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#1 |
DO THE IMPOSSIBLE
Join Date: Dec 2012
Location: Spain
Posts: 872
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Re: Brainstorming for Cow Girl Flash Game
Hory shets. Its destiny.
This morning I posted an idea thst was something similar to this game in another fetish forum. This evening, I register on this forum and I find out someone has already thought of this and has been working on it. Anyhoo. I'm planning on doing a cowgirl sim when I finished my current BE graphic novel (yeah, I'm crazy ambitious), and the ideas that exist in your game are golden. May I use some of them in my own creation? I can't/won't offer money because it would be a free game, but I can assure you credits (and glory and infinite gratitude) Or, if you would like to unshelve the project (in some nonrecent future, cuz I got my own game to finish first. Its called Choun Yuur own adventure - working title, and its developed by Cup-Studios, AKA me and another hardworking pal and the contribution of sporadic volunteers) I could join and help with the coding/art/etc! And if I'm lucky, I might even convince some of my own studio members to join in as well! What do you say? Ignore typos lol. Typing from phone. Last edited by CuddleBeam; 12-27-2012 at 09:12 PM. |
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#2 | |
Cow Girl Enthusiast
Join Date: Nov 2006
Posts: 62
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Re: Brainstorming for Cow Girl Flash Game
Quote:
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Creator of Cow Girl Farmer and Feeder Fantasy Text Game Download links at my blog. TickTockGames |
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#3 |
Boob painter
Join Date: Aug 2008
Posts: 29
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Re: Brainstorming for Cow Girl Flash Game
Great game! Thank you for it.
I have been planning of making a cow girl training sim myself. My coding skills are pretty nonexistent though, so I'll probably never get anything done... by myself. I didn't read much of this thread, just the first and the last page so maybe this has been discussed, in which case I'm sorry, but if you think you are going to add some graphics eventually, I would be interested in helping out. Just throwing out some ideas that popped in my head. First design of what the game could look like, that came into mind was something like this (please note that this was something I just quickly threw together in 30mins or so): ![]() I was thinking that a completely different window for setting the task for the girls was kind of unnecessary. It could just be a drag-and-drop thing in the upper left corner: ![]() Also the window is a bit crowded. So sliding some of the buttons away from the screen might be a good idea: ![]() |
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#4 |
Guest
Posts: n/a
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Re: Brainstorming for Cow Girl Flash Game
If you are making a cow girl game, I strongly suggest giving players the option to make that girl grow a pink udder on her genital area!
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#5 |
Anybody got a light?
Join Date: Apr 2009
Location: South of Heaven
Posts: 596
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Re: Brainstorming for Cow Girl Flash Game
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#6 |
Anybody got a light?
Join Date: Apr 2009
Location: South of Heaven
Posts: 596
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Re: Brainstorming for Cow Girl Flash Game
If it walks like a duck, quacks like a duck, chances are it's nothing but a creepy little pedophile. Cheers!
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#7 |
Process Fan
Join Date: Feb 2007
Posts: 37
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Re: Brainstorming for Cow Girl Flash Game
I thought this was put on "delay" for all of time, until ticktock could get more experience with the code or get some much needed help.
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#8 |
DO THE IMPOSSIBLE
Join Date: Dec 2012
Location: Spain
Posts: 872
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Re: Brainstorming for Cow Girl Flash Game
Herp. Posting from my summer work at Germanistan.
Ive got a CGF clone made in Ren'Py - the same engine Katawa Shoujo used! I made it in Ren'py to be able to use the Dating Sim Engine framework it has got. It has all of the Flash version's features (the bust/waist/hips calculator needs a bit of tweaking though), plus a bit more :3 (like cow breeds and emails from neighbours/companies). I've also vastly improved the GUI, by having all of the "planning", shopping and equipment upgrades done of all of your cows done in one heavenly screen, as well as automated food purchase, so you dont have to to the repetitive task of buying food all the time. I've tried to make the "boreing" stuff as efficient and streamlined as possible, so that you can enjoy the scenes and the fun more. I'll try to add some story to it too, as well as a quick tutorial given to you by Comma & Hirasawa (From my CuddleCow story, which was in turn, inspired by the original flash version of this, lol). I'll most probbably have the whole setting placed in a post-apocalyptic version of CuddleCow's universe. I'll continue to polish it a bit until I get back home in Sept (It still has a few difficult bugs). I can't post screenshots yet, because I forgot to bring a pendrive! - Edit: I'm proooolly gonna add a battle system. I dunno yet. I was thinking of something simple and not too influencial (but relevant) though, so that it won't smother the main game. Something like patapon comes to mind. Last edited by CuddleBeam; 07-30-2013 at 07:33 AM. |
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#9 |
DO THE IMPOSSIBLE
Join Date: Dec 2012
Location: Spain
Posts: 872
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Re: Brainstorming for Cow Girl Flash Game
About the story, I was thinking about having it be postapocalyptic - but not the "You're fucked" kind. More like "We're just a bit fucked, so it's OK."
Please read then gimme your opinions and feedback! Humanity was all nice and well, until some world-wide disaster ocurred. This disaster mutated certain species, and spared others (like humans). However, after the disaster, leftover radiation remained. This radiation causes wireless communication to fail - and in the preapocalyptic world, everything was wireless. So the world becomes deglobalized, and the paradigm returns to that of feudal times. So, in the end, people continued living thier lives pretty much as normal (they still preserve most of the technology and comodities of the past, like BE pills and whatnot.) but without being able to efficiently communicate or commerce with other towns (there is a plague of highly destructive mutants outside town walls. Inter-town transport is limited to the use of military vehicles - which is very expensive), so agriculture and farming become very important for each isolated human self-sufficient "community". You, the protagonist, are one of these farmers (a cowgirl farmer). You start out by managing your first few cows, etc. However, your economic growth will be capped by the limitations of being in an isolated enviroment - You simply can't sell more milk if there is nobody else to buy it, and you can't buy better equipment because your town simply doesn't have them. So. Here is where the combat system comes in. An ambicious inventor NPC in your town has a machine that can make kilometers and kilometers of special tubing. The tubing is armored so that the mutants can't harm it with thier random attacking and destruction, and the tube can transport people and other goods a la Futurama. It also has regular electrical communication cabling within it. He also provides you with a powerful but rusty Junkmech (Think of Tow Mater from cars in mecha version), which can carry and lay the heavy tubing between towns. (At this point of the game, you're a very sucessful cowgirl farmer in your community, so people give you some respect and they can trust you with certain ambicious missions, like the tubing plan) However, there is a problem. You can't being the cabling from A to B with the Junkmech alone - the mutants will attack and kill you - so you need protection while you lay the tubing. There is where the combat system comes in. A la PataPon, you have a "commander" (JunkMech) and an army (Merc's and cows if they are trained to fight. Cowgirls would have superhuman qualities, which could put them on par with the mutants in direct combat if they train for it). Beat everything on-screen, thus get the Junkmech from the left side to the right side of the screen to win. Once you win, Town A and Town B will be connected, allowing you to commerce and communicate with them, allowing you to buy different (potencially better) upgrades and stuff for your cows. As you expand your little "empire", you'll have to cope with rivals who have done something similar to what you have done, pirates, etc. In the end you reunite humanity back to its former globalized state. So, how about it? Last edited by CuddleBeam; 07-30-2013 at 11:25 PM. |
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#10 | |
The Magical Mammary Man
Join Date: Jul 2006
Location: In my chair. ._.
Posts: 1,171
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Re: Brainstorming for Cow Girl Flash Game
Quote:
Also, you don't strike me as the kind of guy all that fond about cowgirls in dangerous situations such as fighting mutants and stuff. ('-' )
__________________
![]() I love 'em. |
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#11 | |
DO THE IMPOSSIBLE
Join Date: Dec 2012
Location: Spain
Posts: 872
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Re: Brainstorming for Cow Girl Flash Game
Quote:
- *shrugs* I'm trying to add a battle feature after seeing that Tick Tock said that NOT having a battle system was a drawback. You've also got mercs/volunteers, so you dont HAVE to fight with the cows if you're not so inclined. ----- I dunno if the story sounds too grim. I was thinking of having each "town" be fairly nice and peaceful. Everyone lives well and nice in a community, dispite having to use crude technology loosely based on the remains of the pre-disaster stuff (The disaster would have happened centuries ago). The outside is more of a problem (think of it like dareing to go to the prohibited "Sacred Forest" in some Magical Fantasy game), because its dangerous. Then the darker part of the game is shown when you try to connect cities. Another idea is to have the cowgirls be mistaken for "mutants" in other towns, so as you connect them, you show them that cowgirls are just cowgirls that want to be milked and taken care of - they are peaceful, thus extending the technique of cowfarming as people learn to accept them. Another idea is to have the mutant be "machines" instead, and that the "machines" are sabotaging wireless communications (and global/regional communications in general) to hinder humanity's progress. Another idea to replace the combat minigame is to have a plow-like machine that lays the tubing (http://images.fineartamerica.com/ima...ann-vitali.jpg). Pressing A and D alternatively (for example) powers up and pushes the plow. Why a plow? To plow the earth to leave the tubing semi dug-into the ground, hidden from the enemies (The plow would go at Gurren-Laggan speed through the ground to make it spectacular). You have to press A and D fast enough though to be able to prevent too many enemies hoarding onto the plowmachine (you can buy upgrades to the plow, like a static AOE discharge, etc). You "loose" if your plow takes too much damage. The minigame itself would also only fast a few seconds (and it would require expensive fuel), so it would have very little game-focus, and it would only happen occasionally. Maybe I should just go with an Utopic futuristic setting (like regular CuddleCow)? Or medieval fantasy? I dunno. You tell me. Edit: On second thought I don't think a battle system would be too nice. I see why TickTock opted not to include it. It would involve as much coding as the main game itself too - that's too just coding for something that is supposed to be "minor". Last edited by CuddleBeam; 07-31-2013 at 04:15 AM. |
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#12 |
Chop, Chop, Chop, Chop
Join Date: Jul 2007
Posts: 547
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Re: Brainstorming for Cow Girl Flash Game
you could go with more of a beauty contest mini game insted of a battle system
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