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Others Crisis Point: Extinction [v0.47] [Anon42]

4.70 star(s) 32 Votes

Syokusyu

Member
Donor
Aug 7, 2017
417
1,476
The one part I'm replying to. Funny how you ignore my very valid point of every dev journal we've gotten over the past year showcasing exactly what they've been doing, instead of adding fappable material. It's like...a game requires 10 times the coding than you think to make the one feature you want work! As we've seen with the updates to the gallery just trying to add the BE and three-ways into it. And the number of bugs it introduces. But that's all just "milking patreon" isn't it.
he literally used every excuse in the patreon milking game dev guide yeah.
you can probably get multiple bingos if not fill the entire sheet.
bingo.jpg
 

JoeTermin

Member
Dec 24, 2017
224
1,117
You almost had a valid point but let's do some math. Once again, this game has been in development for eight years!
  • 100,000+ lines of code = an average of 34 lines of code written per day.
  • 15,000 sprites - This would be impressive if it was really challenging to create 5 pixel sprites in a day.
  • 1000 sound files = 125 sound files per year of development.
Incidentally, any programmer/software engineer who can't write at least a hundred lines of code in a day really sucks at his job.
So you are counting vacation and week-ends as normal days of work, I see. You would be a great manager. You are also assuming the dev never deleted any line of code, has a full HR department managing his company, started with 10 years of experience in GameMaker development, etc. and does all of that for half the US average salary of a game dev. Yeah because if you think 5000 USD/month is a lot in reality this would be considered severe underpayment even for a junior:

1708877266024.png


Incidentally, any programmer/software engineer who can't write at least a hundred lines of code in a day really sucks at his job.

Yeah please write your video game then. Since you write 3x more code than Anon42, you'll take only 2 years then you can milk these Patreon supporters yourself! For half the salary of a game dev, and while also having to draw 5 sprites/day! /s

Seriously. The part you're missing is that maybe you write 100 lines of code per day, but those are not the final production lines of code. Out of these 100 lines you write, maybe 10 will end up in the final binary. Because most days, you write 100 lines, then the next day you'll delete 90 of these lines and rewrite them. By your logic, a programmer that spends 2 days debugging the code and end up fixing 1 line of code, is a very bad programmer, because he touched only 1 line of code. But a Javascript/HTML programmer that uses tons of tags and unnecessary comments his code, can probably reach 10,000 lines a day, wow such good job.

Anyway. I thought it would be obvious that 100,000 lines of code is an absolutely insane amount of code for a indie H-game but if it's not, let me tell you, I modded this game, I worked with its code, I can tell you it is an insane piece of software, most people think of the art/sprites, but here probably half of the total work in the whole project has been spent into code. I'll reiterate my previous statement, but it's a miracle this dev hasn't burned out earlier.
 

Enigmanic

Active Member
Nov 4, 2019
573
731
So you are counting vacation and week-ends as normal days of work, I see. You would be a great manager. You are also assuming the dev never deleted any line of code, has a full HR department managing his company, started with 10 years of experience in GameMaker development, etc. and does all of that for half the US average salary of a game dev. Yeah because if you think 5000 USD/month is a lot in reality this would be considered severe underpayment even for a junior:

View attachment 3385331





Yeah please write your video game then. Since you write 3x more code than Anon42, you'll take only 2 years then you can milk these Patreon supporters yourself! For half the salary of a game dev, and while also having to draw 5 sprites/day! /s

Seriously. The part you're missing is that maybe you write 100 lines of code per day, but those are not the final production lines of code. Out of these 100 lines you write, maybe 10 will end up in the final binary. Because most days, you write 100 lines, then the next day you'll delete 90 of these lines and rewrite them. By your logic, a programmer that spends 2 days debugging the code and end up fixing 1 line of code, is a very bad programmer, because he touched only 1 line of code. But a Javascript/HTML programmer that uses tons of tags and unnecessary comments his code, can probably reach 10,000 lines a day, wow such good job.

Anyway. I thought it would be obvious that 100,000 lines of code is an absolutely insane amount of code for a indie H-game but if it's not, let me tell you, I modded this game, I worked with its code, I can tell you it is an insane piece of software, most people think of the art/sprites, but here probably half of the total work in the whole project has been spent into code. I'll reiterate my previous statement, but it's a miracle this dev hasn't burned out earlier.
I am well aware of the salaries of software engineers. I also understand the difference between someone in the US getting $5000 a month versus someone from say, Russia or Ukraine getting $5000 a month. BTW, I happen to be certified for IT Support and I've been using computers for four decades. Another thing, I was six years old when they taught me how to program in BASIC. I'm also highly proficient in photo and video editing. Finally, I've been making mods for video games for over ten years.
Now would you like to post your resume?

100,000 lines of code written and revised in eight years and you think that is a lot? It shows you know nothing about computer programming. When I was a child in elementary school I was writing programs in BASIC that required me to write and test dozens of lines of code in a day. Are you telling me that a full-grown adult capable of making an indie video game is incapable of writing and testing more than 50 lines of code in a day?
 

JoeTermin

Member
Dec 24, 2017
224
1,117
I am well aware of the salaries of software engineers. I also understand the difference between someone in the US getting $5000 a month versus someone from say, Russia or Ukraine getting $5000 a month. BTW, I happen to be certified for IT Support and I've been using computers for four decades. Another thing, I was six years old when they taught me how to program in BASIC. I'm also highly proficient in photo and video editing. Finally, I've been making mods for video games for over ten years.
Now would you like to post your resume?

100,000 lines of code written and revised in eight years and you think that is a lot? It shows you know nothing about computer programming. When I was a child in elementary school I was writing programs in BASIC that required me to write and test dozens of lines of code in a day. Are you telling me that a full-grown adult capable of making an indie video game is incapable of writing and testing more than 50 lines of code in a day?
Bro I literally reverse-engineered CPE and wrote the NonCon mod linked on the main post of this thread. I'll stop arguing with you now, you are getting far too aggressive. Besides I respect your experience in IT support but it has nothing to do with game development. I am sorry to say, you are dead wrong on your programming stances and Anon42 is an objectively exceptional developer, whom you are accusing extremely unfairly. If you don't believe me fine, but just writing this for other people.
 

Enigmanic

Active Member
Nov 4, 2019
573
731
Bro I literally reverse-engineered CPE and wrote the NonCon mod linked on the main post of this thread. I'll stop arguing with you now, you are getting far too aggressive. Besides I respect your experience in IT support but it has nothing to do with game development. I am sorry to say, you are dead wrong on your programming stances and Anon42 is an objectively exceptional developer, whom you are accusing extremely unfairly. If you don't believe me fine, but just writing this for other people.
Thank you and I acknowledge your qualifications. My position stands, it doesn't take eight years to write that much code.
 

g659039

Member
Apr 10, 2018
347
509
I wonder why humble developers don't use visual scripting. Performance for a small game is close to regular code. I've never written a working program myself, but I managed to create a full-fledged game in Unreal.
Not to mention ready-made systems available for purchase in the marketplace. A game of this type could be created in a few weeks (except for graphics and sounds etc.)...
 

NoMoreParanoia

New Member
Nov 26, 2018
10
52
Meh, let 'em hate. Some of us really value the content that's already here and the potential this game has. I knew it was something special the first time I played it a few years ago; been following with the proper ratio of excitement and patience ever since. For the rest, there's a big internet out there full of other porn. Keep some perspective and stop going on long whining pedantic diatribes like teenagers, jesus.

Can't worry about the haters; if you achieved perfection, people would still find something to bitch about. Some people you can't please, don't even waste the brain cycles.

That goes double for those of us with ADHD; lot of people will never understand what it's like without experiencing it themselves...which they never will, cause they don't have it, so there's no fixing that. Been going though my own life transition with this, uncannily close to yours Anon42. Seeing your candid conversations about your own struggles actually helped me blueprint and get my own plan together. We've gotta "do it our own way"; if anything else was gonna work, it wouldn't be a disorder, now would it?

Personal aside--and I wouldn't discuss this on an open forum, but you want us to know about your neurodivergence or you wouldn't talk about it, and that's a good decision, because it is relevant to your life and workflow and you have no reason to hide it and no reason to apologize--you might want to look into Delayed Sleep-Wake Phase Disorder, sometimes called Delayed Sleep Phase Syndrome. I have it, your symptoms are consistent, it's extremely common in ADHD people, and I'm telling you because I would never have known about it or how to treat it if I didn't see it discussed by someone else so, paying it forward.

Short version: this is an excellent game, excellently delivered so far, considering everything; and to say otherwise with what's been delivered makes you look like a smoothbrain and a whiner. Keep it comin' and we'll keep enjoying it Anon42.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone, welcome to another CPE development update! This week continues the trend from last week of having good news all around; my productivity has been improving rapidly, and I'm feeling really good about things!



Before we get into the work we've done these past few weeks, I want to start by letting you all know that me and Orexius decided about a week ago that we're going to be keeping a public, daily development log of all the work we do for CPE! Because it's a thing we'll be constantly updating, we've decided to host it in a separate channel on our Discord server, for ease of access; for those of you who AREN'T in the discord server though, I plan on grabbing screenshots of our posts once a week and posting them on here, so we have more consistent updates that DON'T take a bunch of work for me to write. (I think I've talked about it before, but dev blogs like the one you're reading now can often take me a few hours to write and collect assets for (like screenshots and videos), so they're a decently big undertaking, which is why I don't do them more frequently.)

In any case, if keeping up with our work on the daily sounds good to you, you can find it in our discord server now! It's been about a week since we started, so let's start the rest of the post off with those screenshots:

Daily Updates 1-3.10.2024.png
Daily Updates 2-3.10.2024.png

As you can see, we had a pretty good week! Admittedly, the two weeks before this one weren't the most productive ever, but there was still steady progress - and thanks to the daily updates channel, I managed to be more productive this week than I have in a while. I think it's a mix of the extra accountability (which is kind of filling the role that streaming used to), plus the positive motivation from folks being able to see/comment/react to the work, is REALLY making a huge difference for my silly ADHD brain. I honestly wish I had started doing this a while ago, but I really think this is what I've been needing, so I hope you're as excited as I am to see how the rest of 2024 goes for us!



Enough babbling about the method, though. The two main things I focused on this last week were the cutscene improvements and gallery, and importing Alicia's new, recolor-ready assets. BOTH of those things are also complete now! Every cutscene in the game has been updated to include camera motion and dynamic zooms, giving them some much-needed life. To make the process easier, I decided to focus on finishing the cutscene gallery first, so scenes would be rewatchable much more easily, which I finished doing at the start of this week. Technically, the intro cutscene doesn't work properly in the cutscene gallery yet, since it functions a bit differently from the other scenes, but I don't expect it to be a difficult fix.



Aside from that, the other major thing I worked on was importing all of Alicia's recolor-ready assets. It might sound like an easy process, but there were a number of inconsistencies with the in-engine assets that I had in CPE, compared to the assets Orex had for importing - so even though it was a fairly easy process, it was very time-consuming and tedious, with a lot of back and forth between the two of us. Thankfully though, the process is done: Alicia's sprites are now fully recolorable, including gameplay animations, cutscene animations, AND every H-scene in the game! There's even a surprise in there, a major update to the normal (non-BE) Warped Soldier H-scene! It's now one of the best animated scenes in the game, if you ask me, Orex really did an amazing job on it. The only thing left for Alicia's recoloring system is to actually add more color palettes, and to add an in-game menu for selecting a palette. I plan on adding that menu to the Save Point menu, next to the Save and Warp options.

For v0.47 specifically, I think what we're going to do for recolors is to add color schemes based off of all the NPCs in the game (like Birch, Rodriguez, etc), which you'll unlock as you meet them. Eventually, we want to support custom color schemes, but we'll need a bit more time to make that happen so it won't be in this update.



So that's what I got up to this past week, and I'm feeling really good about it! With those things all finished, v0.47 is on track to be finally released in March. The only things remaining are the recolors menu, the new trigger type, changing gun design based on which trigger you have equipped, and updating the HUD design (which might need to wait until v0.48 unfortunately, Puffernutter does our UI design but she's going on a family trip soon so she might not be able to finish it in time). None of that is particularly difficult work, so my goal right now is to finish and release the update by March 21st (if you know you know), meaning this should be the last dev blog before the update is in your hands!

I've said it before, but try to go into v0.47 with expectations tempered; this update is not a year's worth of content, as much as I wish it was. I'm not going to painstakingly go over all the reasons why that is, I've done that plenty in our dev logs, I just feel the need to say it one more time as v0.47 development draws to a close.


And that's it for today! I'll keep the outro brief, but seriously, thank you so much to everyone who has kept rooting for us this whole time. You guys are the reason I haven't given up. I can feel in my heart of hearts that something is different this time; I really do think we're turning a major corner in development right now, and I can't wait to see what the rest of 2024 has in store for us! Thanks for reading, everyone - and with any luck, we'll see you sometime in the next few weeks for the v0.47 release!
 

Polyushko

Newbie
Jun 12, 2017
41
71
I remember that the early stages of this game had a Kevin McLeod's music. Can someone tell me which one? Thanks.
 

wat?!

New Member
Jan 8, 2020
2
4
90% of F95 threads contain the same discussion, over and over again, aren't you tired of it?
Being an h-content creator sucks. The depression rate is at least 10 times higher than that of SFW artists.
I struggle with this myself, and honestly, constantly whining about milking the patreons won't make those patreons stop paying nor make such developers start creating their games faster.
I always think the same thing. Like, if you have an industry where almost all projects stall, it seems pretty obiously the case there's some systemic problem. But every thread is full of people who somehow never get bored of accusing every dev of some deep moral failure.
Shit, 95% of all businesses fail in the first 5 years. That stat alone makes it totally unsurprising that so many games get abandoned. This question doesn't need threads full of gossiping bitches trying to determine exactly what personal moral failure caused the company to stop working. They're all doomed from the beginning, the surpising thing is that anything ever gets finished.
 

AlexFrol

New Member
Jul 19, 2022
3
0
Can't quite figure out on how to grab ledges in this game, or get through the deep soil area, any tips on where I should look?
 
4.70 star(s) 32 Votes