I'll better take advantage of this already open thread. I was wondering these days about update procedures, because a complete game, Is better if somewhere in the process is open for testing along the way to completion.
(I've reading some patreon/etc posts in the forum. They are quite time consuming to find, so I only achieved to find three relevant sources in the forums. But they don't answer my cavilation).
The idea of this Medieval project (i'm 50 animated renders on the way and gonna put it togheter in the game engine in a pair of days to start getting the feeling of what i'm doing), is that the player has to "complete" a number of territories in order to reach the end goal (as a simplificated way to put it)
I, that don't like nothing about too constant updating with little content and breaking save files again and again, or changes in the story that gate content that before was open and you don't know if your in front a bug o not (you will now some games that make several drastic changes... or bugs that don't let you play content that was able to play before), making people replay and replay and pray that you don't put a lot of secret content that they can miss completly because they are trying to rush to the end of the previous gameplay, I was wondering a lot about the update model.
What a ramble. well, I thought about two scenarios:
1) Independent chapters (in the "same" development build or not, depends of file size and duration of every chapter in comparision with the others. Every chapter has independent progress and overall, the progress can be seen by the Gallery Unlocks for every chapter.
2) The updates makes a completely finisheable in that update new zone avaible, that is not gonna change in the future (except bug fixes) and you don't need to complete the others zone to get there (because you can do them in any order). Well, to get to the end zone you'll have to do all zones, but will be a kind of end replay. It's kinda similar to being independent chapters completely, but in the same "game" you could revisit zones to repeat some lewds actions, instead of going to the main menu to see the gallery (and the gallery don't have dialogs) This aspect allow continuity, possibility of special actions between zones (secret or end game oriented), and the sensation of a bigger game instead of chapters. Also, I don't see that the player has to be binded in a territority until finish, but can go from one to another if gets stuck in a zone. (you can look at the zones as some sort of independent old classics meet'n'fuck games where you go from place to place solving stuff), so this method will be seen as less linear. But has more programming requirements, because in a chapter as a closed space you can make less mistakes making the game (cause is not as simple as a meet'n'fuck game... XD
And this options, or my questions per se, are very relevant with a question that maybe some can helpme because I didn't find info about: What is the "pay per upgrade thing on patreon"? never saw it any patreon page. I guess that is a pay per upgrade a major build, any build, what happens if you are working with various games? Doubts.. Doubts...
Thanks for the opinions, and if anyone can resolve that doubt