RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
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I really loved the update, and played the game from start all over really love the showerscene with Emily.
She's smokin hot (my opinion) and i really looking forward to more of her and Lupita to offcourse :)
Just to make sure, so I don't miss any off the good stuff.
The only "new" stuff in this update was with Nanami right (2 different outcomes) ?
Thanks again for the update and pls keep doing what you do
That is correct. Our schedule right now is to just add a new scene each update and rotate through the characters. This time it was Nanami, next round will be Monica, then Lupita, etc.

This allows us to develop the stories in parallel and better determine where we want the crossovers to occur later on.

For the beta, we'll do a complete rewrite that does a better job of foreshadowing, crossing over characters, and reinforcing the plot. Right now we are just exploring where each of these character's stories can go. We stick by the mantra, we know the destination, we are just discovering the way.

Thanks for checking out our project!
 
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RomanHume

Sommelier of Pussy & Purveyor of Porn
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Jan 5, 2018
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My bad asking about the console m8, the reason i got curious was because of a missreading I thought you wrote that there were extra scenes with Jane and Nanami for tier 5, and not only a change of wardrobe.
English is not my primary language so there was a little confusion for me when I read it the first time :p
As far as we are concerned there is nothing to apologize for. As programmers we can't blame anyone for being curious, we do that all the time. And if we failed to lock it down tight, that's no one's fault but our own. We may make more efforts to secure some kind of DRM for the final release, but I don't think that will really be necessary.

We believe our Patrons are supporting us because they are fans, not solely for the wardrobe changes.

And for the record, the tier 5 bonus material is only locked during the alpha and beta. Our intent is make the final version the tier 5 version so that all players can enjoy the added material. By then, we'll have a new game with new tier 5 rewards to satisfy our patrons.
 
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RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
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O and btw @RomanHume , the tattoo on Nanami is a really hot complement to her slim frame
We would love to take the credit for that but it was an option on the original daz model we purchased. However, we liked it so much we said, "Yeah, that's hot!" so we kept it.

Most of the change we make to the models are minor modifications to reflect either age, or concept. Nanami's breasts are smaller than what comes on her default model. But we envisioned her as very lean. Like someone who is too busy plotting and playing corporate power games to eat at any time other than a regularly planned meal. It's meant to be a reflection of her personality.
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
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I think this one is worth keepinng an eye on. I eally like it so far.
Thank you for giving our game a shot. We're asking anyone who is willing to leave us an honest review, good or bad, with the expectation that they can always change it later if they feel the game is getting better or worse.

Cheers Mate!
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
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I've had this conversation a million times in lots of different areas, whether it's businesses in general, finance, sport (professional sport), politics, education, gaming, porn, whatever, it's always the same argument, same points and same questions.

So not that I'm feeling exceedingly zealous and confident about my experience and knowledge, but I thought I'd share a little of what I think I know. (the real reason is this is a subject that I find very interesting :p)

Basically, there is no black or white, think of things in this conversation as a rainbow, there are different colours, but no limits between each of them, and differences within them etc.

You could say there are generally two colours for this question (it's an over-simplification but just for the argument); when answering the question "why do this?" :

1. for the money
2. for the passion / interest

Again, no matter the field, from music sales to video gaming, artists creators and producers all share this situation.

Traditionally, "old school" entrepreneurs, creators, artists etc have the reputation of doing the things they do because they love it and are good at it. It's easy to see in video games with companies that very famous today who became popular because they made unique and creative games because they were good at it and loved it (and didn't do it for the money). [cough some are now part of EA Games :XD]

Recently, contemporary developers, artists and so on have more the reputation of doing what they do because it makes them money.

Before, the "old school" devs would do what they love and get rewarded for it, now, they do what gets them money and try to do what they like in the process.

It's simply putting one priority behind the other, or vice versa.

On the topic at hand, on this very question, I can give you tons of examples of Patreon devs / games which fit both categories.

For example, (this is just my opinion) :



Is a good illustration of a game made by someone who loves what he's doing. Very often, a dev will make a game because he or she loves to do that, they'll publish it not to make cash, but because having people enjoy what you created is part of the reward.. Often, because the game is made "with passion", it will be good, but not only that, it will be different from all others, and the people who appreciate it, will appreciate it a lot more.

That's one way you can tell the difference between the two kinds of "colours"; in the first case you will find an original if not unique, creative and good quality product, in the other, you will get something that makes money. So that's either patreon bait incest "peek through the bathroom door to see your mother blah blah" cheap to make easy to steal/re-use work, often bad quality, and widely popular because that's exactly the objective, or, something that has been "thought through" and developed professionally, something mainstream (examples are easier to find in mainstream games if you basically look at all the AAA games that require a lot of money to develop, they're all the same and they all do the same thing.)).


TLDR

Basically, it's a balance between creativity and profit seeking, and over the years, in pretty much all areas of art or busines etc, the balance has been steadily pushing towards profit seeking rather than anything else.

And to answer the person's question who originally started this discussion (I think?) :


The answer is simple (if you forget that things are a matter of degrees and not black and white), would you sell your ass in the street for 20 dollars a month? Would you deal cocain for 200000 a month? You can ask any question like that and it all just depends doesn't it?

Basically there will be devs who are professional and need the money to live off, there are those that heard it's an easy way to make some quick cash and that's all they care about, and there are those who instead of going drinking with friends on saturday night will stay home and code cause that's what they love to do.

The thing is though, and that's my whole point, is that on one end of the spectrum the finished product will be creative and honest, often it will be good if not so polished while on the other it will mainstream stuff that everyone has seen a million times but still sells that's not hard to make and doesn't require much effort.

Not suprisingly, people, whatever their interests, tend to prefer one over the other, as a general thing ..
I am going to respond to this personally and not on behalf our team or project. For me, I always wanted to be either an artist, or a historian. But I was raised very practical and I knew that pursuing either of those professions was going to lead to some lean times and hard roads while I was trying to "make it".

So I did the practical thing and focused on business. My thought was, if I could work a job that paid a strong salary, I could afford to indulge my passions on my free time. But what I never expected was how passionate I would become about business.

So my approach to this project is complicated. One the one hand, I have a vision that I share with my co-devs, but on the other, I have an understanding of marketing that says, my vision may not appeal to everyone. But the artist in me views this intersection as a challenge: What can I make that not only appeals to me, but appeals to our player as well.

In the end, this is our hobby, not our career. But we want it to be successful so that it pays for itself. Hardware and digital models aren't cheap. We know, we're about $1,500 out of pocket already just on Daz assets(and totally worth every dollar). And the artist in me won't settle for mediocre. That is why we've spent so much time learning Daz from scratch and steadily improving our renders and level of detail. (I hate when a scene takes place in a restaurant and the characters are the only people in the scene. By the time we hit beta, I want to fully understand how to use billboards in Daz so that the scene is as real as we can make it).

I like to think we're aiming for that middle ground of player demand and personal artistic vision. When a player says something like, "I'm really into BDSM." and others agree, we step back and say, "Ok, that wasn't part of the vision, but that sounds like a fun challenge and something fascinating to explore. Let's learn more, and see if we can write some good BDSM." Ultimately, taking on these types of challenges will not only teach us something new about the world, but challenge us to become better, stronger writers.

So that is just my two cents. I like the idea of a fusion between solid marketing, knowing your customer, and respecting your abilities, your vision, and the challenge of bringing all of those things together.

I can make the best game in the world, but if no one but me wants to play it, then for me, that diminishes the success.

Great post mate! Cheers!
 
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RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
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so.. finally played 0.7.1
nice renders as usual
View attachment 68820
(tattoo.. nice..)
nice story buildup as usual
looking forward to next update

but @RomanHume do you really intend to increase respect by 2 every sex round with nanami?
I gotta look into this. The loop that manages the sex scene got a last minute re-code because what we were doing before created some odd behavior that was jumping us out too early. It's possible we missed a variable modification in there because we were scrambling to get this update out yesterday. We were already two days behind on the renders and probably skimmed over that bit.

Great catch! And thanks for the heads up. We'll look into it!
 

RomanHume

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Jan 5, 2018
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i know about AatoFL ,i know Kerny, he know me, from LL, i was there from the very beginning :) and i always lurk around in the dark while watching him
( i guess he undertand know XD )

WE have push him to make patreon and else. and i know how motivated he is. thats not his first game, and the others ones, as small as theyr are on his eyes, are still good :)
I mean no offense but I'm not sure what you're talking about here or what the take-away is. Can I get a little more detail?
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
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Well, thanks, I guess, but that doesn't explain much, does it? :(
So the way we've set this game up, is that in dialogue you'll have two options, the nice guy path (the top choice) and the tough guy path(the bottom choice).

So when she tells you to take your pants off, don't do it, that's the nice guy path where you are basically lying down for her. Tell her to stand up, and you'll be taking charge of the situation.

Sometimes there is a third option that lets you shut down the romance altogether if you aren't interested in a character. We've tried to make those choices obvious. Hope that helps.
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
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So we've been busy jamming on the last release and I had kind of fallen behind on the board here. I like to respond to as many people as possible because talking to you all is beneficial to us as developers. So I apologize if I missed any questions or failed to respond.

If you posted a question and didn't get an answer, please reply to this post with your question and I'll be sure to make up for that.

Cheers!
 
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the66

beware, the germans are cumming
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Jan 27, 2017
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So we've been busy jamming on the last release and I had kind of fallen behind on the board here. I like to respond to as many people as possible because talking you all is beneficial to us as developers. So I apologize if I missed any questions or failed to respond.

If you post a question and didn't get an answer, please reply to this post with your question and I'll be sure to make up for that.

Cheers!
nice to have you here
and as i told earlier.. back to work ;)
 
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RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
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nice to have you here
and as i told earlier.. back to work ;)
I am off duty tonight. My man Fecalmancer is writing up Monica's next scene at the moment. He's got some great ideas so it should be good stuff. =)
 
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Scrichta

Newbie
Nov 26, 2017
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I am going to respond to this personally and not on behalf our team or project. For me, I always wanted to be either an artist, or a historian. But I was raised very practical and I knew that pursuing either of those professions was going to lead to some lean times and hard roads while I was trying to "make it".

So I did the practical thing and focused on business. My thought was, if I could work a job that paid a strong salary, I could afford to indulge my passions on my free time. But what I never expected was how passionate I would become about business.

So my approach to this project is complicated. One the one hand, I have a vision that I share with my co-devs, but on the other, I have an understanding of marketing that says, my vision may not appeal to everyone. But the artist in me views this intersection as a challenge: What can I make that not only appeals to me, but appeals to our player as well.

In the end, this is our hobby, not our career. But we want it to be successful so that it pays for itself. Hardware and digital models aren't cheap. We know, we're about $1,500 out of pocket already just on Daz assets(and totally worth every dollar). And the artist in me won't settle for mediocre. That is why we've spent so much time learning Daz from scratch and steadily improving our renders and level of detail. (I hate when a scene takes place in a restaurant and the characters are the only people in the scene. By the time we hit beta, I want to fully understand how to use billboards in Daz so that the scene is as real as we can make it).

I like to think we're aiming for that middle ground of player demand and personal artistic vision. When a player says something like, "I'm really into BDSM." and others agree, we step back and say, "Ok, that wasn't part of the vision, but that sounds like a fun challenge and something fascinating to explore. Let's learn more, and see if we can write some good BDSM." Ultimately, taking on these types of challenges will not only teach us something new about the world, but challenge us to become better, stronger writers.

So that is just my two cents. I like the idea of a fusion between solid marketing, knowing your customer, and respecting your abilities, your vision, and the challenge of bringing all of those things together.

I can make the best game in the world, but if no one but me wants to play it, then for me, that diminishes the success.

Great post mate! Cheers!
thanks for that reply, it is very interesting insight for me !
 
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