People are full of piss and vinegar when they first start because the idea is fresh and they're pumped to make it a reality. And then the tedious part of learning how to code and making all the assets and constantly bug testing and fixing starts to set in the reality of what you signed up for and you realize as a single person that it is an absolute fuck ton of work and it drains you mentally. Changing it to a VN is such a lazy cop out though, you might as well do something completely different entirely. Even then making something in renpy, depending on how complex you want it, can be just as draining and tedious if hes expecting it to be easier.... Sounds like someone simply doesn't have what it takes to see his projects through to the end.
Why bother starting them, then? I'll never understand this.
No you know what I wrote a wall of text explaining my situation but I'm just tired. I'm sorry i dissapointed all of you, I really am. I dissapointed myself. But I at least do want to make SOMETHING out of all the characters and artwork I've acquired something i can actually reasonably finish. I hope you all understand that this isn't a decision I've taken lightly or it's soemthing I would have already done a year ago. A lot happened since I started this project. And my financial situation is precarious at best. Also some of your criticisms really are justified. Twice now I've tried to make a game with a very large scope and twice now I've failed. Rather than simply denegrate me for that. Please understand I simply can no longer afford to dedicate the sheer time required for a game with the kind of scope the og cod had. Here's some random brainsplurge on my plans moving forward. If you haven't completely lost faith in me I'd honestly appreciate your feedback. I know it won't be the game I promised. But I'd still like to make a game that you enjoy.People are full of piss and vinegar when they first start because the idea is fresh and they're pumped to make it a reality. And then the tedious part of learning how to code and making all the assets and constantly bug testing and fixing starts to set in the reality of what you signed up for and you realize as a single person that it is an absolute fuck ton of work and it drains you mentally. Changing it to a VN is such a lazy cop out though, you might as well do something completely different entirely. Even then making something in renpy, depending on how complex you want it, can be just as draining and tedious if hes expecting it to be easier.
I get where the frustration comes from as a solo developer, but I'm merely pointing out that people just starting out never realize the scope of the project they're working on and just want to strike while the iron is hot, there is nothing wrong with that. All I'm saying is that theres an expectation for the project now and if you were to downsize it to a VN then the target audience changes because people looking for an interactive RPG are probably not gonna stick around for a kinetic visual novel. You could put this project on hiatus and work on something completely different if you wanted to and attract a different audience while still having this project to come back to later on if time and money permit it.But sure I'm lazy I guess .. I haven't had a day off work in 2 years ..
Unfortunatly that's not something I can really afford to do. I can't NOT use the art assets I have and continue development. But I understand where you are coming from. If my financial situation changes it's not like CoD is the only good story I can ever think of. I understand that I will lose some people who really wanted what I was making and all I can say is I'd love to be able to deliver that but I can't. I had 20 years of my life and the security it provided go up in smoke. And I can't just sink another 20 years in and even if I do it won't be the same as when I was young. The world and the circumstances I'm in just aren't the same.I get where the frustration comes from as a solo developer, but I'm merely pointing out that people just starting out never realize the scope of the project they're working on and just want to strike while the iron is hot, there is nothing wrong with that. All I'm saying is that theres an expectation for the project now and if you were to downsize it to a VN then the target audience changes because people looking for an interactive RPG are probably not gonna stick around for a kinetic visual novel. You could put this project on hiatus and work on something completely different if you wanted to and attract a different audience while still having this project to come back to later on if time and money permit it.
Also my point was that making a VN doesn't make it an easier task, just a different one. There's still a lot going on under the hood and unless you want to simplify it to the point where choices don't matter then you'll probably need to look up fuck tons of tutorials to do things like adding python blocks or even just adding simple things like animations. You'll still be writing thousands of lines in renpy script, keeping track of values, trouble shooting errors that shouldn't break the game but are, etc, so it sounds like an easier task but its still tedious all the same. You do you, man, it's your project, but don't think that making it into a VN is going to make things easier.
I can tell you from experience in using renpy and having a friend that is currently doing a really big project in renpy is that the scope of what you're describing is still really gargantuan. Assuming I'm picking up what you're putting down, to have different dialogues based on morality alignment alone would mean you would, in an ideal situation, end up having a set of positive dialogue and negative dialogue and if you were to be thorough with it a third set of neutral dialogue. That's already 2 or 3 times the work you would normally have to do in a normal kinetic based visual novel style. This is on top of having a tracker for specifically morality value in order to determine that and the range of what dictates a positive and negative morality and where the neutral lay. This would also mean attaching morality modifiers to all sorts of dialogue options in order to give players a chance to move up and down the values. If you were to take that a step further and have characters have a preference on morality then well, its just adding more complications to the whole thing.I'd be more than interested in your feedback on the idea.
I think cutting out patreon and substar is just shooting yourself in the foot. If you're looking to see a project through and also try to stay afloat, have you considered just pumping out general content as well? Like, your art style is good and nice to look at and you could probably attract an audience for it with stand alone images or even a comic or two. Anything to give content to supporters while also pursuing a project on the side. Patreon and substar has never really been a project focused platform but a "support me if you like me" sort of thing so treating it like you HAVE to make a fully fledged product instead of being a content creator and/or artist feels like you're just needlessly limiting yourself. Make some comics, do some pinups, do an animation, put out content people can enjoy paying for without putting so much pressure on yourself by putting all your eggs into a make it or break it basket.Sorry to double post but also in my plans are that there will be no patreon no subscribestar no early access or incentives for at least the first six updates. I will simply post them free for anyone who wishes to play them. After everything I don't want to make any more false promises. This is in the end an experiment. I hope you will play the new version when it comes out. and decide for yourself if you think it's worth your time or not.
Oh believe it or not I plan on keeping on using RPGM. I've seen quite a few good visual novels like tyrant quest use it. And it provides easy to use interfaces for variable tracking. And the mapping interface is already built in so no need to 'click map.' I just won't be using the combat or mapping portions of the engine extensively. But it's nice having them just there for if I ever want to use them. And I'd have to learn renpy from absolute scratch. Plus some of the assetts I plan to use are free only when using the rpm engine. And I think you're right if I already have another choice driven system then adding character morality on top of that is a layer of mess I really don't need. So I'll be taking that advice.Sounds like you wanna do a lot of stuff with click maps and such. Kind of annoying to set up but once you get the hang of it you'll only have to set up the one map with the interactables. Also, the way the player affects the world through their interactions already kind of accomplishes that with the way the dialogue would be modified by which tags are triggered by what so adding the ability to sculpt your player through your actions is already covered by that already, there would probably be no need to add in actual morality values to keep track of if being an asshole, as an example, would cut you off from interacting with a specific branch of the tree and the trigger caused from being an asshole modified what you saw next in the next area you selected. It might not feel like work now but you wont know until you try it. Who knows, you might be absolutely goated with renpy, or you might slowly learn how tedious it is once you start to get into the meat and potatoes of it. Whatever your choice, good luck with it, man.
Also just to touch up on the content bit, I'm also referring to things like fan art and such, let people get to know your personal tastes with comics and pics about whatever franchise you might like or something and pull in some attention from individuals who might share similar tastes and interests. Doesn't have to necessarily be content about CoD to be used for updates and such on the pay sites. Just some food for thought.
Thanks that's honestly appreciated and I hope you'll enjoy what's to come too.hey dev if you can read this...you did an amazing job so far. thanks.