Just do what you can and want to. As I said, this is already far beyond the usual creatures in FS. And none of what I keep throwing at you is meant in a "This must be in ASAP!" way. Just... nice things to have, if you feel like it. You're supposed to have fun, creating sexy beasts in your free time -- Wahn
Can do, been what i've been doin'
And im totally fine with including other offshoots/whatever, i usually just forget to consider them :/
A more long-term point to discuss:
Now, on the aspect of saving this NPC and the apparent plans to have its appearance vary quite a bit based on applied items - that sounds like it'll involve a lot of variables and be quite messy for saving. You're definitely getting into the range of a very complex project with this one. That said, thankfully we've already engineered a solution for this one - Elijah's interactions. They are all compressed into a string of numerical text that is encoded/decoded as needed. I know this is further down the road for your project, but since players will likely want their customized hatchling NPC to remain the same when restoring their save, I think it's best to at least mention this now as a means to do that as long as you can limit the altered features to a specific set. I can see this perhaps including elements like:
- skin colour: special colours and patterns (like cow print)
- secondary skin type: additional scaly patches, special fur, latex hide, etc.
- cock form: gryphon/equine/canine/human/etc.
- cock size (and ball size): none/small/med/large/huge
- udder? - yes or no
- tail - gryphon/horse/wolf/lizard/etc.
and maybe a couple of others.
There'd need to be a fixed list of these, though not all need to be assigned immediately. You just need to plan a fixed set (maybe 8 or so). Each would be a single digit with each value meaning a different result. As an item is applied, any slots that are changed are appropriately adjusted by changing individual characters within the string variable. That string can then be saved in the saveword. Upon restoring, it is read and decompressed, assigning each variable the appropriate value. Scenes can then be built to react as needed and the description can vary depending on the values of the variables. Some scenes, like milking if it has an udder, could even become available if the necessary criteria are met. -- TigerStripes
That said... cock shapes seem an obvious point for further change. Knotted, with or without sheath, equine, prehensile tentacled, star-shaped head, ... there are loads of possibilities. -- Wahn
But what Stripes suggested a while back/what you said is something I totally want to implement; but i want to get the majority of the content written and fleshed out before i dig through a system that has changes and saveword coding like that. Need to go through Elijah & get help with other coding parts when the time comes, but that shouldn't cause issues. Need to also figure out how the player accesses the ability to change the beast's physical form, but that'll probably just be a certain item combo or something.
Shit, maybe I should poll the community on the different cock/tail/skin/{physical part} parts that would be accessible
~I'm also looking for ideas for talk scenes regarding the "teen/adolescent" stage of the gryphon. I have a few ideas (introduce the beast to the outside farm, hunting down animals nearby, a play scene with rough-housing {nothing smexy just yet}), and possibly some stuff with the farmhands, though thatd be probably a one-off. otherwise, im scrounging a bit for ideas, and i dont want to "reuse" major scene ideas from earlier stages D: