fupoco games logo

Furry Fantasy Land

Working on it!
* Online demo available *

House of Tail
Demo available!
Furry dating sim!
- All male!

*Video Games

*Bonus Round

*Fanclub

Join our newsletter to receive updates about games and special offers!

*Support

Questions? Need help? Our maids and support staff are ready and willing to service your needs!

Contact Us


*Journal

Profile photo of Kaive

your pal
Kaive

Fall HoT Report

October 18, 2016
in Games, House of Tail

Hi, how’s it going? Long time no barks.

Been busy with personal-life stuff. Sorry for not checking in.

graphical polish to show the day number
can now easily recognize when the next day starts

At Present

The current plan is implementing the chapter-specific game play details piece by piece for the first 4 chapters. 12 Chapters total. The first four encompass most every game element. Getting there.

Design Updates

Had to change a lot of the code foundation for House of Tail recently, namely for how it parses what to do when you click ‘start’. This is so we’ll have better control over timing and speed, but mainly for the code ‘hooks’. Hooks as in where skills are triggered, side quests checked, scenes that can happen on any day with given conditions.

Changes:

  • 6 streamlined stats
  • No more hustle or sex stats
  • Skills: 1 active, 3 passive
  • Characters can have different health point totals
  • Icons display info when you hover over them
  • Options menu getting populated with… options, to toggle
  • other minor things, like updated menu graphics

Super excited about the game, but not so much about leaving everyone (outside of the development team) in the dark about it. It’s going to feel strange putting out the next update where a lot of elements are ‘in there’ but not quite. I’m trying to stay in a frame of mind where there has been no public release, meaning: it’s not a chapter-by-chapter installment or showing updates for attention kind of deal. It’s very OK and encouraged to ignore it all until the game’s finished. Might be interesting for those who like to compare builds. The whole thing has been such a learning experience.

About the Stats

Recover, Ability, Charm, Service, Smarts, Power

All jobs use 1 or 2 of the last four above. ‘Recover’ is how much health a character recovers when on the bench or elsewhere. ‘Ability’ is used for how powerful certain skills are. ‘Sex’ has been changed to ‘service’ to make it fit more with what job it ties to and because it overlaps too much with the idea of ‘charm’. ‘Toughness’ has been changed to POWER.

While I liked the idea of hustle influencing everything a little, it just needlessly complicates everything with the conceptual overlap. The idea of hustle as not being lazy and doing what you assign them to do is built into the idea of stats. Someone with a stat of 10 will have more hustle (get more done) at a task than someone with a stat of 1. The old idea in using a hustle stat was someone with a 1 in something could do better than someone with 10 if their hustle was high enough–think someone with a lot of drive but inexperience, most any main character at the start of a story. The reality is, it’s annoying to have to factor in a fraction of hustle into every job’s equation when deciding who to use for what. Now it’s never more complicated than adding two stats to see who’s more effective.

The big picture is you should be aware of the math the game uses. This has been a pretty big design goal. Like how Common Grounds will tell you what stats you’re missing to advance with a character. You’ll be able to click a job and see the math it uses. When you have to make choices during scenes, the game will tell you the result beforehand. It might seem counter-intuitive or easy-mode, but it should translate into being aware of what choices mean, giving them more weight, and having more control–not feeling like it’s hiding information from you or using cheap tricks to mess with you. It has to be this way to tie in with the story’s theme~

Profile photo of Kaive

your pal
Kaive

HoT Update Incoming

June 2, 2016
in Games, House of Tail

By the time you see this, a new version of House of Tail should be up.

To download the update, simply download it again from the BMT Micro email link and reinstall. If you can’t find it, we would be happy to resend it to you, just ask~

house of tail logo

Update News

This update shows off the new structure and visuals, and is more or less a stable release.

The next set of updates will definitely be more prone to bugs and spoilers (if you play through the story mode), so you may want to avoid it if you want your first play-through to be when everything’s polished and ‘there’. Otherwise, there will be lots of placeholders and debug stuff, which can be cool to see.

If you find any bugs or issues, we’d love to hear them and add to our list. Please keep in mind we might not address them just yet in favor of getting more of the bulk of the game in place.

The big thing is we don’t want to take your support for granted. At the end of the day, we all want to play the finished game, we want it to be something special, and that’s what we’re aiming for. In the meantime, we can show you how silly and chaotic it will get in development, if you want to look. We’re not sure we want to handle pre-orders like this ever again, and are thinking of additional ways to thank those of you who have or are taking a chance on it before it’s finished.

merek formerly murguy

Next Up

Will try and post more often, as we’re finally entering back into the fun parts.

Past week has been an intense search & destroy for bugs and issues, so you could have a stable update.

Next, I need to go over the game design document one last time and make sure everything checks out. Spent the past few weeks going through the story doc with Whry many, many times checking plot threads, resolutions, twists, and for holes. RPG sized story here. We feel the story’s great, just need to make sure the game play matches it. Making sure game elements are introduced at a good pace and varied, so it doesn’t turn into a chore or ‘waiting for the next scene’ kind of deal.

Am super excited about everything! This is going to get crazy.

Profile photo of whry

your pal
whry

State of the Tail

May 26, 2016
in Games, House of Tail

Hi folks, Whry here, and I just wanted to take a moment to talk about what we’ve been doing with House of Tail.

Well, to understand what we have been doing, we need to explain some of where we were at a good while ago. The major thing there is- HoT sucked.

It was a neat idea when we started with it, and really, it was a test to see if we could do it. But- once we had played it some, and watched some of our friends play it, we could really see issues. This put us in a very odd situation. The original design was nothing more than a way to play with porn pinups. It was received fairly well, especially being an unfinished demo. We could slap some more characters in, finish out the story mode we were planning, and call it a day. We could have.

And- we could have shipped a game that none of us here were very happy with.

Read the rest of this entry →