RandomGuy99

Well-Known Member
Nov 11, 2018
1,730
2,343
well, he already is on "one release per year":HideThePain:
he can only get close to "one release per 18/24 months", which isnt that unrealistic all things being put together...
Well, if that's the case the support wont grow usually but then again no idea if this is a passion project or doing it for money. If it's passion project then by all means the dev will take as long as he needs but if it's for money then he may need to rethink some of the character design/get help/find some ways to work faster.

None the less, the game is quite good so having a release per year would probably kill the interest in it. But it seems to be more of a passion project imo.
So just kiv it and hope it won't get abandoned i guess ? I have nothing against this dev so i dont want to comment more
 
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GokutheG

Well-Known Member
Oct 20, 2022
1,010
1,813
Well, if that's the case the support wont grow usually but then again no idea if this is a passion project or doing it for money. If it's passion project then by all means the dev will take as long as he needs but if it's for money then he may need to rethink some of the character design/get help/find some ways to work faster.

None the less, the game is quite good so having a release per year would probably kill the interest in it. But it seems to be more of a passion project imo.
So just kiv it and hope it won't get abandoned i guess ? I have nothing against this dev so i dont want to comment more
Aren't passion projects more likely to be completed over game solely made for money? I can't count the number of games that devs drop where there Patreon isn't a smash hit after about 3 updates.
 

PipPoad

Member
Game Developer
Feb 9, 2020
212
820
Lol no idea why you choose such a difficult genre (tentacles) as your first game. Good luck. You'll need it or get some help/team. While i appreciate the art & design, it take ages for one release.

From your previous post, you seems to set high standards for the each render so that also that. You're getting close to 1 release per year which isn't good.
There is truth in that. Then where should I start in your opinion?
The standards aren't very high, really. For me, the main thing in visuals is that the picture should be pleasing to the eye (no geometry clipping and acceptable camera angles). As for the tentacles creation - it's just one of the tools to help me pump up my skill as 3D artist and implement some things in the game.
 

RandomGuy99

Well-Known Member
Nov 11, 2018
1,730
2,343
Aren't passion projects more likely to be completed over game solely made for money? I can't count the number of games that devs drop where there Patreon isn't a smash hit after about 3 updates.
The thing with passion projects is that very often people's hobby change with time. Not always the case but quite common
 

DevinHesi

Engaged Member
Uploader
Oct 29, 2021
2,917
23,460


Reducing textures by 2 times allowed at least not to cause the program to crash, and you can see the difference in quality here. On the left before compression, on the right after.

1729105491439.png 1729105496239.png

Also, new outfit for Elina, yeah.

1729105502519.png 1729105507717.png

 

DevinHesi

Engaged Member
Uploader
Oct 29, 2021
2,917
23,460


Hi. Today I'd like to share what stage the development is at and how I'm organizing the workflow.

Right now the work is going in this order - general/refined script, renders/storyboarding, coding (character dialogs plus technical things that are responsible for functionality), music\sound effects and other additional things. For this version, it turned out that the last 25% of the script was unspecified because I had no way of deciding where the story should go. So I've been working on other aspects, but now I have a clear vision of what the story will be.

At the moment more than half of the renders are ready, and the game itself is about 30% playable. November will be hot for work, and most of the effort will be spent on finalizing the remaining visuals and mechanically transferring the script into code (which is quite tedious, but better than making up the story on the fly without even a basic idea of what should happen next). There are no new mechanics either (except for one, which is activated only at the first game launch). So patrons can expect a new Dev Notes in the first half of November, and there will be some pretty important information regarding how the game will be played in the future.

At the end, I'd like to thank everyone for following the project so far, especially those who are supporting it financially - seriously, you are real heroes. Expect more information in the near future, and see you around.
 
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