Development Talk

3 min read

Deviation Actions

Auctus177's avatar
By
Published:
18.4K Views
Hey guys it's me again, the artist.

It has been some time since Auctus and I have talked about how we're doing and how our little project is coming along. We've been mostly posting some bits of information, some technical stuff, maybe a couple of concept sketches here and there but we feel that we haven't really engaged in a discussion. I think that most watchers are just patiently waiting that we'll hopefully be releasing the game soon. However, making a game is not a simple task, especially if you're doing it in your free time.

One thing that often plagued my efforts was finding the motivation to work on it. I have, what I like to think, some really amazing ideas for the story and background of the world and characters of YOLCG 2 and I would love to see these ideas become a reality. However, sometimes when I sit down to draw or write down my ideas I get... discouraged by my failures. That's something that happened a lot back when my drawing style and technique weren't what they are now. I often tried to draw something but it didn't turn out like I imagined it. I would then put a lot of effort and time into editing but it wouldn't work so I would just quit and do something different. I guess being able to admit your own lack of skill is important as an artist but since I'm a perfectionist I experienced this a lot during my earlier career. It's nowhere near as bad as it used to be. I don't know if it's because I got better or more used to my own weaknesses. Maybe it's both. But at any rate, I feel a lot more confident now and I think that we can pull this off which makes me very happy. Of course I was certain of it when I started working on this project but getting closer to it and being finally able to see your success is a massive boost in morale.

And that's what brings us here. The reason why I joined this project was because I saw the potential in the game when I played the original. It wasn't perfect but it was a very solid basis. People say that when you want something done you should do it yourself, and that's what I decided to do. I basically wanted to help create a game that would satisfy someone like me and allow me to pursue and create my own artistic vision. Now to be honest, I'm not really into expansion. I just like monstergirls, cowgirls in particular. But I'm also open to new ideas and now I can definitely see the appeal in certain other fetishes. In other words, I originally joined for my own reasons.

What I'm trying to say is that we haven't really tried to talk to you. We want you to know what this means to us and we want to know what our work means to you. We've talked a lot about our ideas but there is still much we haven't talked about. We want to know what you think, what your ideas and questions are. What can we do to make this game perfect? Knowing that there are actual people behind those numbers and pageviews would make us feel much more appreciated and motivated.


Please tell us what you think. :)
© 2014 - 2024 Auctus177
Comments22
Join the community to add your comment. Already a deviant? Log In
jivixfromwc3's avatar
Hi Auctus,

I haven't commented in a while on your work, but I have been watching for any posts you've made since I found the original YOLCG.

   As an aspiring game designer (I'm currently in college), I'd recommend that you set up a list of features you want in your game, and then focus on just a few of them for your first release. You'll want to get your game into a partially functional state before adding new features.
   Keep it simple, and your development will go much more smoothly. Things like extra characters and sound effects can be added later on. Just make sure you get whatever is needed for the core experience you want to provide. Look at each feature you want to add and ask yourself if there is a higher priority feature that should be added first.

   If you're looking for specific suggestion, I will explain the reason YOLCG is appealing to me, so you have a reference point to my opionion. Probably the most important thing about the game is the experience of seeing the expansion in action. In your first release of YOLCG, you provided a time adjust so you can speed up or slow down the process - that was genius and I have not seen it in any expansion game before. One thing that disappointed me about your version is that PrimalEmotion's "My Lovely Ushichichi" allowed you to put the cow girl into different stances, which I thought was a wonderful feature and it keeps the game from feeling too static. I would have liked to see a side view in that game as well.
   The gameplay for YOLCG is simple - almost too simple. Trying to min/max a character's breast size to meet a deadline for the story felt a bit contrary to the experience I wanted - to just have fun watching this cowgirl shrink and grow. Sure, the milking part is great, but I'm not doing it for the money. . . Or are you planning on having further uses for it?

   Also, there were a few elements that didn't really make sense that should be looked at for a new version of the game  - why is it so easy to reach the highest quality of milk possible? Why do the drugs you use constantly get more expensive? What if instead of being more expensive, you simply bought different dosages, and you could get different (potentially harmful) effects depending on the severity of the dose? You could potentially see some areas for better game responses to player decisions.
   For example, in the YOLCG 1.0 release, if you use too much Bustofur without using Amplus Lactis, she begins developing stretch marks and her happiness begins to go down. Continue doing this, and maybe she has to be rushed to the hospital and have some plastic surgery.
   Or if a player uses too much Amplus Lactis, her breasts start to sag. If the player keeps applying it, her breasts gain huge amounts of milk capacity but her production rate starts to go down.
   Finally, if Lactanspario is overused, perhaps a combination of the aforementioned negative effects will occur. Alternatively, at first the cowgirl might be in ecstasy from the intense feeling of fullness, and the breasts will tighten up, but then milk will begin leaking as the pressure increases. Increasing the pressure too much will result in wasted milk and the milking pumps flying off. Here is another opportunity for an interesting game mechanic - you could buy new milking pumps that provide a better suction force, but the upgrades are very expensive and require a certain amount of planning to afford. Taking that to the next level, perhaps you could even have to provide rent for the building the cowgirl resides in, and putting her in a nicer (more expensive) housing will increase her happiness.
   In a different direction, you could potentially turn dialogue into a mini-game like in the Fallout games, where consistent good choices will provide a bonus to her happiness, or perhaps she will even do things like massage her breasts on her own for an increase in milk capacity/pliability.
   Oh, and one final note - if you are looking at a longer term play through, you may want to include a file-based saving like Corruption of Champions. It makes loading save games hassle-free.

I think there's a ton of fun things you can do if you want to make this into a full game experience. I'm sure I could think of quite a few more features if you are interested.


I like your work so far, and I'm looking forward to your next progress report!