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Dorfnutter

Engaged Member
May 21, 2017
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I am a fervent believer in developers mapping out their games in advance, and it will certainly speed up the process. But I think you greatly minimize the process of putting out a release. For one thing, the content of each release cannot be plotted out in detail at the beginning. Real life tends to interfere. Then, developers always have fresh ideas as they go along that require rethinking and re-planning. You also left out the whole coding process, which is not an insignificant task, especially if there are multiple routes possible. The rendering itself is limited by the processing power under a developer's command. Some developers are working on potato computers, while others have so much power on hand that their main problem is cooling and their electric bill.

No offense meant. I believe you are right that proper advance planning will reduce development time, but it can't be the whole story of Caribdis's fine progress.
That's why I mentioned HS2. It's not as powerful as Daz3D, but rendering is quite faster. Not to mention that you don't need a beefcake of a PC to use it.

Also, if memory serves Caribdis has a co-writer on board, so that also helps with the speedy development.

It also helps that Eternum doesn't exactly have a true multiple route system at the moment. Sure, there are choices and fail states. But they don't exactly lead to wildly different plot threads like, say, in The Witcher 2 where choosing who to side with can lead to 2 very distinct routes. If anything, they just cut out routes/storylines, and don't offer anything else.
 

Idontplay

Well-Known Member
Oct 30, 2017
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The ultimate waifu is Michaela!


The previous message wasn't in anyway written under Michaela's threat.
 

Son of Durin

Engaged Member
Jul 5, 2021
3,686
6,679
I am a fervent believer in developers mapping out their games in advance, and it will certainly speed up the process. But I think you greatly minimize the process of putting out a release. For one thing, the content of each release cannot be plotted out in detail at the beginning. Real life tends to interfere. Then, developers always have fresh ideas as they go along that require rethinking and re-planning. You also left out the whole coding process, which is not an insignificant task, especially if there are multiple routes possible. The rendering itself is limited by the processing power under a developer's command. Some developers are working on potato computers, while others have so much power on hand that their main problem is cooling and their electric bill.

No offense meant. I believe you are right that proper advance planning will reduce development time, but it can't be the whole story of Caribdis's fine progress.
Nicely put. It gets back to "the battle plan never survives the first shot", or, in my line, "a budget is wrong the day it is written". Write an outline; fill in thoughts about major arcs, intended directions and expected/intended endpoints; incorporate new good ideas as they come and abandon what turned out to not work once things were underway; redirect paths when you hit blocks you can't navigate through as you thought you could.
 
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Idontplay

Well-Known Member
Oct 30, 2017
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I am a fervent believer in developers mapping out their games in advance, and it will certainly speed up the process.
Not everyone act in that way. Some of them start with a general idea, around that idea they develop the first update of their game and only then they start to work on the following update. In this way it passes a lot of time between two updates, but they can comply with the supporters requests.
Other developers instead may use an opposite strategy (which is a more radical application of your idea), creating the detailed plot of the game (idea, scenario, characters, choices, endings…), writing the complete script, create all the graphics (images and videos) and only then they start to code and debug the game an update at a time. In this way the await between two updates is shorter, but they can't adapt their game to the supporters requests.
 
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Walter Victor

Conversation Conqueror
Dec 27, 2017
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Not everyone act in that way. Some of them start with a general idea, around that idea they develop the first update of their game and only then they start to work on the following update. In this way it passes a lot of time between two updates, but they can comply with the supporters requests.
I try to avoid those games. In fact, if a developer starts to poll for plot lines, I drop them and their games immediately.
 
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Son of Durin

Engaged Member
Jul 5, 2021
3,686
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Not everyone act in that way. Some of them start with a general idea, around that idea they develop the first update of their game and only then they start to work on the following update. In this way it passes a lot of time between two updates, but they can comply with the supporters requests.
Other developers instead may use an opposite strategy (which is a more radical application of your idea), creating the detailed plot of the game (idea, scenario, characters, choices, endings…), writing the complete script, create all the graphics (images and videos) and only then they start to code and debug the game an update at a time. In this way the await between two updates is shorter, but they can't adapt their game to the supporters requests.
Why should they adapt for the individual kinks of randos? Find a game that fits your kink; don't make every game creator bow to you and your kink.
 

Idontplay

Well-Known Member
Oct 30, 2017
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To increase the number of supporters/patreons saying them: "If you support (pay) me, you will can contribute to the creation of the game"?
 
Aug 15, 2021
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To increase the number of supporters/patreons saying them: "If you support (pay) me, you will can contribute to the creation of the game"?
Please no. Trying to cater to everybodys tastes is a great way to turn a great game into a pile of garbage. If you want to provide suggestions/feedback you can either put them here or in the linked discord. That way the dev can selectively choose suggestions that they think will improve the game. I am sure the dev looks at posts here and the ones on discord.

It is a good thing when the creator has a strong vision on what the end product should look like and I dont want random people ruining it by changing development priorities.
 

Dorfnutter

Engaged Member
May 21, 2017
3,679
21,218
I try to avoid those games. In fact, if a develop starts to poll for plot lines, I drop them and their games immediately.
Usually devs who do this are just in it for the money and don't really have any sort of artistic integrity whatsoever.

It's also likely that they're going to abandon the game once the patreon bucks stop rolling in or the dev finds the donations too low. Or they just get sick developing the same game because not even the money could solve their burnout.

Then again, I suppose there are some devs who manage to pull it off and still have some sort of coherence in their work (and even manage to finish it and stick the landing). But those are quite few, and usually succeed when they have other talents at their disposal to compensate for lack of preliminary outlining or a vision for the endgame.
 
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