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#85 |
Process Disciple
Join Date: May 2005
Posts: 4,920
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Re: Brainstorming for Cow Girl Flash Game
Yeah man, no rush. We're just spouting nonsense here, you're doing all the real work.
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#86 |
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
As a fellow programmer, I know what it's like to be so deep into code that other activities go ignored. Do what's needed.
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#87 |
Lurking
Join Date: Jul 2008
Posts: 197
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Re: Brainstorming for Cow Girl Flash Game
Will there be any subsequent re-releases with patches and/or more content/text should new ideas come up upon release? I know that's obviously unlikely, but still.
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#88 |
Process Disciple
Join Date: May 2005
Posts: 4,920
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Re: Brainstorming for Cow Girl Flash Game
Let's wait 'till the first version gets released, ha.
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#89 |
Process Fan
Join Date: Dec 2009
Posts: 59
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Re: Brainstorming for Cow Girl Flash Game
Do you think that maybe other people should help out with descriptions, just to make things go along smoother?
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#90 |
Cow Girl Enthusiast
Join Date: Nov 2006
Posts: 62
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Re: Brainstorming for Cow Girl Flash Game
I'm thinking it might be useful to imagine a top 5 must have items list for the game. These are the items that you will be able to give the cows in the form of clothes or consumables. I know that many of the specifics aren't down, but by using your imaginations come up with things that just gotta be in. I'm also curious what crazy ideas you may have so that I can see if my engine can handle it.
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Creator of Cow Girl Farmer and Feeder Fantasy Text Game Download links at my blog. TickTockGames |
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#91 |
Process Disciple
Join Date: May 2005
Posts: 4,920
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Re: Brainstorming for Cow Girl Flash Game
For me a top 5 would be an item to increase weight, increase bust, increase lactation and maybe Two different kinds of milking machines. I think that would cover a lot of the basic engine bits.
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#92 | |
Cow Girl Enthusiast
Join Date: Nov 2006
Posts: 62
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Re: Brainstorming for Cow Girl Flash Game
Quote:
As for the weight gain, I'm planning to have an activity that the cow girl can have which is essentially overfeeding her for a shift, which will have all sorts of fun positive and negative effects.
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Creator of Cow Girl Farmer and Feeder Fantasy Text Game Download links at my blog. TickTockGames |
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#93 |
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
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#94 |
Lurking
Join Date: Jul 2008
Posts: 197
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Re: Brainstorming for Cow Girl Flash Game
1. Truck. Used to take goods to and from town, as well as transport people (farmhands, friends from in town, cowgirls, etc) to various locations. Can be upgraded to increase max room and weight to bring more products and people along for rides to various locations.
2. Knit-kit and Paint. For creating new clothing for characters and for painting buildings. 3. Whistle. For training purposes, mostly athletic exercises to keep your stock in shape. 4. Combs. Everyone needs to take care of their hair, cowgirls are no exception. If you really want to bond with them, you can comb their hair. Or you can give them combs and let them do it themselves. 5. Tool Box. For repair of appliances and electrical systems, as well as upgrading and installing new equipment. |
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#95 |
Process Fan
Join Date: Dec 2006
Location: Some city somewhere
Posts: 74
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Re: Brainstorming for Cow Girl Flash Game
1. Bust-increasing herbs: To increase bust size and the amount of produced milk a cowgirl can store without feeling uncomfortable. I favour herbs over potions and magical doodads as transformative items because, if you think about it, cows eating plants sort of works.
2. Milking stool: To allow cowgirls to be milked without machines. It might not be as efficient as the mechanical option (especially at lower skill levels), but it would be cheaper to run and maintain, and the more personal touch could be better for morale, relationships and/or sexy text descriptions. 3. Cow-print Bikini: Because Muhznit was onto something: It's a classic cowgirl fashion choice, fits a variety of body shapes, and is cheap in terms of materials. Besides, in a lot of places it's the smallest amount of clothing a girl can legally wear in a public, which is likely to be of interest to at least some players. 4. Milk urns: Because it always struck me as weird that so many games with milking allowed the user to create containers for milk out of thin air as part of the milking process. Milk urns are an important and realistic part of farm logistics! Also, having to keep a sufficient supply of empy urns could add an extra element of strategy to gameplay. 5. Milkmaid outfit: Because it's too obvious to be left out. Wearing one should probably increase a cowgirl's ability to milk other cowgirls, her rate of milk production, or both. Co-incidentally, I do think it would add something if clothing could still provide bonuses when a cowgirl's skills are maxed out. Reading your blog, Shinigamis Past, I see you're trying to get out of the indentured servitude/slavery concept. I've already posted a couple of ideas on that front, but here's another couple: 1. Have the farm run as a sort of shared commune, where the cowgirls partners, instead of property. This would explain why they don't get wages, encourage the player to think of them as friends, and would open up the possibility of playing as a cowgirl. 2. Have the cowgirls be volunteers working in exchange for basic food and shelter. This would work, but is pretty unrealistic, and would open the game up to unpleasant interpretations, such as being about homeless girls bribed and blackmailed into working for less than minimum wage. 3. Actually pay the cowgirls a nominal wage. The amount needn't be much, as long as cowgirls contribute more revenue to the farm in a day then they get paid in the same amount of time. Realistically, this is how businesses operate in the real world - and it's not even hard to balance: Just add one cowgirlmonth's wages to the amount of money you want the player to earn from a single basic cowgirl's worth of milk per month. Heck, you could even make wages paid have an effect on morale: Not paying on time could reduce it, wheras giving bonuses could gived it a boost - though there'd have to be a limit on frequency to prevent that from getting too grindable. Anyway, if you really want to avoid connotations of slavery while keeping the 'pay money for more cowgirls' mechanic, you could make the 'cost' of a new girl be a sort of bride-price paid to their families for the priviledge of living with their daughter. This would make the player's herd more like a family, albeit one with a noteworthy gender imbalance. Last edited by Tinn; 08-24-2011 at 03:16 PM. |
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#96 |
Lurker
Join Date: Jan 2006
Posts: 22
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Re: Brainstorming for Cow Girl Flash Game
I like how the 5 items contributed by most so far are about affecting the girls, but Lurking Guy mostly goes for practical items. I like the contrast.
As for the possible unpleasant connotations, I would suggest running the farm like a small business. Every one of the cow girls starts off as a hired employee, regardless of their stats or position. You don't buy them, you hire them. More personal feelings can develop from there, either of friendship or romance, but each cowgirl has a regular salary you have to pay out on a monthly basis. That could also be something you can develop in more detail in later revisions about who answers ads for new employees, what their stats are like, and how well they would fit the advertised position. That doesn't rid the game of all possible unpleasant connotations, but it means that rather than just losing an employee randomly or selling them off, you lay them off, or they quit for some reason. Along the same lines, you could have a system for how much you alter a given cowgirl, and their feelings on it. For example, a cowgirl that's just a milker might have no problem with being given repeated items that increase their breast size and how much they lactate, but a cowgirl that does other jobs as well, or doesn't get milked at all, will resent it if you try to give them too much of such items, or give it to them at all. That's another idea for later revisions of the game, but the more each cowgirl can seem to have their own personality, the less they'll feel like items you own on the farm. Finally, has the gender of the protagonist been set? I know that I'd like to be able to play both a male and a female version-you could even start as a cowgirl yourself, for the "easy" version of the game, since you could try to support the farm on your own to start. |
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