- Jun 20, 2018
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Don’t blame me for him having no backbone, I never said/told him too.that cifer guy complained so he deleted them
Don’t blame me for him having no backbone, I never said/told him too.that cifer guy complained so he deleted them
WE HAVE HOPE!It was not directly because of you or because of my "lack of backbone". I decided not to publish a game with unauthorized third party assets for legal and ethical reasons. I will post only a few images as fan art. If anyone can mod the original game, I can continue rigging the characters from these images and send them to expand the original game by modding.
It's a lot more feasible if they reuse scenes were applicable. For example, Futa Wolfgirls and Cockwolves shouldn't have entirely different scenes, if you reuse the animation rigging and swap as much as you can, suddenly half the work for the scene is done.Here we have 70 monster types. 72, plus the player. Doing the maths, it'd be at least 5040 combinations! Imagine drawing and animating unique scenes for each one. Not to mention all the other stolyline scenes. It's not impossible if you have a big team of artists and animators, which is not the case of most of the lewd games developers.
That's it. Numbers. The curse of all wannabe breeding games.
Well, that's not an impossible task to do. Especially with money that they were making back when they were "working" on it.We have 11 monster species in the game, plus the player, which is also breedable. Some of them were not implemented, but were in the plans.
Each monster may have three visibly identifiable genders: Male, Female and Futa. Only Male or Female can be applied to the player. There is two other visible traits: Feral and Neoteny. We don't know if they intended to add Neo+Futa or Neo+Feral, so let's ignore them.
Dickwolf
- Male (Dickwolf)
Neoteny (Dickpup) Feral (Dire Dickwolf)- Female (Titwolf)
Neoteny (Titpup) Feral (Dire Titwolf) Fluffdragon- Futa
Feral FutaCatgirl
- Male (Catguy)
- Neoteny (Kittenboy)
- Feral (Tiguy)
- Female (Catgirl)
- Neoteny (Kittengirl)
- Feral (Tigirl)
- Futa
- Feral Futa
Harpy
- Male (Cockatiel)
- Neoteny (Budgie)
- Feral (Cockatrice)
- Female (Harpy)
- Neoteny (Chickadee)
- Feral (Siren)
- Futa
- Feral Futa
Seraph
- Female (Seraph)
Holstaurus
- Male (Taurus)
- Neoteny (Vealtaurus)
- Feral (Minotaurus)
- Female (Holstaurus)
- Neoteny (Heiftaurus)
- Feral (Milftaurus)
- Futa (Futaurus)
- Feral Futa
Stallion
- Male (Stallion)
- Neoteny (Foal)
- Feral (Mustang)
- Female (Mare)
- Neoteny (Filly)
- Feral (Brumby)
- Futa
- Feral Futa
Swine
- Male (Swine)
- Neoteny (Piglet?)
- Feral (Boar?)
- Female (Sow)
- Neoteny
- Feral
- Futa
- Feral Futa
Demon
- Male (Demon)
- Neoteny (Imp)
- Feral (Moloch)
- Female (Demoness)
- Neoteny (Lilim)
- Feral (Empusa)
- Futa
- Feral Futa
Elf
- Male (Elf)
- Neoteny (Elfling)
- Feral (Primogen)
- Female (Elf)
- Neoteny (Elfling)
- Feral (Primogen)
- Futa
- Feral Futa
Mandrake
- Male (Mandrake)
- Female (Mandragora)
Mermaid
- Male (Merman)
- Female (Mermaid)
Here we have 70 monster types. 72, plus the player. Doing the maths, it'd be at least 5040 combinations! Imagine drawing and animating unique scenes for each one. Not to mention all the other stolyline scenes. It's not impossible if you have a big team of artists and animators, which is not the case of most of the lewd games developers.
That's it. Numbers. The curse of all wannabe breeding games.
If they had focused on finishing the starting species before adding more they could have done it. Catgirls, Dickwolves, Harpies, Elves and Holstaurs were already a lot. That would be about 35 animations, then 35 more for their reverse gender, you can save some animation effort by reusing some animations for species with similar body types (mostly humans, elves and catgirls, and later some neoteny), then you add neoteny which like I said can reuse the rigging of animations with similar bodies (kittenboys and demon boys had similar bodies, wolf pup and holstaur boy are similar size to human, etc)If they made these "packages" of content (that are only about some specific aspect of the game) it would have made life easier for artist, because he knows that this is what he has to do and he works with that specific color pallet, species, etc. Same as animator and programmer, they would have known that they work with specific aspect of the game. And as a result would've streamlined the process in a way.
Yea, it was a lot of bad management and poor technical use on their part, they started every single damn animation from scratch, no rigging was used at all AFAIK. You could see it on their streams. Just a confluence of unfortunate circumstances when they got more money than they literally knew how to spend.If they had focused on finishing the starting species before adding more they could have done it. Catgirls, Dickwolves, Harpies, Elves and Holstaurs were already a lot. That would be about 35 animations, then 35 more for their reverse gender, you can save some animation effort by reusing some animations for species with similar body types (mostly humans, elves and catgirls, and later some neoteny), then you add neoteny which like I said can reuse the rigging of animations with similar bodies (kittenboys and demon boys had similar bodies, wolf pup and holstaur boy are similar size to human, etc)
Yeah, that's one of the things that I was thinking after I wrote the comment. They could have also separated species into a groups that had similar body types and base their animations on existing Male/Female MC poses. Have some standard pose for group of species, and then just change visuals.If they had focused on finishing the starting species before adding more they could have done it. Catgirls, Dickwolves, Harpies, Elves and Holstaurs were already a lot. That would be about 35 animations, then 35 more for their reverse gender, you can save some animation effort by reusing some animations for species with similar body types (mostly humans, elves and catgirls, and later some neoteny), then you add neoteny which like I said can reuse the rigging of animations with similar bodies (kittenboys and demon boys had similar bodies, wolf pup and holstaur boy are similar size to human, etc)
It's such a standard videogame convention that I don't understand how they could not realize it was a necessary step, you reuse as much as possible. There was no reason for human-shaped creatures to have completely new animations when they could have rigged about 2 animations (breeding and harvesting), and then used the skeletons to draw on top of. I'm working on an amateur VN/Management game with KK assets and even when not having animations (unless I get Patreonised hard) I plan to just swap models and reuse poses for a lot of generic scenes. I would never think to remake every doggystyle pose when you have a bunch of characters and a lot of them are generic background NPCs. (Main NPCs are a different beast, just like important NPCs in BS had unique art too)Yeah, that's one of the things that I was thinking after I wrote the comment. They could have also separated species into a groups that had similar body types and base their animations on existing Male/Female MC poses. Have some standard pose for group of species, and then just change visuals.
I admired the amount of variations that they implemented, actually; it wasn't like there were a bunch of doggystyles that they just reanimated over and over, they had a a lot of creative positions. But at the point where it was getting too much, they should have figured out a way to retrofit like 20 of their completed animations to apply to future ones.It's such a standard videogame convention that I don't understand how they could not realize it was a necessary step, you reuse as much as possible. There was no reason for human-shaped creatures to have completely new animations when they could have rigged about 2 animations (breeding and harvesting), and then used the skeletons to draw on top of. I'm working on an amateur VN/Management game with KK assets and even when not having animations (unless I get Patreonised hard) I plan to just swap models and reuse poses for a lot of generic scenes. I would never think to remake every doggystyle pose when you have a bunch of characters and a lot of them are generic background NPCs. (Main NPCs are a different beast, just like important NPCs in BS had unique art too)
Yeah, of course having a lot of variety is great on a porn game, but after a while they should have just reused some of those animations. Elves never got much stuff done for them even when their body type allowed them to just be swapped into scenes replacing the breeder or catgirls.I admired the amount of variations that they implemented, actually; it wasn't like there were a bunch of doggystyles that they just reanimated over and over, they had a a lot of creative positions. But at the point where it was getting too much, they should have figured out a way to retrofit like 20 of their completed animations to apply to future ones.
I think we're both saying the same thing here. Maybe you misunderstood what I meant. I felt they had reached the point where they should no longer have been coming up with new positions, and just applied old animations to the remaining character combinations.Yeah, of course having a lot of variety is great on a porn game, but after a while they should have just reused some of those animations. Elves never got much stuff done for them even when their body type allowed them to just be swapped into scenes replacing the breeder or catgirls.
Oh, yeah, then we're saying the same thing. Maybe it's a language barrier on my part.I think we're both saying the same thing here. Maybe you misunderstood what I meant. I felt they had reached the point where they should no longer have been coming up with new positions, and just applied old animations to the remaining character combinations.