- Dec 11, 2017
- 36
- 54
True! As I said before, it's all a money milking issue!I can't believe it's taken over 2 years just to get this far...
True! As I said before, it's all a money milking issue!I can't believe it's taken over 2 years just to get this far...
He is not working alone, and honestly 6K a month (minus 30% to Patreon) isnt that much, especially when you also have to split some of it with 3 (I think it were) others.I mean, I understand that creator might have a real job to attend, that he is busy with it and can't devote a lot of time to the game, it's all known. But in my opinion, if this "hobby" of yours bringing you $6k/month, it isn't just a hobby anymore. So you need to either rationalize your life to spend a meaningful amount of time on something thats bringing you this much money and start to add something more than just few lines of dialogues once in a half a year and keep improving technical aspects that nobody cares about or stop leeching money from your community at all, quitting giving false promises and adding "teasers" of that Big Bangkok Thingie you've planned.
Makes me wondering who are these desperate 2k people.
I've never understood this theory. Surely the game would get more support if the content came out faster?True! As I said before, it's all a money milking issue!
I don't get to keep the whole $6k of course, but I agree with your general point, and in fact I already quit my job some time ago and now develop FA full time.I mean, I understand that creator might have a real job to attend, that he is busy with it and can't devote a lot of time to the game, it's all known. But in my opinion, if this "hobby" of yours bringing you $6k/month, it isn't just a hobby anymore.
You can't really believe that. If it were really possible to make $6K/month working from home and doing hardly anything, then everyone would do it, right? The reality is – like anything else worth doing in life – it's hard and there's risk.So you need to either rationalize your life to spend a meaningful amount of time on something thats bringing you this much money and start to add something more than just few lines of dialogues once in a half a year and keep improving technical aspects that nobody cares about or stop leeching money from your community at all, quitting giving false promises and adding "teasers" of that Big Bangkok Thingie you've planned.
They're not desperate, they just believe in the game and they're willing to pay $1 or more a month to support its development. They're the reason the game got past version 1.1, so people who want more Female Agent should respect the patrons (like I do), not look down on them.Makes me wondering who are these desperate 2k people.
30% to Patreon alone? Isn't that way too much? They were founded on the premises of taking 5% plus any transaction fees or am I remembering something woefully wrong? Now, taxes may bump the share of money not seen to 30%, but that's taxes, not Patreon. Or the banks may do so, but again, that's kinda too much, even for a couple thousand transactions under $20 all over theHe is not working alone, and honestly 6K a month (minus 30% to Patreon) isnt that much, especially when you also have to split some of it with 3 (I think it were) others.
At the very end, i.e. minus the bank fees and PayPal, ecetera, the artist receives just under 55% of the amount paid. Here is an example from 09.10.2019, whereby the conversion from dollars to euros also plays a role.30% to Patreon alone? Isn't that way too much? They were founded on the premises of taking 5% plus any transaction fees or am I remembering something woefully wrong? Now, taxes may bump the share of money not seen to 30%, but that's taxes, not Patreon. Or the banks may do so, but again, that's kinda too much, even for a couple thousand transactions under $20 all over theworldWest.
Generally, money earned should be considered in conjunction with the time spent. It is nicer for most people to receive 6000 dollars for one hour a day of work, than 12 000 dollars for 8 hours a day.I've never understood this theory. Surely the game would get more support if the content came out faster?
Okay, but if you think through the implications of what you're saying I think you'll realise it can't be true. If it were possible to earn $6k/month for one hour a day, everybody would do it.Generally, money earned should be considered in conjunction with the time spent. It is nicer for most people to receive 6000 dollars for one hour a day of work, than 12 000 dollars for 8 hours a day.
And it certainly seems that the team behind this game spends very little of their time on its development.
Fuck yeah NOW we're talking!Okay, if you are putting enough hours into your game like you said, then how come you've not gotten to Bangkok in two years?
Okay, this is a fair question! (Although IMHO it's couched in an unnecessarily bitchy tone. ) Let's examine the version history:Why you keep spending these hours on some technical gimmicks and additional descriptions of things? Do you really want to tell that 2 years of hard work like you mentioned were all for this, firstly for some teasing content before Bangkok, then new avatar pictures, then prequel of what happened before you got enrolled into military, then array of technical fixes and development of your "BrAnD nEw SeX sYsTeM, woaah". If this is true then you aren't been spending your hours wisely.
I think this is a good time to remember Hanlon's razor: Never attribute to malice that which is adequately explained by stupidity (or incompetence).Lots of criticisms about me and about the game are valid and fair, but "Crush is a con-man and the patrons are being tricked" is just flat-out wrong. If you believe that's the problem, you're wrong, and so any analysis you present on how to fix that problem is 100% useless, because you're trying to fix a problem that only exists in your head.
This isn't accurate. It's based on Sugarcube. I haven't taken a deep look at it, but it very much is Sugarcube with a couple of in-house built extensions.Crushstation - Completely in-house built engine ..
Here's the thing: Your own dev history kind of proves our point of "Things going too slow":Fuck yeah NOW we're talking!
Okay, this is a fair question! (Although IMHO it's couched in an unnecessarily bitchy tone. ) Let's examine the version history:
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Sep 4 2017: Female Agent 1.0
First version!
Sep 13 2017: Female Agent 1.1
First update! Adds faces to the avatars (previously they had no faces, just horrifying empty faces made of skin), and the ability to customise your agent's appearance (previously name, looks, nationality, Kink etc were randomly generated on startup).
Nov 28 2017: Female Agent 1.2
First sex scene! Previously the game ended just before the date with Max: this update added sex to the game. (The code created for this version is still the code used for all the sex scenes in the game.)
Mar 13 2018: Female Agent 1.3
Added Operation LIONESS to the game. This is the training mission in Scotland, where your agent visits three nightclubs and seduces three civilians as prep for Bangkok, culminating in the wet t-shirt contest at Oceana.
1.3 got 21 updates.
25 Feb 2019: Female Agent 1.4
Created RPG rules system – stats, skills, XP. Added the Lifepath, allowing players to set their agent's unique backstory from childhood, through university, and their agency career before starting the mission.
1.4 got 10 updates.
23 Aug 2019: Female Agent 1.5
Avatar upgrade: all avatar art redrawn in HD resolution. Added customisable facial features, rear view, body types, etc.
1.5 got 8 updates.
Soon: Female Agent 1.6
New system for sex scenes.
- -
So looking at those dates leads us to an interesting discussion. Were all those versions necessary?
Here's my thinking:
If I'd gone to Bangkok right after 1.0:
There'd have been no character customisation, and your agent wouldn't have a face. Just a hauntingYou must be registered to see the links.
If I'd gone to Bangkok right after 1.1:
There'd be no sex in the game.
If I'd gone to Bangkok right after 1.2:
The whole Corinthian/Cathouse/Oceana sequence (i.e. the sexiest part of the game) wouldn't exist.
If I'd gone to Bangkok right after 1.3:
There'd be no RPG rules – every character would be the same as every other character. Task resolution would be purely random in every scene. Every character would have a vague and generic backstory.
If I'd gone to Bangkok right after 1.4:
Avatars would be blurry, with identical faces, body types, no rear view, etc. (This could in theory be fixed later, but the longer it was left the bigger a task it became, and it already took ages.)
If I'd gone to Bangkok right after 1.5:
All sex scenes would be the same; no variation for situation, partner attractiveness, kinks, cock size, etc...every single sexual encounter in Bangkok being "You touch his shoulder...He kisses your mouth..."
So I feel like there are three arguments here, two useful:
1) These updates weren't all necessary. This is a question of design and I welcome challenges to my designs: in the past they've help me improve my designs (1.3 was totally not part of my plan, it came from Dissonant Sountrack and esclavage). At the very least I feel that discussions about design help me explain what I'm trying to achieve better, which is good for all the fans. If you want to argue design goals it's literally my favourite subject! HMU!
2) These updates took too long. This is a question of efficiency and I desperately want to improve efficiency. I'm doing all kinds of experiments and speaking with consultants to help me speed up the dev cycle: if you want to talk efficiency I'm interested, HMU!
3) The problem is that Crush works for an hour a day, if he worked 8 hours per day dev speed would increase 800%. This is not the problem, if you believe this you're wrong. This problem is imaginary, so coming up with ways to solve it is a waste of time.
Well it's Sugarcube + 130,000 lines of codeThis isn't accurate. It's based on Sugarcube. I haven't taken a deep look at it, but it very much is Sugarcube with a couple of in-house built extensions.
It isn't a bad engine at all, don't get me wrong. But saying it's "completely in-house built" is disingenous.
The game isn't hosted online, the source code is maintained in a bitbucket repository, so we can't really do as you suggest unfortunately.I will actually leave one suggestion: In this day and age, and especially considering your game is hosted online, there's nothing wrong with doing quick fixes almost on the fly. Someone reports a bug with a specific avatar customisation? Add it to a bug tracker, fix it "whenever". Someone notices a line is misplaced in one scene? Whoops, add it to the bug tracker. You don't really need to constantly go and look for stuff out of place every single release. You don't even need to push a bug fix update if they are minor issues! If an image isn't loading, just fix it and move on. Is it ideal for big software projects? No, it isn't, but this isn't a big software project
I can literally click a link and play the game on my browser, without downloading anything (leaving the pedantic "well your browser downloads some stuff locally at runtime" aside). That counts as "hosted online" (I'm aware there's an offline version as well). That's no excuse really: On one hand, there's automated builds for software hosted in git repos. You can set them up in multiple ways, be it "every night push new build of the latest commit on X branch" or "only push new build if it has tag X". And that's for much more complicated software, that actually requires multiple steps of compiling and linking.Well it's Sugarcube + 130,000 lines of code
Your thoughts are interesting, but it's not really very useful to tell me that something that took six months "should have taken a month". (And yes, you are mistaken that it was "done by another artist" – she drew the art, but you're not playing an Illustrator file, each individual piece of artwork needed to be coded into the game.)
You seem to think a 500% increase in productivity would be easy to achieve, which sounds great and I'd love that, but how?
Looking back specifically on the avatar upgrade, I think we could have shaved some time off if we:
Maybe cutting all of those things would have reduced the time from 6 months to 1 month – is that what you're suggesting I should have done? Or something else?
- Cut the different body types
- Cut the rear view
- Cut the different clothes for the different Lifepath cliques
- Cut the customisable faces
- Cut tattoos & piercings
- Cut the "push up" effect of bras and tops on the avatar's breasts
- etc
The game isn't hosted online, the source code is maintained in a bitbucket repository, so we can't really do as you suggest unfortunately.
is untrue. Not to mention that this estimate probably includes everything Crush has written thus far, but hasn't released yet, 40k lines are name lists, many of them very obscure (Greek? Seriously?), to the point I doubt they are used anywhere. And yes, 40 k lines are achieved by having a single name in a single line. So code takes way less space than claimed. And speaking of this:But coming back to the main issue:
130k lines of code
I believe v1.4 had this thing, but the sheer amount of new files in v1.5 could've pushed the invention of new tricks. I remember seeing giant lists of "if/elseif" conditions in the code where clothes were on display - they got less in size. And about useful names of assets - well, you can take a look at the offline version. With it's 9k files of art. And see how they are named. Could be better, could be worse, IMO. And honestly, this game code gets opened in Notepad, though it looks clunky that way. Explore at your leisure. As you can see, if there's something you can point out for improvement, you'll be heard (not necessarily listened, but hey)Even if each individual piece of artwork "needs to be coded into the game" - can you go into detail? Surely you didn't manually input the name of each file. I would certainly hope you gave each asset a useful (following some naming scheme) name and then used whatever tool you're most familiar with to grab a list of those to then paste into the code much more easily. I hope.