I really hope we get a offline public download for 6.5.
I'll make one in January, but it will be the same mess of a code as the online version....Probably not unless someone makes it but without monetary incentive that is highly unlikely
Well, i think bloodyink is just the story writer and not the coder of the game. Or that is what i wish it is.......Snip
The words of a man not a boy, you've grown up. Freeloaders don't pay not because they don't want to, but mostly because they can't, and even they can pay sometimes when they see developers treating them well.You must be registered to see the links
Hello everyone,
The past ten days have been difficult for me and my team. No matter how hard I tried, several people still left, even though the income from the new update is twice as much as from the previous one. In general, I lost part of the team, and now Bloody Ink is a bit smaller… but maybe this will work out for the better.
I’ve learned a lesson from the situation that occurred after the Patreon block. I realized that you always need to be prepared for the worst, even when everything seems fine.
So, what did I decide?
I came to several conclusions and have now fully decided what I will do next.
Here are some key points:
When I started trying to switch to Unity, I realized that, most likely, I was just wasting time. I’m trying to limit access to the game for the players who love it. Yes, some people might pay me for it, some can’t, some will copy it to third-party sites immediately after release, and some will wait for the official release despite leaks. I realized that I’ve been spending more time “taking” the game away from my fans, closing myself off from them. And that’s wrong.
- Despite the financial success of the current version, I understand that the online version is unplayable for many players. And that’s a problem. A very big one.
- The offline version, if I want to protect it, must be on a different engine. It could be Unity or UE. But the transition will take time. Plus, the transition doesn’t guarantee the project’s security.
- The income from the game will not be the same, and I shouldn’t try to get it back to what it was by any means, even if it harms the game.
Over these ten days, I’ve thought a lot about everything and realized that I just need to keep making the game. Make it at the pace and scale that the funding allows me. This is the right, and probably the only right, way to continue working on the project. I need to stop thinking about money and start focusing on the project itself. When I first started, I only thought about the game, the content in it, and how it would be received. I didn’t think about financial success. Of course, it was easier not to think about it back then, as I was starting alone, and now I have a team to pay, but… You can always start over and return to where it all began. If the income goes back to the old level, I’ll simply expand the team again and be able to create more content. If the income drops, I’ll reduce the current team accordingly. But I definitely don’t need to try to squeeze money out of the subscribers by adding various restrictions, which will take me as much time as the game’s creation itself.
So, what’s the outcome?
The game will return to offline distribution. On December 25th, I will release the public version 0.6.5 for everyone. Maybe, a little later, before the New Year, I will release a small version 1.0.5.
Why 1.0.5?
I decided that I want to start everything from scratch. Let it be like a blank slate, from which the story of A Wife’s Phone begins or continues. No, it won’t be a new game. I will just continue the story, but in a new build. I want to do this to cut off all the stress and anxiety I had after the Patreon block. Therefore, I will make a new build, which will continue the story after 0.6.5. In other words, it will be version 0.6.7, or 0.7.0, but in a new build (without any old content, just new). At the start of the game, you will be offered choices based on which the protagonist’s archetype will be built, and then the story will continue.
Perhaps, in the new version, I will change some parts of the interface and make them better. I haven’t thought about it yet, but if I decide to change something, I’ll definitely let you know.
I will announce the exact date of the new update later.
For now… that’s all.
Takes balls to admit you was wrong. Hated the direction this game was heading and the whole online only drama. Look forward to next year with a fresh build and better visionYou must be registered to see the links
Hello everyone,
The past ten days have been difficult for me and my team. No matter how hard I tried, several people still left, even though the income from the new update is twice as much as from the previous one. In general, I lost part of the team, and now Bloody Ink is a bit smaller… but maybe this will work out for the better.
I’ve learned a lesson from the situation that occurred after the Patreon block. I realized that you always need to be prepared for the worst, even when everything seems fine.
So, what did I decide?
I came to several conclusions and have now fully decided what I will do next.
Here are some key points:
When I started trying to switch to Unity, I realized that, most likely, I was just wasting time. I’m trying to limit access to the game for the players who love it. Yes, some people might pay me for it, some can’t, some will copy it to third-party sites immediately after release, and some will wait for the official release despite leaks. I realized that I’ve been spending more time “taking” the game away from my fans, closing myself off from them. And that’s wrong.
- Despite the financial success of the current version, I understand that the online version is unplayable for many players. And that’s a problem. A very big one.
- The offline version, if I want to protect it, must be on a different engine. It could be Unity or UE. But the transition will take time. Plus, the transition doesn’t guarantee the project’s security.
- The income from the game will not be the same, and I shouldn’t try to get it back to what it was by any means, even if it harms the game.
Over these ten days, I’ve thought a lot about everything and realized that I just need to keep making the game. Make it at the pace and scale that the funding allows me. This is the right, and probably the only right, way to continue working on the project. I need to stop thinking about money and start focusing on the project itself. When I first started, I only thought about the game, the content in it, and how it would be received. I didn’t think about financial success. Of course, it was easier not to think about it back then, as I was starting alone, and now I have a team to pay, but… You can always start over and return to where it all began. If the income goes back to the old level, I’ll simply expand the team again and be able to create more content. If the income drops, I’ll reduce the current team accordingly. But I definitely don’t need to try to squeeze money out of the subscribers by adding various restrictions, which will take me as much time as the game’s creation itself.
So, what’s the outcome?
The game will return to offline distribution. On December 25th, I will release the public version 0.6.5 for everyone. Maybe, a little later, before the New Year, I will release a small version 1.0.5.
Why 1.0.5?
I decided that I want to start everything from scratch. Let it be like a blank slate, from which the story of A Wife’s Phone begins or continues. No, it won’t be a new game. I will just continue the story, but in a new build. I want to do this to cut off all the stress and anxiety I had after the Patreon block. Therefore, I will make a new build, which will continue the story after 0.6.5. In other words, it will be version 0.6.7, or 0.7.0, but in a new build (without any old content, just new). At the start of the game, you will be offered choices based on which the protagonist’s archetype will be built, and then the story will continue.
Perhaps, in the new version, I will change some parts of the interface and make them better. I haven’t thought about it yet, but if I decide to change something, I’ll definitely let you know.
I will announce the exact date of the new update later.
For now… that’s all.
That's what the post was about. They were thinking of doing that but realized it would be a waste of time and money that wouldn't likely actually achieve what they wanted anyway.bi html/twine and renpy work great. I hope you don't use the real video game engines like unity and URE.
More than that we are also using computers that we didn't create ourselves, living in houses that we didn't build ourselves, eat food made from ingredients that we didn't grow ourselves, and using a language that we didn't invent. And there are many other things you forgot to mention.I'll always be amused by "devs" bitching and moaning about not getting money for a game using an engine they didn't code and filled with stolen porn they didn't pay for themselves.
Some people are quite crazy here. They see real porn as lazy, and when devs use AI porn they see it as an worst evil of the universe. They want custom personalized content from an artist of their liking without thinking that maybe dev just does not have money themselves to commission them. So just use content which is best for your game in your view.More than that we are also using computers that we didn't create ourselves, living in houses that we didn't build ourselves, eat food made from ingredients that we didn't grow ourselves, and using a language that we didn't invent. And there are many other things you forgot to mention.
I paid for my computer, house, and food that I eat with real American burgerbux. I paid for the language that I use through thousands of years of training in the mystic realm of Tír na nÓg before acquiring full understanding by sitting Indian Style in a moon crater naked for nine months with twenty seven spirit stones digging into my taint. I did not pay for porn, which is one thing we have in common. Perhaps you also learned the ways of digital piracy through intense trainings on the dark side of the moon passed down from the nine sages, the creators of the lunar language and the moon runes of the ancient gods (also space aliens), and the twelve Saxon refugees of Charlemagne's bloody crusade (also Nazis and space aliens).More than that we are also using computers that we didn't create ourselves, living in houses that we didn't build ourselves, eat food made from ingredients that we didn't grow ourselves, and using a language that we didn't invent. And there are many other things you forgot to mention.
Damn! This must be the best timeline.You must be registered to see the links
Hello everyone,
The past ten days have been difficult for me and my team. No matter how hard I tried, several people still left, even though the income from the new update is twice as much as from the previous one. In general, I lost part of the team, and now Bloody Ink is a bit smaller… but maybe this will work out for the better.
I’ve learned a lesson from the situation that occurred after the Patreon block. I realized that you always need to be prepared for the worst, even when everything seems fine.
So, what did I decide?
I came to several conclusions and have now fully decided what I will do next.
Here are some key points:
When I started trying to switch to Unity, I realized that, most likely, I was just wasting time. I’m trying to limit access to the game for the players who love it. Yes, some people might pay me for it, some can’t, some will copy it to third-party sites immediately after release, and some will wait for the official release despite leaks. I realized that I’ve been spending more time “taking” the game away from my fans, closing myself off from them. And that’s wrong.
- Despite the financial success of the current version, I understand that the online version is unplayable for many players. And that’s a problem. A very big one.
- The offline version, if I want to protect it, must be on a different engine. It could be Unity or UE. But the transition will take time. Plus, the transition doesn’t guarantee the project’s security.
- The income from the game will not be the same, and I shouldn’t try to get it back to what it was by any means, even if it harms the game.
Over these ten days, I’ve thought a lot about everything and realized that I just need to keep making the game. Make it at the pace and scale that the funding allows me. This is the right, and probably the only right, way to continue working on the project. I need to stop thinking about money and start focusing on the project itself. When I first started, I only thought about the game, the content in it, and how it would be received. I didn’t think about financial success. Of course, it was easier not to think about it back then, as I was starting alone, and now I have a team to pay, but… You can always start over and return to where it all began. If the income goes back to the old level, I’ll simply expand the team again and be able to create more content. If the income drops, I’ll reduce the current team accordingly. But I definitely don’t need to try to squeeze money out of the subscribers by adding various restrictions, which will take me as much time as the game’s creation itself.
So, what’s the outcome?
The game will return to offline distribution. On December 25th, I will release the public version 0.6.5 for everyone. Maybe, a little later, before the New Year, I will release a small version 1.0.5.
Why 1.0.5?
I decided that I want to start everything from scratch. Let it be like a blank slate, from which the story of A Wife’s Phone begins or continues. No, it won’t be a new game. I will just continue the story, but in a new build. I want to do this to cut off all the stress and anxiety I had after the Patreon block. Therefore, I will make a new build, which will continue the story after 0.6.5. In other words, it will be version 0.6.7, or 0.7.0, but in a new build (without any old content, just new). At the start of the game, you will be offered choices based on which the protagonist’s archetype will be built, and then the story will continue.
Perhaps, in the new version, I will change some parts of the interface and make them better. I haven’t thought about it yet, but if I decide to change something, I’ll definitely let you know.
I will announce the exact date of the new update later.
For now… that’s all.
TrollI'll always be amused by "devs" bitching and moaning about not getting money for a game using an engine they didn't code and filled with stolen porn they didn't pay for themselves.
Expressing an opinion or sharing genuine feelings is not trolling.Troll
TBH, i do like some express in real porn, thats one of big reason for i choose real tag. If you would like the ai, then go find some game with 2d, 3d cg. Dont be so mean like this.Expressing an opinion or sharing genuine feelings is not trolling.
How am I being mean? The dev got greedy and hid his game behind one of the most hilariously egregious online paywalls I've yet seen on this site. If anything, people defending the guy aren't being mean enough. I could kinda understand it if the dev was also the artist or used an AI training module he made himself, but it's full of nothing but pirated content. It's hypocritical and silly and his argument in response to my initial post is insultingly irrelevant.TBH, i do like some express in real porn, thats one of big reason for i choose real tag. If you would like the ai, then go find some game with 2d, 3d cg. Dont be so mean like this.
Like getting my dick in hand for things they didn't pay for to make me hard :3More than that we are also using computers that we didn't create ourselves, living in houses that we didn't build ourselves, eat food made from ingredients that we didn't grow ourselves, and using a language that we didn't invent. And there are many other things you forgot to mention.