I'm such a silly billy, I kept making that mistake when theyHey hey heeeey, remember it's not "dropped", only "put on indefinite hiatus (until the time comes to sell more promises for the cash to flow in again)"
I'm such a silly billy, I kept making that mistake when theyHey hey heeeey, remember it's not "dropped", only "put on indefinite hiatus (until the time comes to sell more promises for the cash to flow in again)"
The thing is, Matt despite being 1 person, he actually show the progress of his development with in-game video, he also post his own sketchs for either character or monster, h-scene which you an see on either his patreon or twitter, if you want more Kemono.party also pretty up to date with his patreon update.I know that it is hard concept to grasp but Helius being scummy doesn't mean every argument you bring against him is valid.
Small one person projects can't be compared to big ones. Has there ever been one person project making 3D game that saw fruition ? There was this project in past people referenced as the "on person making miracle game" i try to recall ... was it monster girl island?
I believe i said it is not about Helius. It's about "oh why people are supporting this when that dev is so much better", "oh why this doesn't have more patrons while that game has so many". People do that all the time, trying to use one project to cast shadow on another. It's bad already with similar projects but it is just ridiculous to try to use work of one dev to quantify work of a team of devs. Joe being able to build a one floor house in one year doesn't mean that a team of 100 Joes should be able to build a 100 floor skyscraper in a year.The thing is, Matt despite being 1 person, he actually show the progress of his development with in-game video, he also post his own sketchs for either character or monster, h-scene which you an see on either his patreon or twitter, if you want more Kemono.party also pretty up to date with his patreon update.
What did Helius do with the same amount of time???, almost nothing aside from posting some image, art which i doubt they are even belong to Helius in the first place, since some picture they posted i can find them exactly on different pixiv artist; always a wall of text about progression this, plan that, poll here and there, etc.........
Matt update is on point, he never delivered a wall of text, he directly post gameplay video which is more tangible than texts, he focus on the main thing of his game, Helius just go around the bush, that the thing, Matt is 1 person, but he made more than Helius as a team with a bigger amount of money, there is no defend here.
Also Matt actually give demo build of his game to veteran supporter for them to test his game to point out flaw or give suggestion to improve
They're already banking by doing absolutely nothing, they have over 15k patreons. Once the game releases on Steam they won't all stick around, plus they already own a Steam key so they won't throw money at it again either.Wouldn't this game be more profitable without being a scam? Like if they just kept it as an ongoing project and added costumes and animations every month instead of pretending they're going to make a release
I think the campaign was supposed be isometric tactical combat la XCOM.Hi erm, Long time lurker, and indie game designer here. I've been reading alot of messages of folks, defending and attacking this project. I thought I can at least explain to you some basics on game development so maybe future arguments can refer to this and move on to discussing past these points and address the real problems.
Let me clear this talk about the complexity of getting a high-fidelity output for this project is hard...it really isnt, Unreal engine 4 out of the box is one of the easiest development tools to get into. In fact, most devs are moving their projects to unreal not because it looks good, but because it looks good with little effort. This is because unreal engine blueprints helps easily get the ball rolling on developing mechanics using virtual scripting tools, and the engine gives some great out of the box post processing FX already set up.
Then comes the discussions of difficulty of implementing the actual gameplay mechanics of this game thats not the porn (the campaign). Look from what I understood of it, its going to be a shooter (third person or first no clue). let's assume on defeat you get the awesome defeat animation, girl gets pumped, take some health damage and change up some stats maybe, and finally resets. Thats a pretty easy loop ngl. I haven't gotten into game programming myself until early this year, I started a shooter prototype that I call the Skitarii proto. I developed the basic shooter mechanics of the game in 3 months (shooting, swap weapons, different projectile types, track ammo reserves, set up weapon profiles so that it's easy to add various weapon types etc) Basic animations of movement, shooting, reloading etc, can be found on the unreal marketplace and the free template that I used in my prototype works and looks really good. Popped in a AI to test taking damage and destroyed on health 0 and voila, shooter prototype is done. So thats a guy with ZERO game programming skills coming up with the basic mechanics of a shooter in three months(ish). Thats the beauty of blueprints on unreal engine folks, it's really easy to get into.
So if you think about it, the hard part of Operation Lovecraft was done a long time ago when all the first batch of monsters had the sexy animations done. It was a case of setting triggers to play one animation randomly from the large number of available animations on defeat/stun and making a fun game of it. I'm sorry to say this to the defense but this game should have had a proper release by now. The rest could have been amazing expansions, paid DLCs etc. As a game designer it is very clear this game is being kept in this slow burn to simply extract as much funds from the donators as possible.
I do not want to elaborate further on possible game design approaches that would have been sensible for this Project as it will be paragraphs long, but if you're interested, I can lay that out too.
If you were a person with spare time and rip the characters and animations out of this project, you probably could make a game of it in 6 months, using the massive number of tutorials on YouTube itself. Heck this may be an opportunity to build a portfolio piece and get your foot in the game development door.
This ends my constructive observation of this project. Happy fapping everyone.
I think that's really the real thing here.They're already banking by doing absolutely nothing, they have over 15k patreons. Once the game releases on Steam they won't all stick around, plus they already own a Steam key so they won't throw money at it again either.
Only really thing I'd add to this is that, based on old screenshots, they had intended on implementing some kind of "business management" elements and the game has been described in a few different ways from an x-com style horror game in the early days to a card-based tactical shooter (which I presume, given the implementation of playing cards, means a significant deviation from a pure x-com theme).Let me clear this talk about the complexity of getting a high-fidelity output for this project is hard...it really isnt, Unreal engine 4 out of the box is one of the easiest development tools to get into. In fact, most devs are moving their projects to unreal not because it looks good, but because it looks good with little effort. This is because unreal engine blueprints helps easily get the ball rolling on developing mechanics using virtual scripting tools, and the engine gives some great out of the box post processing FX already set up.
Then comes the discussions of difficulty of implementing the actual gameplay mechanics of this game thats not the porn (the campaign). Look from what I understood of it, its going to be a shooter (third person or first no clue). let's assume on defeat you get the awesome defeat animation, girl gets pumped, take some health damage and change up some stats maybe, and finally resets. Thats a pretty easy loop ngl.
Which is unfortunate. All of the potentials that could've gone into this game was thrown out of the window just like that.This game is not bad for a scam lol. Can't wait the new things.
Didnt Helius keep talking about how he got some new folks in? Like from those elite companies? Whats that all about then? How is it so hard? He could also just hiring some folks with pretty good skills even from Pixiv or F95 here or anywhere. Skilled manpower isnt an issue. Theres even an example how few amateurs created a game and become a successful company (Mihoyo).Let's keep in mind this is a porn game with borderline legal content so it is probably hard to find skilled employees.
Actually, iirc, they planed the campaign mode to be some kind of tabletop game, not shooter gameThen comes the discussions of difficulty of implementing the actual gameplay mechanics of this game thats not the porn (the campaign). Look from what I understood of it, its going to be a shooter (third person or first no clue)
He's talked a lot and made a lot of claims about his experience, interest from a big publisher, the people he hired, but nothing to actually back it up.Didnt Helius keep talking about how he got some new folks in? Like from those elite companies? Whats that all about then? How is it so hard? He could also just hiring some folks with pretty good skills even from Pixiv or F95 here or anywhere. Skilled manpower isnt an issue. Theres even an example how few amateurs created a game and become a successful company (Mihoyo).
He comes up with the strangest lies. Finding good artists is probably not an issue but finding good people for all the other tasks is. Especially a veteran manager that could hold the reins.Didnt Helius keep talking about how he got some new folks in? Like from those elite companies? Whats that all about then? How is it so hard? He could also just hiring some folks with pretty good skills even from Pixiv or F95 here or anywhere. Skilled manpower isnt an issue. Theres even an example how few amateurs created a game and become a successful company (Mihoyo).
Mihoyo made 4 games while this guy pretty much has never complete even onceDidnt Helius keep talking about how he got some new folks in? Like from those elite companies? Whats that all about then? How is it so hard? He could also just hiring some folks with pretty good skills even from Pixiv or F95 here or anywhere. Skilled manpower isnt an issue. Theres even an example how few amateurs created a game and become a successful company (Mihoyo).