Thursday, February 23, 2012

Cow Girl Farmer V0.1 Alpha Released!

I had a pretty busy morning so I'm barely getting around to begin work and stream. As always, please follow the link below or on the side bar. The agenda today is getting the final visual elements in place to allow for an alpha release. I'll try to put it out for download after the stream, baring unforeseen consequences. We'll see how things go.

In the stream today I managed to implement a display for time. It shows what shift you are in, the day of the week, month, etc. You will notice that I'm using a Harvest Moon styled calender and this will be important later on in development.

With that taken care of, I'm proud to finally release the first alpha of Cow Girl Farmer!  Its been a long road but the show is just getting started. For now just try it out, tell me what you think and I'll get going with my next plans for the project.

For those unfamiliar with downloading .swf files, all you need to do to run them is open the file with your browser that has Adobe Flash installed. That's it.

Download the CGF_V0.1 here!

Wednesday, February 22, 2012

Surprise Stream! Activities Fleshed Out

So I have a large block of time and I want to get some stuff done and figured I'll do a stream. I might put up my mic, so if you hear someone rambling it's just me. I'll be watching the chat logs from Fenoxo's chat and the local livestream chat. Not sure how long for, but from now to maybe 3PM (GMT-6).

I will be going over activities and maybe other stuff. We'll see.

Stream is now over.

Thanks to the few that were able to join me during the stream, it made things a bit more interesting and certainty kept me going longer. The stream timer claims I went on for close to 5 hours. In that time I was able to add the Farm House location and implement sex based activities as well as create calculations for successes and failure for the other other activities as well. There are unique messages for how successful the activity was as well as varying rewards. The writing is pretty bland at the moment and will be better once I get to designing better scripts.
I still need to add a few more visual elements to the game to finish preparing it for other's to use. I'll most likely get to that tomorrow. I may try to do another stream around the same time, but I'm not sure what time I'll have available again. Depending on how much I get done tomorrow (and how much others push), I'll see if I can get the release out that night. But this is certainly not set in stone.

Cow Inspector Pretty Much Done

I managed to more or less finish all the statistic displays of cow inspector screen. The last two items being the status effect and diet boxes. You can see what it looks like at in the image below.


You can also switch the cow's diet to a different food item found in your inventory as shown in this image below.


The other various buttons listed on the screen may remain as place holders for now and will do stuff at some later point in time, but otherwise the screen is pretty much done. This leads me towards setting up the game flow to simulate the actual game for the purposes of the alpha. I'm still not sure what final features will be included besides what I had listed on my about page. I'm thinking of not including the item usage beyond the food items though.

Also remember that this is going to be alpha, the very first one at that, so there wont be much to fap on except for number porn. I expect to make descriptions and events as interesting as I can with continuous iterations and input from the users. Thanks again for hanging in there and check back here the next few days for the release.

Monday, February 20, 2012

Status Effects

I was feeling pretty lazy today but when I actually got to working I noticed something missing from the cow inspector. A space for status effects! I had forgotten all about adding this important feature. Status effects could be a wide range of things, but they will function as special add-ons to a cow girl which can have variable duration. Think of status effects in an RPG like Final Fantasy, if you are poisoned, certain bad things will happen at specific intervals. Buffs are also possible as well as progressive states. These status effects will be activate from activities, items, special events etc. I have a couple of ideas in mind for a few, but I'll implement those depending if the jobs I release will utilize them in some way.

I'm going to have some more time the next few days to keep working, so I'll keep you guys posted.

Friday, February 17, 2012

A few tweaks here and there

I had some free time today to get some work in. The major thing I was able to fix was the structure of my scroll menus. My original (crappy) implementation required unique classes for each separate instance it was used in. The trick I used was forcing all the content that would be managed by the scroller onto a single container property of the scroll bar. This is a pretty simple solution that allows me to still manage the content inside the container from controller classes from the outside. The nice thing about this one is that I can use that single solution for every instance and utilize only a single class for it.

The other tidbit was fixing some logic code so that it no longer scrolls an arbitrary amount, but scales by the amount of content is on the page. In other words, if there's less content than there is window, the scroll bar does nothing; if there's a ton, it will scroll as much as needed for the last bit of content to appear. Like, you know, a proper scroll bar.

The one issue I have yet to solve is the sticky characteristic of the scroll button. It uses a begin drag function when it is clicked and is suppose to stop once released. However, if the player releases off frame, the release doesn't trigger and it feels like you have fly paper attach to your mouse. I'll put some thought to this problem, but it is something that can be fixed after the alpha.

I suppose this wasn't as interesting as getting more activities in, but those will need to wait until next week. I wont be around the next two days and the earliest I may get some more work in by is Sunday night.

Thursday, February 16, 2012

Working on Cow Inspector

So I had started early and ended an hour earlier. Got some work in but had to cut it short because other business happened. I'll get some more stuff done today as soon as I get free time, but no more stream for the day. There will be a further update later today.

After some more time spent on the Cow Inspector I've nearly completed it. It is accessible from the Farm screen and allows the player to view the details of their cow girls.



As seen from this image there are vital statistics such as health, happiness, lust, and obedience as well as their physical measurements and the trained skills the cow girl knows/is learning. The buttons on the right are mostly options and actions you may perform. The item I still need to put somewhere is at a glance information for the cow girls diet. The empty center space is reserved for a graphic representation of the cow girls if I can get artist involved with the project.

After this I'm going to go and build some more activities and write some decent descriptions with dynamic text. I'm sure there will be tons more bug fixing to go through as well. As I mentioned earlier, I will be gone for half the weekend so it will be pretty much impossible for me to get the Alpha out before the weekend is up. At least I see that I'm still on schedule for the end of this following week.

Wednesday, February 15, 2012

No Work Progress but Streaming Planned

The last two days have been pretty busy for me. Was stuck trying to finish another flash game and going to an interview. Hopefully that works out. Luckily, Thursday, I will be pretty free and I expect to get some work in; so I figured to try and stream it. The focus will be building the cow inspector screen and getting all those features together. Not sure how far I will be able to get, but I'm going to commit around 3 hours or so.

The plan is to work from noon to three (GMT-6) or possibly later. As usual, I'll be lurking in Fenoxo's chat room. We'll see how things go.