sidcarton

New Member
Sep 17, 2019
12
11
94
So I'm relatively new here, and I'm curious as to development process of these types of games. The story seems to be a fairly straightforward three act plot, but there seems to be a lot of filler that is gumming up the works and chewing through development time and prolonging releases.

From the few other games that I've looked at that at least claim to want to be story rich, this seems to be a common problem. Is this a consequence of not having a writing background, or not enough resources to crank through the number of scenes all that filler requires, or is it mostly profit driven? It feels like this is an organization problem, but maybe I'm underestimating or not understand all the pressures that most developers of these games face.

Full disclosure: I approach this as a developer who is playing with the tools for writing and artwork. I'm not interested in making a profit out of it, so my motivations might be different from others.

Sorry if this is the wrong thread for this discussion, but this game really caught my attention. I'm really interested in seeing where this goes, but years of development just to advance the plot at this pace seems quite daunting.
 

Bane71

Well-Known Member
Apr 21, 2020
1,893
8,038
699
So I'm relatively new here, and I'm curious as to development process of these types of games. The story seems to be a fairly straightforward three act plot, but there seems to be a lot of filler that is gumming up the works and chewing through development time and prolonging releases.

From the few other games that I've looked at that at least claim to want to be story rich, this seems to be a common problem. Is this a consequence of not having a writing background, or not enough resources to crank through the number of scenes all that filler requires, or is it mostly profit driven? It feels like this is an organization problem, but maybe I'm underestimating or not understand all the pressures that most developers of these games face.

Full disclosure: I approach this as a developer who is playing with the tools for writing and artwork. I'm not interested in making a profit out of it, so my motivations might be different from others.

Sorry if this is the wrong thread for this discussion, but this game really caught my attention. I'm really interested in seeing where this goes, but years of development just to advance the plot at this pace seems quite daunting.
I had the experience of creating fan-made mini-games, I also worked with an artist. Therefore, I now understand how difficult it is and many developers cannot devote all their time to creating a game, they have a main job, family and other worries that take time away from creating a game. Only those developers who create the game professionally can deliver updates faster than others. But there are very few of them.
In addition, there is another important factor. Creating a game is a creative process, largely dependent on inspiration. Sometimes, I would say quite often, authors are prone to burnout, so you will see a lot of abandoned games.
 

sidcarton

New Member
Sep 17, 2019
12
11
94
I had the experience of creating fan-made mini-games, I also worked with an artist. Therefore, I now understand how difficult it is and many developers cannot devote all their time to creating a game, they have a main job, family and other worries that take time away from creating a game. Only those developers who create the game professionally can deliver updates faster than others. But there are very few of them.
In addition, there is another important factor. Creating a game is a creative process, largely dependent on inspiration. Sometimes, I would say quite often, authors are prone to burnout, so you will see a lot of abandoned games.
Makes sense, and I get the pro vs. non-pro having a significant impact on output. With that factored in, I'm trying to get into the mindset of someone plotting out or making decisions about what to include and not include from release to release. If I look at this game and some of the others that generate a high thread to release signal (i.e. lots of people waiting and talking about the next release which seems to have inconsistent and moving timelines that inevitably disappoint).

One of the interesting things about this game, for example, is the fairly linear structure through Act 1 (not the parts 1,2,3 that the dev lays out, but the story-structure Act 1). Once you get to the branching in Act 2, however, it feels like inevitably the number of characters you have to service, so to speak, can quickly cause development speed to slow significantly. Again, not surprising, but I'm wondering if this is just the nature of this type of game development or if there are developers who have managed to address this issue and maintain a more consistent release schedule, and actually approach completion milestones. If so, who are they and what did they do right?

Anyway, sorry for the long-winded thoughts. I'm tinkering with some stories and would be good to know what I'm getting myself into. I think probably there are other threads where this discussion is more appropriate. :)
 

atlas114

Engaged Member
May 4, 2017
2,693
4,130
507
i guess we’re not getting it this month. usually when he posts a release date it’s a week or two out for the different tiers. also doubt we’ll get another day in the life by the end of the year given his current pace.
 
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Couto25

Engaged Member
Oct 7, 2023
2,715
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i guess we’re not getting it this month. usually when he posts a release date it’s a week or two out for the different tiers. also doubt we’ll get another day in the life by the end of the year given his current pace.
Nope we are not getting this month... that's 100% sure....maybe first week of November... hopefully the big scene is the "Chris Phone sex" scene . "LOL" where Ana gets the "Big phone" inside her. Lol
Screenshot_2024-10-30-23-19-40-72_b5b83e3944a9365f20a6b10cf578b259.jpg
 
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