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Wednesday, August 16, 2017

MGG: v0.8 Planned Features


Hey folks, migrated the incomplete items from the last to do list. 
  • New Monster: Lesser Succubus
  1. Model
  2. Texture
  3. Animations
  4. Program

  • Complete in game nude textures for Gold+ patrons
  • Unreal Engine 4 defaults to a borderless execution window, trying to find a way to change this to the classic bordered window when not in fullscreen mode
  • Add Workshop to the town, remove fences from shop
  • Allow players to buy new monsters of the species they have previously resided from the Harem
  • Player mode, run/sprint 
  • A couple male on female animations
  • Add items; copper ore, bronze bar, silver ore, silver bar, gold ore, gold bar, unrefined ruby, refined ruby
  • Options menu with some basic settings, minimize/fullscreen etc.
  • Add Skill stat, program chance to dodge
  • Fix a glitch where trees can be planted inside of one another
  • Change how monsters wander the garden. The current behaviour causes them to move around as a sort of hive mind cluster. I'd like them to look for favourite biomes and prefer to wander areas with tiles/trees/decorations that they like. This was a great suggestion by patron Xanthic!
  • Create system for upgrading tools

Sunday, August 06, 2017

MGG: Release Schedule Info

I'm making some changes to the release cycle for Monster Girl Garden. This change is being made to create more value for my patrons, since they're the only reason I'm able to do this.
The game used to have a constant update and patch cycle, meaning the game was consistently updated and different people were given the game at different points.

The new schedule will work like this:
The public release is scheduled for August 15th, the version which will be made public will be the last version silver patrons had access to. On the same day a new silver release will be launched containing all of the recent updates. 
This will continue each month, with the public release always being 1 month behind the silver version. As well the development build will be constantly updated weekly.

Saturday, July 29, 2017

MGG: Player Mode!

Check this out, this idea could change the whole direction of the game. If you've been following development you'll know I've been trying to think of a way to have humans in the game, as well as a way to have the player directly "interact" (😘) with their monsters. Well I may have just solved both of these at once. Introducing player mode!
It's just a test right now, but I don't see any reason why it won't work. Also, you may be asking yourself, well Nox, why have a disembodied hand at all? Why not have the player character carry around the tools and items and cut out god mode all together? 
If you are, we're on the same page.

I'd like to make the player fully customizable and allow them to interact with monsters as well as use the tools themselves. I'll be working on this for the next public version, but it's pretty ambitious so we'll see if I can do it in time.

UPDATE: The animation has been released to Gold+ patrons, and soon Ruby patrons will be able to test out this feature. Player interaction (AKA fucking your monster) is almost finished.


The core mechanics are programmed and animations are in for Neko. There's a cool squirt particle you could see in the animation preview 😋, and I'm working on a POV aim function for the end. If you know what I mean.

You don't? Seriously? Alright, here...


That won't be a public feature for a long time, but patrons will get to test it out soon.

Friday, July 21, 2017

MGG: New Monster, Elf!



Elf has now been added to the game, there's still a little bit of work to do on her visit/reside requirements but she's playable and I'll be releasing an early access version for Gold+ members in a day or two. Here's her encyclopaedia entry.



Virginity will be added in this version. Monsters whose total sexual record (excluding masturbations) are zero are considered virgins. In the future a corruption alternative will be added, these will both have an effect on magic attacks. Less corruption powering up light type attacks, while higher corruption would power up dark type attacks.

Friday, July 14, 2017

MGG: 8/15 Public Release, Planned Features


The most recent update went swimmingly, thanks mostly to my amazing patrons who are doubling as a QA team because they are so fantastic. All the features which will be included in the public release tomorrow are in, I just have a bit of yardwork to do before I can put it up, so I'll be migrating the very few incomplete things from the last list to this one.
This is not the complete list yet, I'm just setting the page up so I can throw ideas up when I have more time.


  • New Monster, Elf
  1. Model
  2. Texture
  3. Animations
  4. Program
  • Elf introduces a new element, innocence, a monster with a total sexual record (excluding masturbations) of zero is a virgin. Virginity will be a requirement for different things. As well, when a monster has sex with a virgin it is recorded as a corruption. When a monster rapes a virgin it is recorded as a defilement. Defilement may be a requirement, for example, to have a Succubus reside. Virginity is displayed as a small cross on the info panel
  • Adding tool levels; each tool will only swing 1 time, different amounts of swings will be needed to accomplish different goals, i.e. chop a tree down is 10 swings. Higher tool levels will deal more damage. Higher shovel and hoe levels will play the animation faster
  • Virginity is displayed in the Monster Info Panel as a cross, if they are no longer pure this image will disappear
  • Garden detail and monster records now displayed on a grid image, much more efficient use of space
  • Fixed an error which prevented commanding a monster to perform any action on visiting monsters
  • Add Items; Fence Gate, Elf Fluid
  • Alternate costume for Elf for patrons
  • Switch planting to hoe function, remove from shovel
  • Player mode, player can walk around, target monsters, and fuck them
  • From now on, any Harpy who resides will be one of six colours. Red, orange, yellow, green, blue, or purple. Any blue resident harpies will remain blue
  • Fixed a glitch which allowed a monster to be engaged in combat while they were busy doing something else
  • Fixed an error which prevented Harpies, Lamia, and Elves from dropping their sexual material after fucking
  • Player mode, player can select tools, displays correct tool and material
  • Player mode, POV aimable cumshot 
  • Allow players to sell their monsters
  • Add Workshop to the town, remove fences from shop
  • Player mode, run/sprint 
  • A couple male on female animations
  • Add items; copper ore, bronze bar, silver ore, silver bar, gold ore, gold bar, unrefined ruby, refined ruby
  • Options menu with some basic settings, minimize/fullscreen etc.
  • Add Skill stat, program chance to dodge
  • Fix a glitch where trees can be planted inside of one another
  • Change how monsters wander the garden. The current behaviour causes them to move around as a sort of hive mind cluster. I'd like them to look for favourite biomes and prefer to wander areas with tiles/trees/decorations that they like. This was a great suggestion by patron Xanthic!
  • Create system for upgrading tools

Wednesday, July 12, 2017

Dat Shorts reviews Monster Girl Garden!


Oh man, am I ever feeling the love! Seems like the game's popularity is picking up speed, Dat Game Shorts just dropped a new video on YouTube reviewing the early work on Monster Girl Garden! Check it out, he makes some great points.



"Vagina Penis Garden" does have a nice ring to it...

Tuesday, July 11, 2017

MGG: Comprehensive Attack List


This list is more for my own personal reference, but instead of keeping it in a text document I'll put it here so everyone can benefit from the hidden information entailed.

Claw Slash is a physical, ATK based move. Melee range.
Sand Attack is a physical, ATK/SPD based technique. Adds 2 seconds to enemy monster's current cooldown. (When Skill stat and missing attacks are added in the future, this will decrease the enemy monster's chance to hit.) Mid range.
Magic Missile is a magical, ATK/MP based move.  Adds 1 second to enemy monster's current cooldown. Knocks enemy monster backwards slightly. Close range.
Heal Wounds is a magical, MP based technique. Heals monster for 33% of MP. Costs 3 MP. Mid Range.
Talon Scratch is a physical, ATK/SPD based move. Melee range.
Beat Wings is a magical, SPD based technique. Applies Haste. Haste reduces the cooldown of your next attacks, the number of attacks depends on the ability. Beat Wings sets Haste to 3. Costs 2 MP. Mid range.
Tail Whip is a physical, ATK based move. Melee range.
Poison Sting is a physical, HP/MP based technique. Applies Poisoned to enemy monster. Poisoned deals damage every time the enemy monster attacks, the number of turns it lasts and damage it deals depends on the severity of the poison. Poison Sting sets Poisoned to 3, and deals 25% initial damage. Costs 2 MP. Close range.
Fire Ball is a magical, ATK based move. Knocks enemy monster backwards slightly. Close range.

You could probably glean most of this yourself but I'll break down the phrases.

"Physical" denotes a material ability
"Magical" denotes a magical ability
"ATK based" means the ability gets its damage mostly, if not entirely, from the Attack stat. If two stats are listed the ratio is exactly even.
"Move" denotes the nature of the ability, these are straight damage attacks which generally cause no special effect and never require MP.
"Technique" means the ability either causes a special effect or it requires MP.
"Range" refers to the distance required to launch the attack. There are 4 attack slots, each occupying one of the ranges. In order; melee, close, mid, long. Though there are presently no long range attacks.