in general, really) why you always want to have separate dev, staging, and production branches and how to coordinate with QA testers effectively to make sure that you never let something broken sneak past staging onto production, how to write good unit tests etc etc etc.
If you have been spared from ever working close to software development and you don’t know what any of that means; the point I’m trying to convey here is that when I started the first Breeding Season there was an entire world of things I just didn’t know, and most of them were things I didn’t even know that I didn’t know.

Basically, in the year 2013 in real, production-level software development terms I was a tiny wee little baby who didn’t even know that they were actually a tiny wee little baby and was constantly being caught off-guard by repeated revelations that I might, in fact, actually be a tiny wee little baby. Now that I’ve actually been through it all and made it all the way through shipping multiple full feature-complete applications that have supported traffic from millions of users and are still generating tens of millions of dollars in revenue each year for the companies I built them for; I’m now an incredibly huge, very strong, muscular baby, who can fight.

Why should I donate?

As you might expect, I’ve spent a massive amount of time thinking about Breeding Season since I started the original project an entire decade ago. I’ve known for a very long time all the things I’d do differently were I to start over again from the beginning, the way I would design the game and the story I would want to tell with it, and most importantly how I would plan out and execute the project to ensure that it was air-tight against any eventuality that could get in the way of its completion. I have already completed considerable design work to that end, and worked out development models that experience has taught me fit perfectly for the kind of project I’m building here. I’ve just been waiting for when I felt it was the right time to finally put all this into action and try again.

One thing that I have been most adamant about is fundamentally designing the project in a scalable manner that can be adjusted very fluidly in response to the amount of resources at our disposal. I’ve set up asset pipelines in such a way that as patron donations grow, I can quickly and easily commission more and more work to incorporate into the project through limited contract engagements with artists, writers, and programmers without the need to have long training periods and without the need to manage a large long-term team in a way that benefits both sides of the relationship. Because I’ve taken the pains to work out how this can all be automated beforehand, it means there will be extremely little struggle in figuring out how to turn any amount of donations I get into more content.

Furthermore, with the use of machine learning models notions that would’ve been completely impossible before; such as massively more monster combinations and variations, hybrid monsters that are mixes between multiple species, multiple different kinds of sex scenes for every pairing, etc, all become infinitely more possible with simply enough processing power churning them out (after experimenting enough to be able to automate them to a high level of quality). Basically, every little bit of funding the project gets can be turned very efficiently into more and higher quality content.

But even more than that…I want to be clear; if I just wanted to make a lot of money for myself, I wouldn’t be doing this. If you don’t believe me; look up what the average salary of a senior machine learning engineer is. That’s what I’m giving up to do this. And the reason is because, as silly as it may sound for what is fundamentally a goofy porn game…this is actually really important to me.

Partly it’s because I want to finally make good on those promises I made so long ago, and I want the people who were so kind to me then to know that in spite of everything I never gave up, and I still haven’t given up now, nor have I forgotten their kindness.

But even more than that, the longer I spent thinking about why I ever even made that janky little flash game in the first place, the more I started to realize that there was actually always something buried deep in there incredibly important to me that I had wanted to say. And seeing how the world has changed since then, and the ways that it hasn’t…it’s still something I need to say. I know this is all a bit needlessly cryptic, but I can’t think of a better way to fully communicate it than through the game itself, and my sincere hope is that when I finally finish it and all is said and done, you’ll understand exactly what I mean.

Isn’t AI art wrong?

I know that AI art is an incredibly controversial topic at the moment, and for understandable reasons. I have some very strong opinions on it myself, and admittedly part of the reason I felt it was a good time to start this project is because I wanted to directly contribute to this discussion.

My goal is to, through broader public discussion and with Patron feedback and input, help build an example for what the ethical application of these kinds of machine learning models should look like, and try to bring a lot more nuance and understanding to a general audience about what can possibly go into (and come out of) these models and how individual artists can utilize them in addition to how these models can be utilized very directly against the interests of artists or in ways that harm people more generally.

From just my own experiences so far, I think that machine learning can facilitate artists to leverage their own work, ability, and passion to create things that were impossible previously, and that building and manipulating models through creative applications of training and merging techniques could eventually become recognized as a new form of art in itself in the vein of things like song covers and remixing. However, like music remixing, we need to reach understandings on what's acceptable and expected regarding proper crediting of and approval from the artists whose work the model is derived from as well as to make sure that we don't allow corporations to use this tech to try to remove the artists from the art altogether or otherwise apply them in ways that would further exploit an already abused workforce and would be disastrous for both artists and people who enjoy the art they produce.

More importantly, I believe that we have an ethical duty to keep these models and the architectures they're built on as open source as possible and ensure that all state-of-the-art AI development is done completely transparently and out in the open: it is imperative that we allow everyone to have access to the means to understand these models and how they work on a deep level, that we understand and quantify the capabilities, dangers, and limitations of these models in a concrete manner, and that we form open communities to build upon and spread the benefits of these models to people other than the already ludicrously rich and powerful who would consolidate them under corporations and opaque institutions under the false premise of protecting us from them.

I believe strongly that the only real viable counter to malicious use of machine learning is the protective use of machine learning, and the most critical part of preventing abuses is for the general public to have the opportunity to understand this technology, what it can and can't do, and how it works for themselves in a direct and hands-on manner.

As an aside, I stand firmly with SAG-AFTRA and the WGA, as well as every other union fighting for the right to dictate how workers and artists will be made to interact with this technology and how it will influence their day-to-day lives and their personal livelihoods moving forward. I believe that, if there is any level at which we must successfully challenge the ways that corporations and governments plan to abuse this technology to harm workers and consumers, it must be done at the level of worker organization and through collective bargaining and labor action. Only the people who will be working with these models directly and/or the content creation pipelines that will be based around them on a daily basis can ever truly have the power to ensure that they aren't being abused.

What kind of AI models are you using?

My own custom models used in this project so far are the result of ~6 months of experimentation, training, editing, and block merging with a lot of trial and error involved, focusing on trying to keep up with the massive number of new developments and really understand diffusion models inside and out.

Like most out there, my current models are all based in Stable Diffusion 1.5 and the open source ecosystem around it. For developing my models, I started with a base of a large number of different open source SD checkpoints (about 20 in all) and successively block merged them until I got something that I felt was both an interesting overall style and also produced output I judged adequately distinct from all the individual models it was merged from to represent something wholly new. I then used a mix of explicitly license-free artwork, renders using simple models I made myself, renders of free 3d assets, and renders of a large number of 3d assets I'd purchased, upscales and photoshop edits of images generated with the models themselves, and occasionally my own doodles (feels funny to be drawing again after all this time) in order to train and refine the models, create LoRAs, and develop a pipeline for producing assets for use in this game.

It remains a work in progress in a rapidly developing field and I'll have to do much further experimentation moving forward, but what I've seen so far has been extremely promising and I have a dozen new ideas I want to test every day. The images you see in the game currently are all works in progress or placeholders; in the long run I am shooting for a much more consistent and coherent visual style, but consistency along with flexibility while automating the work flow as much as possible to create as many unique variations as possible in-game is a very big challenge. My next step is to start building some newer, better models off the base of SDXL using what I've learned, which promises much better output than 1.5 in the long run. It will also offer me the opportunity to rely less on existing 1.5 models and unaccountable chains of training data, and especially if the Patreon funds are good then my plan is to commission artists for unique assets to use for creating training material and compensating them as they deem fair for the explicit use of their work in model production.

Though my focus has been on taking great pains to try to create work I definitely feel is distinct from the prior work of others that went into it, as I've slowly developed my own workflows and models I've still had to rely heavily on open source models trained by others on unknown datasets. I've tried to avoid models that clearly egregiously misuse the work of other artists or people's likenesses, but I also can't account for the training data that went into every model that I've used in producing what I have so far or its chain of providence. If you are an artist and you see something present in the game that appears to derive from a model overfit on a particular work of yours, don't hesitate to contact me and we can work together to address it. One thing I have been experimenting with is training particularly overfit images out of models by subtractive merging.

On the subject of ownership and copyright of the AI-generated assets in this game: it remains to be seen how the law falls on these things. This game is, ultimately, a game I am intending to release to the general public for free to everyone, at least in its release version. I won't make and am not currently making any legally binding statements myself regarding the copyright status of these assets until further decisions are made by the courts and I've consulted thoroughly with my own lawyers etc, but in a purely philosophical rather than in any legal sense: I believe this work belongs to everyone, after all that's the only reason I wanted to make it in the first place anyway; to share it with everyone. Again, I won’t be able to make any binding promises until we’ve worked out the legal situation exhaustively, but if possible I would like to have all the AI-generated assets made for this game be freely available to anyone to reuse for their own projects in any way that they would like, and at the moment I’m looking to pursue getting them covered under a copyleft-style license that could ensure that (that is, if they can even be licensed at all).
And some further update posts to explain some things regarding my use of AI and the direction of the project:

You might notice I updated the Nin design; I'm still working on nailing down a consistent visual style for the game that I'm happy with and making more permanent, finalized models with reliable and consistent output, so don't be surprised if you see changes in the characters and art style as I iterate. A benefit to using SD models like these is that I can re-generate all the images in the game in an automated fashion with a simple script as I update and refine them. At the moment I'm transitioning from the SD1.5-based models I experimented with in the process of building the prototype to brand new models based on SDXL1.0 that I plan on using moving forward, and in the process I'm trying to move away from the more cartoony/caricaturized output to something more "hyperreal" with still exaggerated but much closer-to-realistic proportions. It will still take a lot of finagling and trial-and-error to get models I'm satisfied with, but I'm excited about what I've been able to generate thus far.

I'm already really appreciating the feedback so far; make sure to let me know what you like, what you don't like, what you want to see more of, what you want to see less of, what concerns you have, etc. I'm holding off a bit on promoting the project more broadly until I've gotten the chance to hear y'all's thoughts and opinions and adjust accordingly, so let me know what you think! This is the ground floor for the entire project, so you have the opportunity to shape development moving forward a huge amount with your thoughts and feedback right now.

Either later today or mid-week I plan on making a larger behind-the-scenes update for the $30 tier members that will lay out what I've been experimenting with for the process of generating the stills for each breeding pairing (and how I'm planning to experiment with using those stills to generate actual animations in the future), and I'll show you some early results as well.

As an aside; I know a couple people have raised concerns that using ML models in the way I intend to may not work out in the long-term or fear it could unnecessarily complicate/delay development. Admittedly at this stage everything I have planned for how I intend to use these models in the long-term continues to be highly experimental and carries with it a lot of unknowns, and there are a number of potential big technical challenges I'm already preparing myself to have to tackle as they arise. I'm well-aware of the fact that combinatorics and its impact on development is something to be feared and respected.

That all said, I've been preparing to restart this project for long enough to know from the outset that I need to have fallbacks (and fallbacks for my fallbacks) in case any serious problems with the direction of the game arise. Actually, there is a much earlier prototype I made before this current one in which I tested using 3d models with morphs, and I've purchased a good number of such models and the appropriate licenses already; renders I've made of these models are where a large amount of the training data I currently use for the SD models comes from (my own skill at 3d modelling is currently...let's just say I'm working on it). That prototype is a little too janky to merit sharing as it is, but I did at least develop it far enough to confirm that if all else fails going with 3d models and animations is a viable alternative path for Estrus and the vast majority of the code and gameplay design would be completely unchanged if I did need to change directions on this.

The reason I still prefer to go the riskier route for now is two-fold:

1.) I'd be lying if I told you that the opportunity to experiment and tinker with these models isn't a primary reason why I chose to finally start this project now, and I see this as a real opportunity to try to push the field and its practical applications forward, even if just in the tiniest way- I'm more than a hobbyist or a fad-chaser when it comes to this tech- I went to school for computational neuroscience and I've been following the development of neural nets and tinkering with them my entire adult life, and honestly the idea that I could have the opportunity to tie these two pursuits together is more than I could've hoped for. It's honestly kind of my dream job: my head is constantly swimming with new ideas to try after seeing all the ways that people have been innovating within the SD open source ecosystem and I want to try giving as many of those ideas a shot as I feasibly can, and

2.) I'd like to make something truly unique; when I started the original Breeding Season I never imagined that it'd inspire off-shoots, nor that these off-shoots would innovate on the original concept in as many ways as they have, and I'm both humbled by that and motivated not to tread the same ground that anyone else has. There's a big open space of possibilities, and I'd really like to explore it thoroughly before throwing in the towel and going with any of the safer options, at least as long as y'all are happy supporting me in that.

And of course, it's worth it to point out that all of this is simply regarding the visual component of the game. I know: that's an incredibly important part of it, given what the game is and why y'all enjoy it. But in terms of gameplay systems and story; that design and development pipeline is already entirely set in stone and I've made sure it will be about the most straightforward and predictable to deliver that video game development ever gets. I can say with certainty that unless I get hit by a bus I can deliver everything I've planned out for the gameplay and story sides of the game within the three-year timeline I've roughed out, and I'm not adding a single thing to that design until it's all delivered.
And there you go. Yes, it is me.
 

HartistaPipebomb

New Member
May 3, 2023
4
10
Guys, I have to reiterate my post on the Breeding Season forum - This game is not real, and the chances of this being H-Bomb are slim to none. I backed Breeding Season so maybe I just have a sense for these things.

The blog page is the original URL from Breeding Season, but I don't think it's H-Bomb on the account. I think his blogger was likely compromised. I also don't think he would use AI art, as H-Bomb was an artist and did draw a large variety of things. I think if he were to go back to any project, he would probably work on the giant guys with armor he was really good at drawing. I don't think he would come back to Breeding Season, a project that famously failed and was only successful due to S-Purple and the talented artists alongside him.

As we can see, S-Purple went his seperate ways with the talented artists he had, and whether you think Cloud Meadow is a scam or not, it's clear that he's still developing his game and has had a clear online presence that we can say "yeah that's Shwig's terrible take".

For H-Bomb, he dropped off the face of the earth and doesn't use any of his handles or tags anymore. The chances of this actually being him are extremely unlikely and I think it's more likely that a grifter or scammer is using AI art and has written up some fancy shmancy page on his compromised Blogger account and is now raking in over $450 from idiots, likely from this thread.

Oh, and I did speak to S-Purple. Other than the original blog page, he doesn't think this is H-Bomb either.
If you spend money on this project, you get what you deserve.
It's funny you mention that I can draw (okay...ish) because I actually do a fair amount of it in generating the AI art (because of the way diffusion denoising works you can feed it an image with colors/composition blocked out and it'll try to complete it and add details, also can just do a gen and then paint over it and feed it through at a low denoise if you want to fix bits here and there, and that's not even getting into the ControlNets...). I'm definitely not totally happy with the art yet, but I'm still feeling it out, and I am really happy with a lot of what I've been able to generate it's just that I want to iterate until I've got a consistent style that is distinct and recognizable and, y'know, that I actually like (honestly...a lot like learning to draw again). Both tweaking the look to a consistent style unique from other stuff and getting the consistency I want has been a challenge but my models have been consistently been getting better, lots of nuance to dig into in how you train them.

Anyway, I haven't talked to S yet, didn't really have a reason to. That's all water under the bridge for me, anyway. He seems like he's doing fine, his art looks great as ever. Not surprised in the least his game is taking this long but he's stuck with it all this time and what he has after 7 years of plucking away at it is really impressive.

It's funny, not nearly as many people who started projects after ours ever ended up getting accused of being scammers as we did. I dunno exactly how long it will take until people start recognize that we just really didn't know what we were doing yet. The whole thing, if you recall, was incredibly new at the time. Now it's a whole damn industry, I couldn't be prouder.

But I mean seriously; you don't need to doubt, I am H-Bomb. I dunno exactly what I would do to prove it to you. Maybe just the fact that no one else in their right mind would write as many huge paragraphs of text with way more words than necessary like this? I mean, I'd like to think the one thing the copiers never got right was my writing style (don't get me wrong: a lot of the people who came after us did great jobs, I just missed my own characters).

Oh, I did talk to Vanilly like way way back in 2020, she politely declined my offer to work on this new project to do her own things instead (I mean I totally get it, I definitely would've turned me down also after all that, but she was the best person on our team by far and I had to at least ask). I'm still pretty bummed that she isn't a bigger name still because she's like the one out of all of us who actually deserved the success at the time (and Fleet, of course, and Subtank was quite good too), but I haven't followed her stuff that closely so maybe she's doing just fine.
 

GobbleGobble

Newbie
Jan 22, 2018
53
41
I've been following Breeding Season for a long time. I believe him.

To everyone with the harsh criticism surrounding AI art -- give H-Bomb some time. It's not easy making games -- there are a lot of critics and cynical people and -- not enough developers.

HE'S BACK!!
 
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RunningFurniture

Active Member
Mar 4, 2019
573
266
It's funny you mention that I can draw (okay...ish) because I actually do a fair amount of it in generating the AI art (because of the way diffusion denoising works you can feed it an image with colors/composition blocked out and it'll try to complete it and add details, also can just do a gen and then paint over it and feed it through at a low denoise if you want to fix bits here and there, and that's not even getting into the ControlNets...). I'm definitely not totally happy with the art yet, but I'm still feeling it out, and I am really happy with a lot of what I've been able to generate it's just that I want to iterate until I've got a consistent style that is distinct and recognizable and, y'know, that I actually like (honestly...a lot like learning to draw again). Both tweaking the look to a consistent style unique from other stuff and getting the consistency I want has been a challenge but my models have been consistently been getting better, lots of nuance to dig into in how you train them.

Anyway, I haven't talked to S yet, didn't really have a reason to. That's all water under the bridge for me, anyway. He seems like he's doing fine, his art looks great as ever. Not surprised in the least his game is taking this long but he's stuck with it all this time and what he has after 7 years of plucking away at it is really impressive.

It's funny, not nearly as many people who started projects after ours ever ended up getting accused of being scammers as we did. I dunno exactly how long it will take until people start recognize that we just really didn't know what we were doing yet. The whole thing, if you recall, was incredibly new at the time. Now it's a whole damn industry, I couldn't be prouder.

But I mean seriously; you don't need to doubt, I am H-Bomb. I dunno exactly what I would do to prove it to you. Maybe just the fact that no one else in their right mind would write as many huge paragraphs of text with way more words than necessary like this? I mean, I'd like to think the one thing the copiers never got right was my writing style (don't get me wrong: a lot of the people who came after us did great jobs, I just missed my own characters).

Oh, I did talk to Vanilly like way way back in 2020, she politely declined my offer to work on this new project to do her own things instead (I mean I totally get it, I definitely would've turned me down also after all that, but she was the best person on our team by far and I had to at least ask). I'm still pretty bummed that she isn't a bigger name still because she's like the one out of all of us who actually deserved the success at the time (and Fleet, of course, and Subtank was quite good too), but I haven't followed her stuff that closely so maybe she's doing just fine.
woah the living legend returns, i hope you been well h bomb, im sorry but im a bit skeptic about your project, however i will be watching you in your dev journey, welcome back legend, i hope this is the redemption story i believe it can be
 
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