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
  • A couple "male" on female animations
  • Add Skill stat, program chance to dodge
  • 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 level will play the dig animation faster. Higher hoe level will clear tiles in a line, the length equal to the tools level (bronze will clear 1 square, silver 2, gold 3, and ruby 4, in a straight line)
  • 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
  • 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!
  • Add Workshop to the town, remove fences from shop
  • Add Items; Fence Gate, Elf Fluid
  • Alternate costume for Elf for patrons

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.

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.

MGG: A Note About Requirements

So today I reconfigured how monsters record their sexual interactions, now the game records much more specific data. This was done to make the Lamia resident requirements functional. Since Lamia needs to rape 1 Harpy, the game needed to be able to record which specific interactions happened how many times. The game now records; times masturbated, times they fuck another monster and which kind, times they were fucked by another monster and which kind, times they rape another monster and which kind, times they were raped by another monster and which kind, and how many battle victories and loses against each species.

The encyclopaedia will tell you exactly which kind of interactions will go towards the monster's resident requirements. For example, slime must "Fuck or be Fucked one time," fucking includes raping, but raping does not include fucking. The Lamia's requirement to reside is "Rape 1 Harpy," this will only be achieved when a Harpy is fucked after losing a fight. All rapes are fucks, but not all fucks are rapes. And their place in the interaction is also of course important, the Harpy resident requirements contain "Be Fucked 1 time," this is not the same as "Fuck 1 time." The monster who initiated the sexual interaction is considered the one "Fucking," while the other is considered the one "Being Fucked."

Monday, July 10, 2017

MGG: New Monster idea Sphinx

I had a cool inspiration today for a new monster girl, and how to obtain her could expand game play even more. 
Evolving and crossbreeding monsters. This could be two new ways to obtain new monsters. For example cross breeding a lamia and a slime could produce a mermaid like monster.
The idea I'm working on right now is evolving Neko into Sphinx. With this new feature a Neko could change into a Sphinx once certain conditions are met.
For now I think the conditions would be something along the lines of:
If a Neko is above level 5, and rapes 1 harpy and 1 lamia, both while standing on sand tiles; it will transform into a Sphinx.

Thursday, July 06, 2017

MGG: New Monster, Lamia!

Hey people, this post is a little overdue, but it's the encyclopaedia entry for Lamia. Lamia have a slightly higher stat average than the other 3 starting monsters, placing her on a new tier. As the game goes on stronger and stronger monster girls will begin appearing, this is a VERY small taste of how that system will work. A number of species hidden stats known as Growth, have always added up to the same value; 9. The Lamia is on a slightly higher tier as her Growth stats add up to 10. As the game develops stronger and stronger girls will be added, these numbers will be tweaked as the game is balanced but relatively speaking monsters on the same "tier" are designed to be equally strong, but with different advantages and disadvantages. So far the list would look like this:
Tier 2: Neko, Slime, Harpy
Tier 1: Lamia
Bearing in mind the difference between Tier 1 and 2 is very small, however as new tiers are added this difference will increase. Here is the encyclopaedia entry for Lamia:

Lamia marks another fairly large update (relatively speaking,) which could appropriately be called the "Desert Biome" update. This update adds the following:
Tile: Sand
Items: Snake Oil, Cactus Pear
Tree: Cactus
This is a small taste of conditioning, and how the player will be able to transform sections of their garden into habitats for different monsters. Eventually monsters coded behaviour will have them prefer to stay near habitat elements (i.e. lamia stays near sand and cactus, neko stays near grass, harpy stays near trees, and slime near water)
But for the meantime the player can create biome sections and cut them off with fences, for example, if they so desire.
Tip: Sand can be created by leaving a tile under water for a period of 2 in game days, this equals 48 real minutes with no time dilation.

Friday, June 30, 2017

MGG: 7/15 Public Release, Planned Features

Setting this page up right now to carry over the few things that were not added to the patron release tonight. These features will be carried forward and I'll use them to start the next patch, bearing in mind many more things will be added as I create the update.
  • New monster, Lamia
  1. Model
  2. Texture
  3. Animations (idle1, idle2, move, attack, masturbate, sex)
  4. Program New Attacks (Poison Dart, and Tail Whip)
  5. Complete visit requirements
  6. Complete resident requirements

  • Tiles with water over them should become "Sand" tiles after 2 days
  • Add new tree, Cactus, drops item Cactus Pear
  • Add new tree, Maple tree
  • Certain tiles, once a day, will have a 5% chance to generate clutter, flowers, or trees depending on the tile. For example, a sand tile each day has a 5% chance to begin growing a cactus, as long as it is not submerged. This occurs at noon every day.
  • Add flowers to save system
  • Allow flowers to spawn when making new gardens
  • Make fences destroyable with the axe
  • Added text render to show the name of a hovered item before you pick it up
  • Battle Arena menu now displays Monster Name instead of species and level
  • Add decorations (fences at the moment) to save system
  • New items; Harpy Cum, Snake Oil, Cactus Pear
  • Add combat state; Poisoned (this deals damage equal to 25% of the initial poisoning damage every time the poisoned monster attacks)
  • Complete MP system (cost/regen)
  • Changed gender spawn frequency; female 50%, male 41.6%, futa 8.3%, will still probably tweak these in the future 
  • Get monster skill system ready for changing skill loadouts
  • Tweaked collision while buying land, can now detect tiles through obstructions
  • The game needs to keep detailed information on Monster interactions, right now it only remembers how many times each monster has masturbated, fucked, or been fucked. This needs to be more detailed, keeping records of number of fucks, rapes, and fight victories/loses
  • For now offspring will not be created if one of the parents is a visitor. Eventually if one parent is a visitor and the other is a resident, the child will only take its species from the resident parent
  • Add audio prompts for monsters entering garden (thanks again, interLewd!)
  • Considering reducing Neko visit/reside requirements from 20/50 to 15/30
  • Redo tool system. The new system will work like this: The player is using a tool, or an item, or nothing. Tool will pull out the tool, and use will use the tool. When holding something B or Right Click will put the item or tool away. When not holding anything A will interact with monsters, or pick up items, depending on if the player is locked to a monster or not. Hoe will be added, removing Alternate tool use, Shovel will only dig.
  • Items will pull out the item and use will drop them until quantity is zero; all items work like grass bags
  • Fix a problem where monsters can fall into the river and become irretrievable, as well as the player (pointed out by a patron)
  • Added a function where monsters who somehow become trapped outside the garden can temporarily phase through fences to get back in. This will only ever occur if the game detects that they are standing above a tile which is not owned
  • A couple "male" on female animations
  • Add Skill stat, program chance to dodge
  • 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 level will play the dig animation faster. Higher hoe level will clear tiles in a line, the length equal to the tools level (bronze will clear 1 square, silver 2, gold 3, and ruby 4, in a straight line)