Salami Pasta

Member
Apr 4, 2020
162
503
Fun game, though wish there was more content.
Corporate politics was interesting.
Kids were also fun to read through.

Didn't like the default textbox, made a small mod for myself. Maybe someone else finds it useful.
(SHA256: 297ACE8C9B86921A9DB37E723751840D88638FC0E094CE2635B2548977B8193D)
For game v1.1.5 only.
Screenshot_8.png Screenshot_4.png
 
Last edited:

fried

Almost
Moderator
Donor
Nov 11, 2017
2,311
6,074
Fun game, though wish there was more content.
Corporate politics was interesting.
Kids were also fun to read through.

Didn't like the default textbox, made a small mod for myself. Maybe someone else finds it useful.
(SHA256: 94618C6A240DE0D54DBDCBC9544D8AADA05B873F1EE36DF9F8B750196F78C89A)
View attachment 772757
This is now linked from the OP under "Extras" - if you make updates for future game versions, feel free to use the Report function in your post and request a re-link (if needed).
 

eightypercent

Member
Apr 2, 2020
430
695
I live in the Southern United States. Right now my attic is like 120 degrees Fahrenheit. I fucking dare them to go up there looking for anything. :D

*I forgot to mention, it's full of blown in fiberglass insulation. When we bought this house I made the mistake of going up there once in the summer to run some networking cable. You get in there, immediately start sweating, and then the fiberglass sticks to your wet body and you itch for days. I vowed to never again go in there. :p
Fiberglass is considered carcegenic (particles in lungs) so when you are feeling brave, get a good full mask and start to remove that shit.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
13,531
31,602
I wish I had a hobby paying me over a 1000 bucks a month;)
Well, just have to make something people care about. Though keep in mind, there is a huge investment to go along with it, from expensive hardware to make the process go smoothly, to assets we don't know how to make ourselves yet. It can be a rewarding hobby, but it can also be an expensive one as well.
 

BeastMaster59

Well-Known Member
Jun 12, 2017
1,205
4,162
No one is stopping you from trying. :whistle:
Believe me I would love to, maybe I could even make good money with a remake of old C64 Games with some Tits & Ass in them, and after I made enough money, I could upgrade my C64 into an Amiga.....
Damn, I seem to be getting some good money making Ideas....:p
You don't have permission to view the spoiler content. Log in or register now.
 

FrankFurters

Newbie
May 13, 2018
90
208
Believe me I would love to, maybe I could even make good money with a remake of old C64 Games with some Tits & Ass in them, and after I made enough money, I could upgrade my C64 into an Amiga.....
Damn, I seem to be getting some good money making Ideas....:p
You seem to get it from this response, but I'm amazed at how many people who are on these boards don't know the difference between revenue, expense, and profit. Between buying assets and buying/upgrading/operating computers, plenty of the hobbyists who make these games are likely in the hole for a while. For U.S. or Euro based creators, $1000 a month in revenue before expenses isn't that much money at all and I wouldn't be surprised if early on it didn't even get up to some States minimum wages when breaking down net revenue per hour of labor. Even though this is porn, it's also skilled labor considering the art/coding that goes into it - so I think that many of the hobby folks are likely doing this for intrinsic motivators since short term you could likely make more cash just taking a second job.

...but nonetheless, every thread that doesn't have giant weekly updates has at least one 'business expert' complaining about how someone is getting obscenely rich grossing $5000-$15,000 a year on a side gig. I just can't wait to see a pic of Ianva's new sports car from this month's take. :rolleyes:

I get venting at someone pulling $10000+ a month and lying about update progress, but this ain't that, and it's often not.
 
Last edited:

BeastMaster59

Well-Known Member
Jun 12, 2017
1,205
4,162
You seem to get it from this response, but I'm amazed at how many people who are on these boards don't know the difference between revenue, expense, and profit. Between buying assets and buying/upgrading/operating computers, plenty of the hobbyists who make these games are likely in the hole for a while. For U.S. or Euro based creators, $1000 a month in revenue before expenses isn't that much money at all and I wouldn't be surprised if early on it didn't even get up to some States minimum wages when breaking down net revenue per hour of labor. Even though this is porn, it's also skilled labor considering the art/coding that goes into it - so I think that many of the hobby folks are likely doing this for intrinsic motivators since short term you could likely make more cash just taking a second job.

...but nonetheless, every thread that doesn't have giant weekly updates has at least one 'business expert' complaining about how someone is getting obscenely rich grossing $5000-$15,000 a year on a side gig. I just can't wait to see a pic of Ianva new sports car from this month's take. :rolleyes:

I get venting at someone pulling $10000+ a month and lying about update progress, but this ain't that, and it's often not.
Well I can tell you this also, that there are devs out there with a notebook with 8 GB of memory etc, and only received maybe between 200-300$ Patreon support, but are able to bring out a monthly update without any problems, so if someone says he has a full time job, health, family etc. then I will be the last one to say anything against anybody taking to long for a game, but for me as a computer technician since the early 80's, I upgrade my 4 Sopranos to the newest hardware every 2 years an that doesn't cost me more than 6000-7000 dollars being the graphic card and Prozessor.
So me not knowing the exact specs that you need to produce a game I will leave it to the other devs to give some info on that.
Just my thoughts, and my Respects go out to the devs producing these games on a 800$ discount Computer.
 

FrankFurters

Newbie
May 13, 2018
90
208
Well I can tell you this also, that there are devs out there with a notebook with 8 GB of memory etc, and only received maybe between 200-300$ Patreon support, but are able to bring out a monthly update without any problems, so if someone says he has a full time job, health, family etc. then I will be the last one to say anything against anybody taking to long for a game, but for me as a computer technician since the early 80's, I upgrade my 4 Sopranos to the newest hardware every 2 years an that doesn't cost me more than 6000-7000 dollars being the graphic card and Prozessor.
So me not knowing the exact specs that you need to produce a game I will leave it to the other devs to give some info on that.
Just my thoughts, and my Respects go out to the devs producing these games on a 800$ discount Computer.
I have a business degree, so I'm comfortable talking about gross/net, ROI, etc, etc, etc, but I have little idea where the time sinks are for creators, so I can't really speak to it. I've downloaded Honey Select/DAZ and found that Daz has a significantly harsher learning curve and creation time would be much greater if I could manage even getting it running right. I gave up pretty quickly on that, while I was able to get through HS1 pretty quickly without any guides or manuals.

Some devs keep it simple and churn out content. Others spend lots of time cleaning up rendered pics in Photoshop and update less often. Some add in animations, some stick with pics. Some have branching stories, some keep a VN on one storyline. Some spend 20 hours a month on the project and some spend 60 (pulling numbers out of my ass). Sandbox and VN and on and on. There are likely plenty of time inputs and required skill sets I haven't even heard about.

Paetron is voluntary support of the dev and not a pay for product model. All I ask for when I'm supporting someone is transparency and communication. I also tend to spend my money on projects that aren't bringing in as much as others and I pull the support if the dev stops communicating regularly. Other than that, I don't spend much time worrying about how other people spend their money.

When a Dev is pulling six figures, presents the game as a consumer product and sets deadlines, I'd expect those deadlines met if I was a funder (Mr. Dots/ICSTOR), but otherwise it's tossing some bucks to someone who's working on a small project to try to help them offset costs and maybe make it worth their time.

Someone with some knowledge on how long it takes to make a scene with various inputs around engine/render quality/etc might be able to give more information about how much labor (in hours) goes into it. I just don't have any idea.
 
Last edited:

Maviarab

Conversation Conqueror
Jul 12, 2020
7,459
16,296
Someone with some knowledge on how long it takes to make a scene with various inputs around engine/render quality/etc might be able to give more information about how much labor (in hours) goes into it. I just don't have any idea.
An initial scene can take some hours to set up...pose correctly, camera, light correctly etc etc. Then however long it takes to render (hardware sufficing). The saving grace is that once a scene is set, it can be saved complete....so should require that scene again (say a bedroom) it can be fully loaded within seconds, then all you need to do is change camera and lighting angles etc...repose figures. Figures can also be saved fully clothed etc to save doing every single time. There are lots of time-saving tricks.

It is however even with knowledge, not a quick process (pre bought figure poses are much quicker and easier than posing yourself, that's another artform) but the main bulk of the time is in the rendering. I'd love to create my own but time and my own current hardware specs would maybe allow up to 5 renders a day of say this games quality. People would either moan at me for small regular updates or whine at me for an update every few months. Seems dev's can't win around here at times lol.
 

BeastMaster59

Well-Known Member
Jun 12, 2017
1,205
4,162
An initial scene can take some hours to set up...pose correctly, camera, light correctly etc etc. Then however long it takes to render (hardware sufficing). The saving grace is that once a scene is set, it can be saved complete....so should require that scene again (say a bedroom) it can be fully loaded within seconds, then all you need to do is change camera and lighting angles etc...repose figures. Figures can also be saved fully clothed etc to save doing every single time. There are lots of time-saving tricks.

It is however even with knowledge, not a quick process (pre bought figure poses are much quicker and easier than posing yourself, that's another artform) but the main bulk of the time is in the rendering. I'd love to create my own but time and my own current hardware specs would maybe allow up to 5 renders a day of say this games quality. People would either moan at me for small regular updates or whine at me for an update every few months. Seems dev's can't win around here at times lol.
Thanks for the Insight on making these games....Life can be a bitch, I got four PC`s at my home office with newest hardware, but don`t have the knowledge in making games....
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
13,531
31,602
An initial scene can take some hours to set up...pose correctly, camera, light correctly etc etc. Then however long it takes to render (hardware sufficing). The saving grace is that once a scene is set, it can be saved complete....so should require that scene again (say a bedroom) it can be fully loaded within seconds, then all you need to do is change camera and lighting angles etc...repose figures. Figures can also be saved fully clothed etc to save doing every single time. There are lots of time-saving tricks.

It is however even with knowledge, not a quick process (pre bought figure poses are much quicker and easier than posing yourself, that's another artform) but the main bulk of the time is in the rendering. I'd love to create my own but time and my own current hardware specs would maybe allow up to 5 renders a day of say this games quality. People would either moan at me for small regular updates or whine at me for an update every few months. Seems dev's can't win around here at times lol.
I don't know about you, but for me, just opening any scene can take anywhere from 5 - 20 min or more. But then, I can't afford to have my daz library on an SSD.
 

Maviarab

Conversation Conqueror
Jul 12, 2020
7,459
16,296
Thanks for the Insight on making these games....Life can be a bitch, I got four PC`s at my home office with newest hardware, but don`t have the knowledge in making games....
No to offend, but new hardware means little. I run 2 1080GTX's but I suffer with not enough ram and have a CPU bottleneck. Rendering in Daz if using Iray requires incredibly good cards if you wish to make use of it adequately. Can you run it on anything? pretty much sure as TheDevian stated his times for just opening a scene.

You want to run it well and have fast quality renders/animations? Then you some need very good hardware specifically for the job. Ideally, 2 or 3 machines as such so as with the likes of say DPC, you can be contantly rendering queued up jobs.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
13,531
31,602
No to offend, but new hardware means little. I run 2 1080GTX's but I suffer with not enough ram and have a CPU bottleneck. Rendering in Daz if using Iray requires incredibly good cards if you wish to make use of it adequately. Can you run it on anything? pretty much sure as TheDevian stated his times for just opening a scene.

You want to run it well and have fast quality renders/animations? Then you some need very good hardware specifically for the job. Ideally, 2 or 3 machines as such so as with the likes of say DPC, you can be contantly rendering queued up jobs.
The worst part is that I have a good machine, I run a Ryzen7, 64gig, and a 2080 gt with 11gig on my main pc, and it's still brutal AF. More than one PC is critical to do anything at a decent rate, and no matter what you do, or how many machines you run (or how high your power bill is), there will always be someone complaining that you are not going fast enough and that you are just milking.

My 2nd machine, it has a 970, and it takes over an hour to render something (using gpu and cpu) that would take my main pc about 10 min or less, just one object in an empty scene 2K. Rendering 1 3D cgi is way harder than even rendering full 1080p video.

Then you have the learning curve for the programs, lighting, animation, and so on...
Do you want to make your own assets, or buy them? That is another level of involvement or expense.

Even using Honey Select or one of the other Illusion engines, it's not as easy as most people tend to think, at least not if you want something more than the usual derivative incest story with the same base models and locations that everyone else uses.
 

fried

Almost
Moderator
Donor
Nov 11, 2017
2,311
6,074
What an interesting subtopic, on which I would have a number of points to potentially contribute ... if it was in the "Programming, Development & Art" subforum or others more appropriate than a "Dr. Amana, Sexual Therapist" game thread.

Just a friendly FYI !
 
4.40 star(s) 78 Votes