Tuesday, December 17, 2013

Holiday Vacation

Probably going to take off for the holidays. Progress will be stunted but we'll see what I can do... Hopeful.

Wednesday, December 11, 2013

Small progress video...

Mind you it's very very early alpha and only focuses on one way of getting the MonGirls onto the farm... but Just to have something to show for what I've been working on is the pen system. This is using "Capture" method but this method of taming provides an ultra hard relationship game. The other types of taming are much less violent but maybe not as battle fun? With a good artist, I hope to have much more dynamic motion and erotic play... for now it's the generic RPG type battle scene...

Change of Title

It has come to my attention that there's another game called Monster Girl Farm that also uses RPG Maker. So I've changed the project name to MonGirl Ranch. Sounds better to me anyway!


Tuesday, December 10, 2013

Weekend was productive!

I have a fully functional pen system set up but I do not know if pens/corrals are the best way to keep young sexy monster girls... At any rate you can capture them with nets after "certain requirements" are met. So far it's looking to be more like Harvest Moon + Pokemon... but that might be a good thing? I also broke down and made some original art in 3d Custom Girl so I didn't have to look at the ugly rip-offs I hacked together. I still think I need a different art style that will match custom tile-sets but I really don't have much time to put a large effort into art ATM. It's a bloody time sink as is to work on the code, even if Ruby is probably the quickest dev'ing of any language I've ever worked with. I'm slowly replacing everything I can but also keeping much of the functionality of the data files and editor since it would be so much more work to write my own editor when this one is just fine for now. If I need to extend the editor ability I usually just end up creating an "in game" data editor/manager anyway... Ruby is quite flexible with the RGSS.

If I have time during the week to work on it I should have enough worked out to provide a link to a "playable" alpha, though I'm not promoting I don't care if you stumble upon it and share... it's mostly just for people who like that sorta thing. I forecast this:

You only have an island for now but you'll be able to fight a few odd "encounter" MonGirls (ones that you don't capture, just fight) then Cow-girls and Bunny-girls should be available with the basic life simulation functions. You'll at least be able to interact with captured/tamed ones and hopefully be able to use them in your party.

If I'm extra productive, apiary simulation with bee-girls and wolf-girls might be working to some extent but I'm not counting on it... this is turning into a lot more "game-play" than just simple Eroge than I had originally designed but things are easier to do than I ever thought... so expect a lot of features!


The Loli Bunny, Voluptuous Cowgirl and the Futa Cowgirl types.

Saturday, December 7, 2013

So far so good! I had a lot of time to bang some things together. I worked on the following:
( and will hopefully have a working system for "Taming" and "Corralling" the MonGirls this weekend)

Updated stuff:

  • Cowgirls, and Bunny girls are my current test subjects. They generate based on my Race/Type system and have some dummy graphics... but nothing worth looking at.
  • They can exist and can almost be tamed.
  • Started implementing Crops and Plant Girls but for now it's on hold til I get the Taming and introducing new Girls to the farm.
  • The main work area of the farms Corralling system is set up. You can have up to 32 Different Mongirls and organize their lifestyles in 4 different pens. This allows you to separate MonGirls with bad relationship habits or allow for mating and family units.
  • A Guard House was made. I still need to have the Taming and Corralling systems working before Tamed MonGirls can be used here, but this is where you will keep up to 8 of your Favorite MonGirls for Helping in Battle, MonGirl Taming/Training, Farm Work, and Social Simulation.


ALSO:
Here are some technical notes about MonGirl mechanics and my DIRE need for a graphics artist... O.o. It's a long hard road to go... but I have to get the game made before I worry about solid original graphics on my own, let alone other resources like sound and music. So for now you have to deal with me "Fudging" graphics and relying on the RPG Maker RTP (that's all the free graphics and such that come with the package) so just bare with me, I know it looks pretty bad but this is what Alpha stage is about

MonGirl Class and physical Types:
  • Beast : Mostly the Warm/Cold blood kind (will include Aquatic types as a General type such as Mermaids for fish,kappa,etc)
    • Loli (these are typically the same as young-lings but can remain as such they can develop into)
    • Normal (the basic "adult" type. A loli can evolve into this kind)
    • Voluptuous (the advanced "adult" type. Lolis cannot directly evolve to this type only Normals)
    • Futa ( Or "Futanari" are rare to find and hard to Evolve to. There is a particularly hard way to Evolve a Loli to this point for each race. Futa are a bit more robust than Voluptuous types and act to impregnate durring mating/sexual encounters)
  • Birds] or Harpies
    • Lolis hatch from eggs, are called "Chicks" and pretty much all look the same (from the story "The Ugly Duckling"... only they are cute.) save for a few color markings that don't distinguish the type of harpy it will grow into. Had a change of heart when planning for the Phoenix type...
    • Normal, Voluptuous, Futa are the same, however, Futa will not lay eggs that can be harvested or hatched.
  • Plants: These have multiple stages of growth rather than evolution types. Young ones are a bit loli like and as they grow they get more "Voluptious" but they are hermaphroditic (pollination, tentacles, and what not) so they don't technically have a Futa type. As long as you take care of them they get larger and larger and produce more. They also live quite long if taken care of well.
  • Insects:
    • egg, larvae, pupae – These are generally hidden or in a nest/hive mode and have no real relation other than a place holder for an unknown insect type, save for the possibly identifiable nest/hive.
    • There are two types of MonGirl Insects:
      • Social: Live in a colony and have the following physical types based it. To keep it simple:.
        • Queen: The egglayer and the one who mates with "drones"
        • Drones: The biggest members. The ones who can fertilize the "queen" and also act as Guards. They aren't as high in numbers as the workers
        • Workers: Numerous and small they gather resources and protect the territory of the colony.
      • Free: The most variant type. MonGirls like this can be most any kind of insect. Though on the Farm will probably be pest like beetles and wasps or "Plant Friends" like Butterflies.

Plant Friends are GirlMon that help pollinate and promote wellness in Plants. In this world Plants and the insects that they have that relationship with actually sustain a natural "Pact" and act as allies in most all aspects.

For graphics, I'll need the following for each MonGirl. These are in priority of development importance when I do a beta test.

(these will change to more dynamics after some time or a new version if needed):
  1. Main standing image for each MonGirl Race+Type (ie Loli Cowgirl) All images for this type have to look like this image. This will be used in Battle, Taming, and status screens.
  2. Event/Character sprites for representation on the world map in different situations needed in the following priorities:
    1. Walking (currently the default 3 frame 4 direction type but future needs might require up to 8 frames of walking animations)
    2. Emotions/Active ( firstly idle animation might be nice for dynamic effect)
    3. Sprite to Sprite interaction (keep all sprites in a way that they can act on each others
      animations without requiring many animation files for each interaction!)
    4. Sexual types (There may be need for this due to #3)
    5. ...
  3. Faces for each, at least one per then later
  4. At least 7 emotions for each face. This and #3 uses up a whole face.pngs 2x4 block
  5. Sexual poses (substitutions can be made early in beta, but these need to be GOOD):
    1. Missionary
    2. DoggieStyle
    3. PoV Cowgirl
    4. Reverse Cowgirl/non Pov Cowgirl (interchangeable with alpha channels really
    5. Misc. Oral and Foreplay

These are things I'm thinking about doing graphically that are beyond the scope of importance to actual base game play at this time. All these take time and are not as important as getting the games individual mechanics and simulations working as well as solid game play.

  1. Hair, eye, and skin color – this is actually in but displaying it in a simple manner is not. May have a rudimentary chart or “dummy” to visualize at first. #3 on the list illustrates another, tedious, but visually appealing method.
  2. Custom clothing/accessory colors
  • Tech note: The above will probably use a _map.png file of 256 colors to tell where specific parts of an image will be colored. In this case, the color-able images will need to be gray-scale and well leveled (shades of gray between 64-192)

  1. Visual Representation of body stats and more physical stats... in some manner. Hopefully where all the graphics can reflect different girls but that is A LOT of graphics resources that just make development longer.
Current play images..




(The loli bunny isn't mine... I just edited it for dummy use, author unknown, the plant girl is from the famous monster girl encyclopedia pictures. Sorry if it bugs anyone that I'm using them as placeholders... but devs don't have much time for art til the aren't coding, you know?)

-Mus

Thursday, December 5, 2013

Status Update

These things take time that one cannot easily acquire... I have been working a day job for a while to make ends meet a bit and time got less on my side. It will be nice to see a release soon though... Very frustrating but progress will cure my ills.

Monday, August 5, 2013

Alpha progress only




(cowgirl image not mine, temp use, no harm intended)
(other images are RTP with RPG Maker VX or something I made up in blender or 3DCG)

Currently the game is in early development. I've chosen the RPG Maker VX Ace engine as it seems to have all that I need for a solid first version. It was intended as a prototype but workflow seems smooth enough to continue. Below are the current features.

"Monster Girl Farm" (Alpha 0.1 WIP)
DONE:

  • Currently has one over-world but only a home, yard, one farm area
  • Farm area currently supports basic Cowgirls
  • 8 of any given type of MonGirl per "housing" such as Pen, Corral, Apiary, House, etc.
  • Current farm land has around 5 planned MonGirl Types subsequent land purchases, upgrades, aquires will allow for other kinds with game progress.
  • 4 Growth Types for a MonGirl:
    • Loli - Practically same as Hatchlings or Young
    • Regular - Regular Adult variant
    • Voluptuous - High production/activity/advanced Adult
    • Futa - More rare and functions as the male in reproduction... and other things
  • Currently you may interact with MonGirls very basically. Feed, Pet, Groom, Talk, Milk, "Juice":
    • Normal VPetSim type actions
    • Milk/"Juice" are how one acquires resources from MonGirl. Different Milks and "Juices" can be used for certain effects (like potions are used but minor effects) or in different recipes for refined resources, potions, foods, item crafting. Of course, "Juice" is something you have to be on very good terms with her to acquire.
  • In field battles you may choose to Fight, Tame, or leave a passive MonGirl. Currently default monsters exist in database but will likely be replaced by a mostly MonGirl case.

TODO: (for initial public release if support is garnered)

  • Complete at least 2-3 MonGirls fully
    • Cowgirls are about 50%, Most interactions are very basic versions and only for proof of concept ATM.
    • Wolfgirls, for companions and dog house. The dog house acts as a barracks where they live and help protect the farm. They also will be the first to act as your companion.
    • Beegirls to go into the Aipiary. They produce honey and have a simulation of their own inside the Apiary/Hive. Dynamics will include:
      • Workers outside hive looking for flowers you can plant/tend to. This increases honey production
      • Queen/Drone/Workers that can make it hard to collect honey but are necessary to get the resource! Items in town help to ease the process.
  • At least one town, one dungeon, and an economy of sorts.
PLAN:
  • At least 16 types of MonGirls to be added
  • Multiple overworlds as time goes on
  • More "Adult" play
  • Music already taken care of for future beta
  • Original art needed... (looking for someone for Beta 1.0)
I won't be advertising just word of mouth mostly... If there is interest I'll work harder and place a donation box up but this won't be a commercial project. It will always be free.