Saturday, February 18, 2017

Body Shop



      Basic core set up takes a while, and it gets tedious real fast. Thankfully, I have been working on the scripts and visuals together. While the scripts and mechanic bits still need a little tlc, I have gotten almost all of the player profile bits completed. These bits include:

Pregnancy stages. [Futa and Cuntboy not pictured]
Base outfits. [Changes to match season, example shown is Lucy's spring outfit.]

Test version of a notebook page. [Which will keep track of and update information on npcs.]

Not displayed are other player parts, visual game pieces or cut scene parts.


Things to remember. For the notebook, relationship level with npcs will only be open as long as they are not enslaved. Once that happens, any recorded stage with them will be replaced with purple slave states and this can not be undone. Fully breaking a collared npc will take time, skill and probably certain house upgrades. This can be sped up if you have more research done on the npc, higher quality items, etc.

Also, it was mentioned above that a cuntboy player will be able to get pregnant. While this is possible, the risk will be greatly lowered in comparison to the female and futa counterparts. Probably because the testosterone levels make it an uncommon occurrence. Past a certain stage in their pregnancy, the player will be unable to wear normal clothes and their base outfit will be replaced with maternity wear. [Special secret outfits could be made stretchy, so pregnant players may still be able to wear certain ones.]

Aside, from the visual parts, everything else is just script and setting testing. It's boring, and doesn't really have anything to show off for previews, but it's the most important bit.

Along with this, I might start working on small sex scenes. Mostly for sub-npcs or random hookup events, so nothing that requires a serious design for other characters just yet.

Monday, January 30, 2017

Updates



      While Paws is busy designing the maps and getting everything visually perfected, I am setting up all the base systems at once, trying to tie them into a neater bundle than the last. Since this is from scratch, organizing it will be less of a hellish nightmare and everything will be easier to mesh. After getting the system bits and maps done, we will be drafting new NPC designs. We wanted to save the fun bits after the core was done, as to not get too distracted.

We have been reading some comments, and changes have been made according to them. For example, the bulky HUD is now half the size it was in the demo, and of course the needs decay has been toned down to fit the actual pace of the game. Certain bugs in the demo, such as the key and hunger meter issues, have been noted. This system has been altered in the actual game, so it should be working now. The cooking system is FULLY finished, so we nipped that down fast. Other similar systems are still in the making, given their ties to other core game bits.

There are probably going to be minor changes done to some of the player expressions. Also, the player's base outfit will be different in the actual game, and Lucy has hers finished as of now. Lucas still needs his to be designed. A lot of the same systems have been put into the game, including the menstrual and weather systems. Similar to the needs HUD, I am playing around with menu settings to see if I can make certain systems more accessible or easily examined, but I won't say anything else on this unless I can get it to work.

Long story short, we are preparing for the exciting parts of the game by getting the important parts set up first. With that, there's not a lot of previews to show you yet, but if Paws is feeling particularly generous, she may have some map samples soon for all of you.

Sunday, January 1, 2017

Happy New Years!



      Fitting for the game, New Years Day is probably the perfect time to launch the demo. Which we have. Now, there are some things to keep in mind with the demo...

1. - The game will not have you play in Noras house. This was drafted as the perfect 'testing map' for some of the main features.


2. - There are features that are still not covered in the demo, especially ones tied to the npcs. Such features include the relationship system, the construction system, item gathering, etc etc etc...


3. - It IS a demo, and therefore critique this early in the development is heavily recommended. There are more experimental parts, such as a needs HUD I made from scratch, that will have more added to them in the actual game, or will be smoothed out.


4. - The main features are either very tiny or heavily exaggerated. Again, it being a demo, the systems in there are only a taste of the full features that will be developed in the real game. The needs fill up WAY faster than they will in the real game, only because it's made that way to better test them out in early gameplay.


With all that in mind, let's hope the new remake starts off on a good foot!

Friday, December 9, 2016

Making a Demo



      As Paws has been taking the time to answer the questions of the players and update them on what is going down, I have been stitching the demo together for release. As somebody asked in the last post, yes, my art style has been polished a bit. I decided to use techniques that worked better for me, in the coloring and shading aspect of my drawing. We think this looks better, along with being much more simple. While you can input their name, we refer to them as Lucas and Lucy by default.



Not only is it more visually pleasing in my opinion, but this means that bodily changes will be much easier to make...Which means getting those finished faster. The needs systems have almost been touched up completely. The demo won't have EVERY aspect of the game in, but we want to give you enough to sample the new systems and set up. I could add to everything Paws has told you, but I believe a picture is worth a thousand words, so enjoy some sneak peeks.


The old cooking script now actually has a core use! Yay!
The player has their own speech bubbles. Also Lucas and futa Lucy learn the hard way to clean up after themselves.
                           Your gender and sex parts are now chosen at the start.
                           Leftover evidence from personal fun time must be hidden.

Wednesday, November 30, 2016

Plans and drafts

Hello there, peeps! 



Paws here, and I'm gonna bring you what we've thought up so far, and while a lot is a subject to change, we were brainstorming heavily and planning how to portion and order the workload to make the updates easier, thus more frequent for you, lovelies. But before I get you all hyped, I believe I owe some explanations .


Original Collars was a dear, but trouble child. It was made as we learned to use our tools and as such, it was a mess out of a programmer's nightmare. Conjoining that with the unrest on the development team, it was really only Nekomama's valiant fighting that kept the game from collapsing in on itself. You guys know first hand how much of a buggy, glitchy mess it was. When Michael backed out of the team (for reasons I maybe shouldn't mention, but I never cared much about restraint, so I'll tell you, Michael was a sore butt over the fact that somebody *coughleadprogrammercough* refused to date him. So he made trouble, then pulled his characters out. Then tried to get some new ones in, but no, thank you, I dipped my tail in that river once, there are piranhas there. Nope.) we made a valiant effort to save the game. Alas... it was taking more time to remove the old characters than it would to rebuild the game anew. So, here we are. Thank you, Original Collars, you were a wonderful learning experience. And thank you all for sticking with us through it.


But as I said, there is a future to think about and bring around.

And boy, are we hyped about it.



New workload and update plan

So as I said, we are brainstorming to do everything right this time, that including portioning the work and the order of it. The Idea is, in the very beginning, we will focus on the town, as it is the core of the game. Core, that's an important word. And a big one, because core brackets every base system in the game, like laws and effects that are applied to your protagonist, the weather and it's influence, it houses a port to every other thing in the game. Once that is done and polished to a no flaw state, implementing everything else will be a breeze.
Speaking of implementing everything else: This time, we are gonna do stuff differently. Instead of a slow general progress on all things in the game, we will focus on one thing at a time. Which is good for you! How? Well, for once, there will no longer be teaser updates that implement a base of something with a "To be continued" post it note stuck on it. No more NPCs with unfinished or close to none content. No more ripped and frayed ends at jobs and trouble with advancing in it because further progress is yet to be implemented. No, ladies and gents, this means:
When an update strikes, it will house a single part of the game, like a new character to be woo'd, a new job to pursue, a new area to be explored and hunted for, in it's entirety. Don't get me wrong, that sounds big and really, it is. So there will be one such thing implemented at once in each update, with a possibility of random unattached to nothing, but fun content tossed in if we'll have time. Yes, this means that we are thinking that this may allow us regular, planned release dates. And to ensure the possibly least problematic progress, after each update, we will tally the bugs that you may find (we're counting on you!) and release a hotfix/patch, so that we don't have to worry about bugs from here, here, and here, but be fairly sure that what we have is solid and the issues are in the new content.

So, for a: 
  • Character, it will house an entire character's worth of plot, sex scenes, and such, with graphics and all.
  • Work career, it will entail the entire work progression tree from the lowest position to the highest one, including perks,  optional sex scenes, and things you need to get to the top.
  • Module, like cooking, alchemy, crafting, or bounty hunting, every recipe, material, monster drop, quest, reward, et cetera, will be implemented at once as a single update.
  • Area, it will contain the map of it, monsters dwelling there, their drops, sex scenes, and loose quests of the area.


New places, new people

The remake is gonna take place in a new town, and entail completely new characters. But there will still be a lot of content that we will be "recycling" to speed up the work.We wanna release a demo when we finish the core of the game, so that you may see the setup and the intro in detail, explore the new town, learn about the new places (and not be so angry at us for starting over) and meet some core inhabitants. I'll slip you some of that now, alright? Just between me and you.


At the beginning, you will get a choice of your sex, genitals set, and name. That's already an improvement. On an important note - you won't be able to change your sex later, but you will be able to modify the genitals. So, yeah. After creating your character, you will be dropped off in a prologue serving as tutorial, where you will learn of some new character mechanics, like hunger. You will also learn your character's backstory. You play as Izuna's grandchild, and as it turns out, share your grandmother's... blessings. The catch? Izuna's beastly libido skipped a generation, and as a result, your mother is blissfully normal, and very, very prudish. So when you hit that puberty like a train on a road to wreck that you are, she smells the scripture and sends you to a town where your dear granny Izuna spent the last of her years to learn more about this "affliction" and how to control it.

...At least that's what your mom thinks you're doing.


A big part of the remake's new mechanics will be the mentioned earlier hunger system, and a completely new necessity to hide suspicious objects from others, so that the townsfolk won't realize what a lewd thing you are. If they do and your reputation becomes too xxx tinted, you can count on a visit from your dear mom, and if she will become too alerted... it's game over. She takes you back home and you're grounded for life.


With hiding your newly liberated dark secrets you will get help from the carpenter, the witch, and let me tell you, you won't have it easy, because based on your sex and genitals set, different things will become alerting to your mother. A boy shouldn't have women's lingerie... and a girl shouldn't be seen with a strap on laying around in plain sight. But a cuntboy could have girly panties, and a futa girl can have... whatever those undies with a slit at the front are called. Use some logic and you'll be fine.


Speaking of new people, though, there are several new races to be introduced. we decided that the cat people - newly dubbed Felineko - aren't the only domesticated race anymore. Among the town NPCs you'll meet among the others:

  • Ash the Cainu (a dog person)
  • Betty the Ovian (a sheep person)
  • Marcus the Taurian (Or cattlekin, if you wish, a cow person)
  • Uther the Lycan (a wolf person. We're not saying domesticated here, though...)
  • Several others, though varying in the level of being "domestic" races

You should be happy, too, since many of the town NPCs will get some minor quests you can do that will push their stories ahead and reward you with some porny scenes, and I certainly plan on giving more of the people around actual faces you can look at while chatting. We wanna have much more variety in people shapes, colors, and ethnics, too, so there's that to look forward to.



So, what actually are the new things?
Well, aside from the things mentioned, a few things.I'll be pointing those out in a list, to make it neater and easier to read, but keep in mind, that things listed can be changed, as we are still brainstorming over the game core and modules. Okay? Okay. 
  • The Collars - well, technically, they aren't new, but there is a new mechanic planned for them. You don't just put the collars on people. You sneak up to them and clasp them on them. That can be done through a sneaking up on a character you don't wanna waste time romancing, and putting the collar on them, making them a willing slave to your desires. It's irreversible, and unlocks all the collared options... but locks progress made the usual way through the art of wooing. So if you wanna have both, you want to unlock all the options you can through romance, then put the collar on them. It's also much easier when you build up a relationship with them, first, as they slowly stop being wary of you. Win some, loose some, choice is yours.
  • The Hunger Meter - remember all that tasty foods from Original Collars? Well, in the remake, it actually has some use to learn cooking. You do get hungry! And while a bit of a diet helps you loose some excess chubbs, starving yourself will have negative effects on you, like placing a debuff on your stats and lowering your max health. If you starve for too long - it's an end game, you died. Luckily, your mom still loves you and will send you some occasional care packages with the noms. No, we are not making the playing complicated, we encourage you to try everything.
  • The Lust Meter - When I talked about being blessed with Izuna's beastly libido, I failed to mention the drawbacks. You may be a generation or two from a sexual black hole, but nobody walks around extremely horny all the time without any penalty. So now, you will need to take care of that, too. It's a careful balance, because keeping it too high will obstruct anything productive you try to do, but keeping it too low, and some sexing up options will be locked because you will simply not be horny enough.
  • The Reputation - it will be an important part of the game. You need to keep it innocent, regardless of how famous or infamous you become, or your mom will come in like a wrecking milf and ruin your carefully built erotic empire. Aside from that, though, being famous or infamous will affect how others see you, and some jobs will be influenced by how famous you are. But, isn't it thrilling? Being a famed in the town, loved hero, where in the truth you have a basement full of sex slaves. 
  • The Restoration - upon arriving, you find that your grandmother's once expansive home lies mostly in ruins. When the local carpenter comes in to take a look, you get to start buying upgrades at his store. He will help you restore the house to a livable state, then for a pretty coin, help you restore the more eloquent rooms of the place, like the basement with the slave cells, workshop which you can arm in an alchemy nook, smithing, crafting ones as well. Additional rooms to help you hide your stuff from your mom, the stable for the pets...
  • The Pets - it's an affectionate name, really, considering what we plan on having them do. Pets will be, additionally to the previous idea of being battle companions and a kind of a sex partners without much thought behind them, get an added use of being sent out to do stuff. Aside from gathering ingredients in the wilds, training to increase their stats, and earning you some money on side jobs, they will also have a certain fun function to be unlocked upon being levelled enough, and that is... the option to send them out to a certain location to sex people up. Now, it has chances of succeeding or not, depending on a person, time and place, but if you succeed, you get a porny picture from the escapade and your pet will gain experience, and the target will become more susceptible to your own advances. Yes, now you can send a werewolf out in the dark of the night to screw that tight-assed bitch who scoffed at you.
  • The Bounty Hunting - aside from the regular jobs you can take up,  you can also register as a bounty hunter, and take up quests from the local Hunter Association, and gain your fame that way, helping people and protecting them (and sometimes capturing live monsters for them for one reason or another). Some quests will be about capturing a monster, some about gathering drops from them, another about just beating a number of them. The thing is, they all have good rewards and and give you access to some pets and recipes that you can't get otherwise.


This is all for now, but I'll be chatting you up again soon, as we have more to show for our work. I'll try to pump out some first sketches of  new NPCs before I leave to visit my girlfriend and be... preoccupied, until after new years. In the meantime, stay pawsome!

Monday, November 28, 2016

Hard Calls



      I'd just like to point out that this was a fun experience, making this game. For my first creation of this type, I would like to believe I did a pretty good job. However, since it was my first project, there were some issues. There were so many cool things I wanted to do in the game, but I didn't quite know how to implement them all in ways that would compliment each other. And with certain decisions that had to be made, like changing the game content completely and adding in new characters, it finalized this decision. For this project, the dev team has come to an agreement that it has to get canned. It just got too messy to handle, to fix, and it had features that were all over the place. I am sorry to everyone who found enjoyment in this project, but it's simply too much to try and fix at this point.

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However, I am not done making games. I truly did enjoy working on Collars up until the point where it kind of collapsed on itself. I did learn quite a bit on the mechanics and details that go into making the game. I would like to think I have more experience to make a more polished result, even more so on a fresh slate.

As somebody who has gotten into playing several games of her own, and gotten attached to many projects, I know it sucks to see this. I did try to fix it, given all the situations that went down, but it was beyond redemption. However, all is not lost. We are completely redoing this. The right way.

Paws and I have been heavily discussing and fine-tuning the story for the remake. All the features will be more useful and less out of place, there will be less holes in the game to have to patch up or tend to,and all the ideas are going to be implemented together to reduce the mess that was prominent last time. Not to mention the severe impact the images had on the game file size before. There will be a cleaner, more space efficient way of handling character profiles this time. Because there sure were a lot of parts.

The remake will have the same sexual appeal as the old game, but with a bit more story and playability this time. The Collars remake will not feature Izuna/Izu as the main character, but rather their grandchild [you will be able to select your gender and input your own name at the start up this time]. There will be more to the story posted later, but everything is currently still being designed for a demo. The game will be named to hold up reference to it's parent project, but that is also still being decided on.

I would also like to point out, that any characters and npcs from the fan suggestion event will still be in the game, as they had little to no screen time and will still be significant in the story.


Aside from those characters, there will be new ones and new skills as well.

Saturday, September 17, 2016

Not dead


Hi there, folks!

Some of you will be happy to hear that we're not quite dead, yet. It's just that, removing the old 2 characters, and tossing in 2 new ones is taking a lot of time out of a working single mom's schedule, so Nekomama is taking her time doing things not to go insane. That's kind of my shtick, after all. While I can't help her much with the coding - I'm a simple artist, afterall - I were doing some work on the monsters that will be filling the wilds, and, I thought that while spoiling all of the finished pictures will be a shame, really, I decided to share some sketches with you guys. See you soon!