Sure, I think that's a relevant comparison. I don't follow TiTS either, also not my cup of tea, but I'm vaguely familiar with it and CoC.
Fen's Patreon states they're earning £25650 pcm and Crush's Patreon states £5741 pcm.
Quite a difference, no? Possibly shows the value of community interaction and regular updates. Also Fen has a proven track record and super niche content so... if you like it you probably really like it and want to support i.e. pay for more.
They didn't start out making that kind of money. Both of them started making nothing. Trying to fit a niche vs general public is usually harder to get the same or greater growth than appealing to the mass. By not selecting a niche you literally have a greater number of potential clients. Basically you set it up and assign a tag then make use of the tag any time you want it to show the same thing.
Wow, I think that's really unfair! Twine / SugarCube doesn't do any of the avatar stuff, which I think is a huge part of the success of Female Agent. I think they're really pushing what the engine is capable of in terms of making an aesthetically pleasing game.
I also see a ton of polish and therefore effort on the UI. I think Female Agent is a good looking, slick game to play and I credit the developers for that.
You can open the game in twine. There is a potential for code reuse with twine and sugarcube. I'm not seeing it used to its full potential. You can see plenty of older material left in there also. Most the coding is basic formatting such as setting header size. But potentially doesn't even need to be done by himself it could be done from a drop down list.
What I can tell you is he could have created a single set of variables to store the avatar image list then used a layer system with html and css to display them. He could reuse that over and over again. There seems to be evidence he did something like that. But there also seems to be evidence that when he creates a store to buy something he is making each store individually rather than using a single code base and just changing the items available and prices.
99% of the pages could could use a template format. By that they use a similar layout you just need to add the minimal format such as identify headers and sections. In total about 20 or so different page formats could be used to cover every screen he has it would just require the content changes then.
Either way basically most the so called coding would be similar to using a text editor such as MS Word or another writing program that other office software.
As above, I don't follow TiTS, but I'm pretty sure they include a lot of writing contributions from their community. More power to them. Contributions are something I think Crush has been thinking about using. If that delivers more content, faster and Crush can make it work then it's win/win, imo.
Any community content would need to be reviewed proofed then add into section of the story it will fit. In the greater extent community content is more like someone giving you and idea with the general overlay of what the events will be. Some times it could even provide the actual entire story and dialog depending on the writers skills. However, you have to go through all those submissions or have a process to weed out bad ones vs good ones. That takes time. Even if you had something like a community vote that doesn't mean by any stretch you will get the best ones or even ones that are well written. Just look how many bad games on this site that are liked.
Disagree! I think the avatar has been a huge part of elevating Female Agent above regular Twine / HTML games. Many have tried something similar, ripping art from other games, but Female Agent is
bespoke.
I think the latest iteration
Queen Victoria avatar art is really fucking good, far surpassing anything I've seen for a kisekae-type game. The personalisation and
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are powerful motivators to play
your agent. See the end of episode scene where $name will always remember you!
The avatar art and new depictions of bar staff in this episode looks very vector-based to me e.g. Illustrator. It's pretty complex (patterns) so you're probably not going to get a huge amount of benefit from using SVGs either in speeding up development when you can just batch export and plug it into their existing workflow. The avatar code is clunky but it works so nobody cares!
Not sure what you are disagreeing with.
I listed a number of facts.
The male images are all images taken from the web.
While the avatars for the women were made using SVG he converted them to png and he lost a lot of flexibility doing that. He does use some SVGs for achievements but the avatar images are all converted to png. I can't tell you why he chose to do that. It would have saved him work such as making different color eyebrows and hair. All he would need to do is change the value in the SVG it is just text. That said maybe there isn't a way to edit that in twine.
Money. But I believe they could make a lot more, TiTS money even, if they released content on a regular schedule. It's tempting to think that punishing them by removing subscriptions would make them change but if it didn't pay their rent I think it's more likely they would just stop the game and do something else. After all, I'd hazard a guess that the vast, vast majority on F95 are not subscribed to Female Agent anyway.
It's not really the quality of the code it's the amount of quality content per update that people care about. If the latest episode was released after one or two months supporters would be fine. If the latest episode had more content and sex scenes supporters would probably be happy. Taking longer and delivering less makes people unhappy-ish... but
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.
Edit: grammar
If you look you will notice his avatars reuse parts. They are composite images. So it doesn't take as much work as if you were going to create each individual image with brush methods.
I suspect he is using some software he found that does a lot of the work. There are ones out there that have skeletal animation systems and allow changing body part sizes and the clothing is automatically fit to the character because the vertexes are matched to it.
Myself I've done the work using Krita to generate a base model then hand edited the vertices. Even then it didn't take much time. I did that primarily to understand how the SVG worked at the base level because I am building my own library and editor for game development.
There are already editors out there though. If that is the case the amount of work put into it is far less than if he is using Krita and or some other software and editing it.
But take the bodies on the newer ones here are a few different postures. Ignore the arm placement that is separate parts. Torso upper and lower. The front and back image is literally the front flipped left to right. then the back shading added. The crotch area is also a separate section that is added in. Then you add the ass for the back and so on and tits on the front. There are several girls using the same one. There are several girls with the same facial jaw line some differ. SVGs you can easly change the color in make up shadows cheeks ... are all just layers added over it. eyes nose hair are again just another layered image.
The point being is it does take much work to create thousands or millions of different characters once you have some of these built up. If you have a bone and slider system built in you can make them even easier.
The point is people on here know the amount of work going into the game isn't that much. The art work is a days work maybe two if he is slow. The writing doesn't even make that. It took him 6 months to put that out.
That is why people are upset. That makes he did effectively 1 days work for every 60 he had.
Yep, I'd say they have every reason to think there should have been more.