I try to be as open and honest with ever stage of development as I can. And of course instead of bitching and whining, people can always address me directly through several different channels. I do my utmost best to reply to every communication that comes my way and give the most honest answers possible.
And I wouldn't say that I hated to code, it's just that by itself it was time consuming and required a tremendous amount of effort. Now I have script I can run that does it all for me. With just a few short notations, entire lines of code get properly written which speeds things up and greatly reduces the possibility for errors (cause if you played my game you'd know typos are my thing...even in my code.)
And I thank you greatly for that support!
Sorry for the misinformation. I didn't share it. Just keep that dick on life support and as soon as I finish the actual update we'll see if we can't revive it for you.
Plus I try to type as fast as I think that inevitably leads to many errors in my code that later have to be debugged out. So having the script write the code based off a short hand notation reduces those errors considerably. Plus it's a platform I can use for future games as well.
I think when one considers most of the summer was spent writing lines of script and dealing with all the fall out from pandemics, etc... I mean to be perfectly fair, we didn't really get to start digging into the Cassie chapter until the second week of September. That's when the first render came out for the chapter. So in about six weeks we created and rendered over 450 images to go along with 8,000 words or so of script.
For a part time project I'm not ashamed of those numbers at all.
I love that aboned is now a thing!
Hey, I was a pirate before I was developer and I don't forget where I come from. My philosophy is that one day pirates may be patrons, so treat everyone like a valued player. Besides, some of the best ideas for my game came from pirates on this thread.
I appreciate the vote of confidence though. Hopefully the final numbers in this next release will speak for themselves.
Right....but my rebuilt code is done and there's nothing else I'm looking to add to it. It has all the features I want and need to tell my store. No more, no less.
And were these other developers Live Streaming Daz and Coding sessions for four and five hour stretches throughout the week?
Shit, I had more than a couple of streams these last few weeks that lasted over six hours. I guess when it comes to milking patrons I suck at it cause clearly I'm doing too much work.
I mean, I like the first part of what you said. And of course I won't deny the second either.
Firstly, thank you so much for your support! Every bit helps and thanks to you guys we've just about finished the build on the second computer which will help with the renders tremendously. Having two systems jamming out the art is going to be amazing!
The shower scenes in that play test took almost 2 hours a piece to render. Easily the longest in the series but there was a lot of water and reflective surfaces in the chrome that I blame for it.
And for what it's worth, my patrons are the best! Not because they are patrons, but because they are on F95 and know where to get the game for free but still choose to support the project and that means a lot to me!
And surprisingly I haven't had that many come in. So that bolsters my confidence further in the coding.
Uh, not quite. So in the "Contacts" tab, you can select a character and change what they call you. When you create the character and give him a name, this field is still defaulted to Roger. So in those instances where you'd get called by your nickname, it will still show "Roger" unless you manually changed it in the planner for each character.
I'm just working on a way to get those fields to update, but only if you haven't gone in and manually changed the nickname. It's a loophole I have to close up and I'm hoping I come up with a simple solution before the release.
Sure I could use a flag or something when the player changes the nickname in the planner. But I'm to avoid introducing a bunch of flags and variables to track stuff because the more there are, the greater the chance for a game break.
Yeah that was back when I had a couple other guys helping develop the game and everyone on the forum hated us. Ah...those were the days.
I mean, we got slammed pretty hard. But knowing the history of some other devs and being completely new to Daz, Patreon, Renpy...and, well everything. We made some dumb mistakes in the beginning. Some of those were written off as us being arrogant and greedy when in fact we had absolutely no way to know how to properly market the game.
But everything that was said was read and the valuable advice was taken and adhered to and the basic bitching was discarded. So ultimately all the negative feedback helped steer everything into a better direction.
I certainly hope so! None of them have complained to me any way.