Ferlucio

Member
Feb 21, 2018
128
118
An Update About the Development and Updates
Hey everyone,
Today I want to talk about the games I've been developing—and a few upcoming changes. And no, the plural wasn't a mistake.
I'm having trouble starting this post. I don't know which angle to take, how to explain what I want to do, and what led me to this conclusion. Don’t get me wrong—nothing crazy is happening. But I still struggle with how to express it. So, I’ll start by telling a little, mostly boring, tale.
What’s wrong with Mondays?
Last week, I got my wisdom teeth removed and thought to myself: the perfect opportunity to take the week off and get some rest. The operation went great, I had almost no pain, and I really got to unwind and relax during the week.
Then came Monday, and I realized—I wasn’t ready to work yet.
Luckily, I’m a self-employed game dev, so I decided to take the week easy and only do fun work. Work on a project I haven’t revealed to the public yet.
That’s when it began. All of a sudden, I was stressed out! Instantly, I began to feel a crazy amount of pressure, and the reason for it all... the Monday Update. I kid you not.
I realized that while I had done work, I had nothing to show for it in the Monday Update—and that really got to me. So I sat there, unsure what to do. Ruminating in this fear of having to tell everyone I had done nothing. And fearing—really fearing—that this would be my financial ruin.
And that’s when it dawned on me.
For a while now, a lot of my work has been focused on not losing money. On not upsetting the status quo. Like a big company past its prime that slashes production costs instead of improving its products—trying to appease investors. Always thinking short-term.
I wasn’t having fun with it. I wasn’t giving myself the space and time to have fun with it. I made decisions to save time, not to develop what I actually wanted to make—and it slowly but surely eroded my joy in developing games.
But the moment I realized that, I also realized something else: this was frighteningly easy to change. Easy—and frightening.

Developing for… fun?
This should be obvious, right? Of course developing a game should be fun. How else could the game be fun?
In the past, my development style was: play the game, feel out what’s missing, develop it, and repeat.
Nowadays my style is: plan it all out, develop it separately, combine it all—done.
I don’t play the game anymore. What’s wrong with me?
I’m not giving myself the time. I feel stressed to deliver content and, paradoxically, that stress is slowing me down. I’m not delivering more content than I did in the past. And when I play the game, I do notice the areas that could be improved or changed—but I never allow myself the time. Because then I’ll have nothing to report. Then the next update will take longer to come out. And I’ll lose money again.
I feel a bit silly.
I don’t want to develop for money anymore. I want to develop for fun. Every day, I want to sit down, play the game, and feel out what’s missing. Not follow some lifeless plan that looks good on paper but doesn’t work in reality.
All I need for that is to trust myself.
If I set one foot in front of the other, I’ll reach the goal. Doesn’t matter if I stare at the checkered flag the whole time, or marvel at the scenery—I’ll reach the goal.
I don’t even think it’ll slow me down.

It already changed.
Not much will change. It already did—inside of me.
I’ll keep developing Covenant of Morn and I’ll keep developing a secret side project that I’ve been working on for a while now. I’ll also keep working on a teensy tiny content patch for MIST that I have in the works.
But from now on, I’ll take off the pressure and communicate more openly with you about what I’m doing. When it’s fun to develop CoM, I’ll work on CoM. When it’s fun to work on the side project, I’ll work on the side project. And when it’s fun to work on MIST… well, you get it.
And I’m getting rid of Monday Updates.
I fucking hate Monday Updates.

Here’s the new plan:
There will be a post every two weeks, just like right now.
But once a month, I’ll give an update on what I’ve been doing—similar to the current Monday Updates. And once a month, I’ll write something more like my past dev logs: picking a topic—3D graphics, writing, sound design, or whatever else I find important—and sharing some behind-the-scenes insight into the development.
In the meantime, I’ll just be developing games for fun.
Starting with the side project has been a blessing. It’s really shown me where CoM is lacking and where I want to improve it—and vice versa. I’ll soon share more about the side project and do a proper reveal. The image up top is a work-in-progress visual from the game. Let me know if you like it.
Thanks to everyone who made it this far.
I always feel a bit silly writing emotional updates like these. I feel like I’m fickle for how often I need to readjust my mindset to stay on top of development—but I don’t want to hide that part from you.
It always feels incredibly liberating to share these thoughts.
Now I wish everyone a great rest of the week and a great weekend.
The next time you hear from me will be with a new dev log—or whatever I’ll call that new format. :D
Have a great evening!

You have a massive credit of trust, at least in my eyes, so if you do need to make some changes to your workflow that will probably affect the release schedule, I reckon most people would be okay with that knowing that it will result in better content down the line.
Just don't go starting to "redo" earlier chapter, or "rewrite" code for better "updates" in the """future""" or working on 3 different projects at once like some other devs and then there's no updates for 3 years and constant promises and lies and more promises... but I'm getting ahead of things.

Just like any profession, if you enjoy the process of making something, the final product ends up better. Assuming you don't go all perfectionism on this bish and we know how the saying goes.

For now you have the trust and support of most of the community and will keep it for a while. I'd say it's about half a year to a year with no updates when at least I start getting antsy and thinking things might not be going that great.
 

grumbles097

New Member
Jan 19, 2020
9
1
I liked MIST even though it took a few years to complete, I don't think the timeline is anything to complain about here. My only complaint about Covenant of Morn is that I cant get the hang of the fishing mini game lol
 

MrDianhelo

Member
Aug 6, 2024
142
466
People on this site hate the little bit of soft femdom at the start
People on this site? or just people in general? The truth is that the game is on a negative trend in patreon since it came out and it is just getting worse.

1748196537035.png

From a peak of 900 patreons with Mist to about 455 patreons now with this new one, I think it is clear people didnt like this game as much from the start. Initially the dev refused to change what people didnt like about the game, listening to the usual cheerleaders here, he went with his "vision" and ignored all feedback, like he was a god who could do no wrong :LOL:

Then last year, when it was clear the game was going downhill, he was trying to "fix" it, well too late lol, everyone already had an idea of what the game was. Hell, now he even wants to make a poll to change the color of the MC.... in 2025, when that shit was being talked about in 2023 lol. it doesnt matter anymore, everyone who hated it put the game on ignore years ago.

Anyway, if the game were doing great, the dev wouldnt even think about making changes and would be all about positivity and stuff, ignore the haters ya know, and people wouldnt care about "negative" comments on this site (which is just people expressing criticism, something normal on a forum)

The real problem is the money, and I dont think thats going to change. Turns out that when you are arrogant and just go "if you dont like it dont play it"...... well, they not going to play it or pay for it either :ROFLMAO::ROFLMAO: weird.gif
 

Cogiworth

Newbie
Jan 14, 2023
28
32
I don't really know what it is with this game, but it is hard believing the person who made Mist made this. I don't actually think it is the femdom aspects but the characters themselves just don't feel right. Compared to Mist which had great characters for it's setting and actually seemed somewhat believable all things considered.

Mist felt like a fight for survival and bonds forming because of what had happened. In Morn you get revived as a slave immediately and have no idea what happened before. Are you about to get betrayed? Betrayal seems like a core event in several backstories so are you supposed to trust these people that know MUCH more then you? Just seems like a step forward in storytelling but somehow it led to tripping down a flight of stairs. Still hopeful that something good will come from this but moving away from a grounded story really hurt the story IMO.
 
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colobancuz

Member
Aug 11, 2019
493
1,222
Status Report_02.jpg
It's fun! | Status Report #02

Since my last status report, I got a ton of content developed—and managed to get really sick for a week. Let me tell you what I managed to get done.
Covenant of Morn:
In the last report, I told you about me deciding to do an overhaul of the story for CoM. After I communicated it, I sat down and started planning.
Writing the new plot, refining it, and breaking it down into scenes and gameplay changes—I did that for a few days until I was satisfied with the changes and the level of detail I managed. I now know how I want to approach the overhaul, but have also left enough gaps that I still need to fill in on the go. Either way, I'm now ready to start working on it, but I decided not to do that immediately.
Side Project:
After finalizing the planning, I put down Covenant of Morn, realizing that it would take a long time to get all of it done—and that I wanted something to be released a bit sooner than that. So I shifted my focus and realized the next thing I want to publish is the first release of the side project. So I sat down and worked on it.
Starting a new game is always a daunting task for me. I want to work on one thing, but the moment you sit down to get it done, you realize you need to do a hundred others first.
Something as simple as: “I want to make the graphical elements for the user interface,” becomes a huge thing when you realize you need to find a design philosophy for the entire UI to keep things consistent. You have to actually finalize the game’s core mechanics so they can be represented in the UI, and figure out new code to actually represent those mechanics.
Every step is heavy and slow, like I’m stuck in a swamp—but the scenery is beautiful, and the trip is incredibly fun, so I stick with it. I enjoy every single problem coming my way, making decision after decision, shaping the game’s future.
  • THE USER INTERFACE is pretty much a done deal. Just some of the code still needs to be finalized and connected to the corresponding systems in the game.
  • I finished the two main LOCATIONS and made an additional one for the game. You can see it above.
  • I spent a few days scouring the web for fitting MUSIC, which is already playing in the game.
  • I made a pose library with different poses and expressions, and finished posing, rendering, and coding the SPRITES for this game. I even did something I never did before in a game: the girl has DIFFERENT OUTFITS.
  • I finished the CHARACTER MODELS, optimized them for the game, and added important details that I won’t reveal here—but that were a bit more tricky to figure out.
  • I finalized and implemented the MINIGAME into the actual gameflow so you can play it for real—including the full skill tree.
  • I started writing the actual DIALOGUE, combining it with renders and VFX and music, and started on the first actually playable minutes.
  • I added SOUND EFFECTS to the game.
  • Made the first ANIMATION that plays in the prologue.
  • I finalized some CORE MECHANICS and started making all the connections in the code. Between interfaces and interactions and buttons and whatever—this takes some time.
  • I made the NAVIGATION SYSTEM so you can switch between places, with day and night switches and characters that change their activities and where they chill accordingly.
  • I coded the ingame menu, the JOURNAL, featuring a simple quest log and some other functionality.
And there’s probably even more I’m forgetting to mention. I’m pretty certain of it—not even mentioning all the bug fixing and troubleshooting and whatever else the code throws at me along the way. The game is making progress very quickly.
This early development is always a blast, and I get really absorbed in it—so much that I kinda forget everything else and pull crazy hours because I can’t stop. And then I get sick. This always happens to me. After a period of intense concentration, my body just shuts down for a while.
Last week, I spent in bed, just moaning and groaning and feeling like shit. But hey, I’m fully recovered now and will start working on the game again. I’m incredibly happy with the progress—and even more so with the result—but I’m still not saying when exactly you’ll get your hands on it. Only that I’m working on it full throttle and it is so much fun!
Have a nice week, everyone!
 
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