Monday, February 3, 2014

Physiology of cowgirls

Now, at last, I seems to have enough free time for actively adding something into the game.

And I decided to do a thing planned long time ago - finishing a race of the cow-morphs. And try to do some progress with Belanika story. But as I begins to thinking and panning full concept of the new race it's become slightly hard for me to hold all it in the mind. So I decided to write this concept here, and see if someone will have comments about it. :)

Name of the race: Kau tangata.  It's a working variant yet, comments welcome.

Appearance: In general they have human look but some of them can have horns at the head and cow-like tails. Optionally they can have cow-like fur on the body below neck. If fur present, it can have cow-like coloring too. Females of this race have not only human-like breasts, but also udder grown from the lower part of the abdomen. Udder not present always, it's grow as lactation starts and retract back if lactation is stopped. Race not have native futanari gender.

Special race traits stats:
STR - More than average human, 50-70.
SPD - Usually slightly lower than average human or the same.
END - High, 60-80.
Higher than human potential in training of the STR and END stats. Lower potential in SPD and DEX.
Other stats the same as for the humans.

Physiology:
Main difference form human is udder of the cowgirls. It can produce milk the same way as their human-like breasts. But as udder is a specific form of the breasts, so it and the breasts always works together, (it can't be, that only breasts or only udder producing milk). To be more specific - production of milk in the udder controlled by the same genes as in the breasts.
Males usually have bigger sexual organs (though not bull-shaped) and massive set of the balls with high semen production ratio. They can have higher libido too.
Gestation time slightly longer than humans (10 months) and children usually slightly larger at birth time. Chance for the twins and triplets the same as for human.

Culture and background:
Race created by the DS - as few willages and farms become covered by the DS unstability zones. Peoples that lived in them been changed. New race adapted well, it helped that in the game world peoples not have such strict sexual an culturial tabu as we have, even in the times before DS.
Usually most members of the race live in the closed (magicaly hidden) setlements, and not liked big cities. They preffer naural lifestyle (you can take peacefual indians setlements as a sample but with addition of magic). Some of them, though, go to the humans and preffer to live live with them in the normal farms or willages. But still, it's almost impossible to see one of this race members in the cities.
Each of the hidden willages have at least one decent shaman/mage. As these willages much more close to the sources of the magic power (DS zones), so it natural. These shamans/mages also protect these setlements from being changing by DS further.

P.S. Belanika is not native member of this race, so do not take her as a example please. :)

19 comments:

  1. Additional notice: for race name, maybe I will do the same as I'm done before for nekomata - just take word "cow" from other language and add something to it. If using japanese, this will look something like "ushi-hito" (cow-people) for example.

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  2. Bovi-sapien could work as a race name too.

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  3. http://monstergirlencyclopedia.wikia.com/wiki/Holstaurus is probably what you mean.

    Wild variety is http://monstergirlencyclopedia.wikia.com/wiki/Minotaurus

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    Replies
    1. No, this is not close enough. No hooves on the legs and they are not "monstergirls", as this race have their own males. (Crossfertility with humans is low but not impossible).

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  4. Would they have higher lactation rates as well?

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    Replies
    1. This is not fully decided yet, but probably yes. :)

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  5. Found one variant for the race name that I like how it sounds: "kau tangata", "kau" for short. It's from Māori language. :)

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  6. I'm still curious about transformations - r there any? Some ppl say they do exist, others say they don't, I still haven't found one. If there r none it will be good to at least see someone turn like Belanika xD

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    1. at the moment they arent in the game but the event system and the dna system lend them selfs for potential transformations. alot of the stats can be altered whit the gene's or effects both permanent and temporary even to the extend that offspring will keep the change

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    2. In the current version full physical tranformation not present as usual part of the game process. TF tag used for this reasons:

      - player character in game lost his/her own body (in intro) and at time of the game starts is something like a magical cyborg.
      - player can freely change his/her avatar's and as he/she experience everything that they feels, it's can be counted as some sort of transformation too, I think. Changing of the full body at will.
      - Belanika is transformed character. There is a some notices about it in her story that she can tell. In next major update will be more story about her,

      I do not promise that in the next update will be direct major transformation of playable characters, but it will contain at least one of the new playable race. So hybrids can be possible. :)

      Currently it's not big issue to add major transformations, it's all about gameplay lore and balance. In the cities (that now builded far form DS) mages is weak, as their source of the power is a DS zones. For spells mages not needed mana, they need certain conditions. Flexibility of reality around. The more close to the DS zone the more easy is to create a spell or artifact, reality opposition to mage will is lower. So mages can't do something big outside DS zones. Technomages potentialy can, but they are still VERY rare, it's VERY big luck for player to encounter a someone who have access to their products (artifical body and proxy device). Artefacts of "normal" mages can functinon outside DS zones, but they are too "dumb" to do something with living things other than destroying it. Magic in the world is in very early state, it appears only about 50 years ago, and become common even later. No big magical academies, magical theory is still in progress. Peoples use it, but still not understand it good.

      So before I can add "legit" transformation, I need to add someone who can do it. Someone who can be encountered in the DS zones or near of them. Right now in the game only two such zones - old ruined city and forest. City ruins is not good place to live and forest... Well, it's already planned something for it. ;) Also this is not supposed to be so easy as CoC trasformations - as easy as a sneeze. It's supposed to be Event. Useful or interesting transformation supposed to be valuable for palyer and need some efforts to get.

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  7. Out of curiosity, is there a method for adding organs to existing proxies? I've played around with the addOrgan function, but
    can't seem to get the syntax right, assuming the function can even be used in the first place.

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    1. if you add all the gene's connected to the organ especialy the one that tags it as exists the organ should work. some of them need several genes while others calculate most of them through the organ scripts.

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    2. Currently function addOrgan can add only already existing object of the Organ class. You can't create this object in the script (yet). In the next release there will be method in the Creature class: .loadOrgan("filename_for_template");
      This function will load template from file, create new organ from it and add it to character.
      (My bad, I forget to write it so far.)

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  8. Actually there is a loophole to add organs in the current layout of the application. Let target be the creature you want to add the organ to, and "my_organ" the name of the organe (equivalent to the filename of the organ data), to add an organ, just add the following line:

    target.addOrgan( CreatureProcessor.loadOrgan("my_organ") )

    I apologize H.Coder, I found this way by decompiling the jar before you published parts of the code source. At the time it was the only way to do this for example...

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    1. My bad I wanted to answer the previous post...

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    2. Yes, right now this will works, but I strongly not recommend to use class CreatureProcessor (or other features from not published sources) from scripts. I'm do not give any guarantees that this class will not be changed in future or be present at all. If your script will use this class, it can become broken any time after next update. This class for internal game logic, not for scripts. Also methods from it not always error safe. (Almost all normal commnads and methods assesible by scripts is written with the "dumb data errors protection". Methods of this class potentially is not, they not always checks all possibe error conditions before trying to do what they do. Data given to them should be checked before.)

      This is the main reason that I'm not post full source code - it still not final and still can be changed.

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  9. i was wondering if it is possible to add an effect whit a timed element. for instance the actual effect happens but then triggers a timer to cause the same efffect again. i was thinking to use personal flags in it and then have those substracted each time the effect triggers. also is it possible to keep the uterus phase set to a certain phase through effects? it would be only for a short time but the idea is that the proxy would be placed in some sort of hyperfertility state in which they ovulate every few hours for say a day or 2.

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    1. Yes it's possible. Effect can be used to add another effects on timer pretty easily. To store "global" values (that need to be stored between script calls) - timer or somethin other, can be used personal flags or genes (just select unique name like "myeffect.timer" and use .setStat as usual. As if it already exists. .getStat for unexising gene return 0, .setStat - create it with given value). This special gene will exist only in this chatracter RNA and will not affect children or anything other.

      For keeping uterus in the one phase just set in the effect script gene "uterus.cycle" to 0 and this will pause normal cycle (see how script in the contraceptive utice.item works.)
      Setting to certain phase is possible too - tentacle beasts use this. (template: battle/t_beast/lose_used.tpl)

      You scenario completely possible, just take in mind that normally fertilization process takes place in the next after ovulation part of the cycle. So, if you keep character in the phase 1 (ovulation) too long, released ova just die before it can be fertilized. (Well I know that in the RL ova usualy can be fertilized eralier if sperm exist in uterus, but this is not big difference for gameplay, as fertilized ova need that next (luteral) phase to be able to attach to the uterus wall an begin it's growth. In the game, function called for fertilization check's do all these calc's at once.)

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