Glad

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Oct 10, 2017
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No matter how many breeding games come out this will always be my OG game for that reason, how they handled not making males (some devs dont like making male monsters like breeders of nephelym dev) and all the variables are so great. I always bring this game up to developers of breeding games when i can.
It's barely a game. More like a proof of concept or a demo that gotten out of hand. Sure, it's impressive how much it does in like 16 or so megabytes of game, but the gameplay is very lacking.
Also, not making males is not a feature.
And I'm not talking about in-game "variables", but the code. Tons of stuff is in Japanese, which makes it quite unreadable for someone who doesn't know the language, or invests a lot of time painstakingly translating everything without breaking shit in the process.
 
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R3DC0D3

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Mar 22, 2019
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It's barely a game. More like a proof of concept or a demo that gotten out of hand. Sure, it's impressive how much it does in like 16 or so megabytes of game, but the gameplay is very lacking.
Also, not making males is not a feature.
And I'm not talking about in-game "variables", but the code. Tons of stuff is in Japanese, which makes it quite unreadable for someone who doesn't know the language, or invests a lot of time painstakingly translating everything without breaking shit in the process.
In fairness, the dev is Japanese, and clearly he didn't mean for us to decompile and reverse engineer it's own game. So complaining about variables being written in Japanese is very much pointless (albeit I'm not English and I do write variable names in English, I know plenty of others who will write variable names in their mother language and there's nothing wrong with that, as long as there's a standard). Out of all you could complain, you chose something that doesn't matter.

The 16MB size is barely a noteworthy thing when you realize this game uses vector graphics, which for simple gradients and shapes, reused a lot aswell, makes it very tiny. The real problem is using the CPU for rendering and doing it in the worst possible way ever. And the dev making a very convoluted system somehow refraining to use the OOP design patterns meant to make your life easier in this situation. A bunch of abstract classes and interfaces would have made the codebase much easier to work with. And that didn't happen unfortunately.

The game however, classifies as a game, it has somewhat of a story, it has progression and has a ending. Is it barebone? Sure. But not like there is anything else close to this in terms of the freedom it gives you.
 

SexJuice

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Dec 19, 2018
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It's barely a game. More like a proof of concept or a demo that gotten out of hand. Sure, it's impressive how much it does in like 16 or so megabytes of game, but the gameplay is very lacking.
Also, not making males is not a feature.
And I'm not talking about in-game "variables", but the code. Tons of stuff is in Japanese, which makes it quite unreadable for someone who doesn't know the language, or invests a lot of time painstakingly translating everything without breaking shit in the process.
the blessing to avoid making males id say is a feature but i was just sharing my opinion and that i love this game (or program if you prefer).
 

Glad

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Oct 10, 2017
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Out of all you could complain, you chose something that doesn't matter.
It does matter, because it makes code a lot more unreadable. I'm not shitting on the dev, it's their code. But for modding purposes it's a pain. Also, I remember the time when character encoding and OS localization support were much shoddier, so I have an aversion to using anything beyond English alphabet in these types of scenarios.
For me working around bad code is easier than largely Japanese one.
The 16MB size is barely a noteworthy thing when you realize this game uses vector graphics
I know. But it's still impressive, when devs tend to throw raw numbers at everything. I find vector graphics neat. And it's not a big game, so the performance is not an issue for me, even on nowhere near high end or current year hardware.
The game however, classifies as a game, it has somewhat of a story, it has progression and has a ending. Is it barebone? Sure. But not like there is anything else close to this in terms of the freedom it gives you.
It's a freedom in tiny room. A fairly robust monster girl generator feels like a bit of a waste when inside of a very basic framework. It could be so much more
 
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R3DC0D3

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Mar 22, 2019
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But for modding purposes it's a pain.
My point is that the dev didn't really care about moddability (or the game codebase would have been structured very differently), so that entire discussion is pointless. But anyways...

Considering the way everything is implemented (I was a while ago trying to fix the naming of the variables from JP to EN but there are way too many instances of hardcoded strings to make this doable without spending ages, but I got a good idea of how stuff works) this thing was already barely running when it got released.

It looks like the dev started with a lot of temporary solutions which progressively became permanent the more he was working on them. Good luck trying to expand on this, everything in there is running on hopes and prayers tbh. Yes we got a monster generator but there is no proper system for retargeting animations which, for example, makes implementing new poses an extremely long process (to not talk about having to reposition the pieces in some ways, which could be done almost automatically, if such system was in place it would be just a bunch of vector math transformations).
There is no proper inherited behavior across pieces either, everything is hardcoded. Save for body parts which instead use reflection for addressing, (in the worst possible way aswell).

The codebase is so fucked up that my original idea of implementing a GPU driven renderer kinda fizzled out after a good look at the codebase. It would be possible (at the very least, something like ILGpu could be implemented to avoid having to deal with handling a new surface creation and the whole OpenGL/Vulkan/DX pipeline setup and management), but heck it's a giant mess.

the performance is not an issue for me
Err, dunno, if you play it windowed on a tiny window maybe. Unfortunately I've got a 4K screen and even keeping it at 1/4 of the screen size, this thing maxes out my CPU while barely hitting 15 fps. Performance is absolutely horrendous.

It could be so much more
IKR... I love the concept and would love to explore it at some point, but aside from preparing a library to handle creature generation, I haven't started yet. And with recent Visa/MC endeavors, it's always less and less enticing to even think about it. Which sucks, the concept has so much potential... And I don't think I'm alone here, current market situation is very "meh" for anyone trying to come up with some niche game ideas, even if they could be potentially successful.
 

Saburo. M

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Oct 28, 2019
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It's barely a game. More like a proof of concept or a demo that gotten out of hand. Sure, it's impressive how much it does in like 16 or so megabytes of game, but the gameplay is very lacking.
Also, not making males is not a feature.
And I'm not talking about in-game "variables", but the code. Tons of stuff is in Japanese, which makes it quite unreadable for someone who doesn't know the language, or invests a lot of time painstakingly translating everything without breaking shit in the process.

since a model and working example is here for any complainants to go back and make a better game i wonder what is stopping them? due to lack of technical experience and good understanding of sex? cannot see what is the reigning narrative for such genre of games?
too much disposable entertainment around kids out there arent truly inspired with anything anymore in life but complaint?

been waiting for years literally to see if someone can make something better to blow away my mind.

my 2 cents.
 
Oct 2, 2022
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I agree. Posts have existed for years at this point about overhauling this game, but no one has stepped up. It's not like we're paying for this game, so why not enjoy it? Criticism is fine, but since the game isn't getting anymore updates at this point, why bother?
Unless we get an update or mod release that proves that the game is being developed again, it won't mean much.
 

lewd_alt

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Dec 31, 2022
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Oh there is a source... Let's see what it would take to make a species breeding tree to add more depth...
*Opens github*
Thousands of variable in Japanese
*Closes github*
Yeah its pretty bad...
I found a plugin for visual studio that lets me translate stuff with a keybind which is how i got this far
It would definitely be easier to just start over

But if you are going to rewrite something similar why not overhaul the character model so it allows more poses and such?

After asking myself that question I got stuck trying to figure out what a better character model would look like
I'm partial to the 2d anime aesthetic so going full 3d with triangle meshes seems overkill

but every vector-art based character creator I've seen has very limited pose sets
e.g. lust doll and kisekai 2
they seem to define a character as a "graph of details", which i suppose is pretty obvious but they all end up with a lot of complexity because of it. needing to define every detail and how they can be connected etc

using a generative AI model to just generate characters has similar issues -- and its probably pretty slow

I would personally be interested in a procedural model, but I'm unlikely to find one...



Speaking of AI, I would be interested in seeing what Cursor or Claude could do to this mess.
I don't see myself paying for either in the near future though.
 
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