DarthSion98

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May 31, 2020
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Character creation is mostly out, you reach Bangkok and try to get a job in the club.

Writing is very high quality, but the amount of new content is minimal for the amount of time it took.

You basically have two sex scenes. If the progress continues at this rate, by 2027 the author will have removed the first scene, rewrote the second scene and added a new one.
Which is why I predict that the game will be finished in 2077.

If we survive till 2077, that is.
 

TheDeviant

Member
Aug 7, 2017
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Hey guys! Sorry for the late report, some unplanned chaos came up yesterday. But I had a much better week of writing last week, and I’m back in it today. Here's a quick update.
Part of the solution involved zooming out and thinking about how episode 1.15 fits into the overall story structure, and I thought it might be interesting to share some of my thinking on that. For me, the most exciting part of the story is actually its next phase, when the heroine is fully undercover in the bargirl role.
I know that some people in the community are worried that we won’t be able to keep it interesting once that threshold is crossed. But I’ve got loads of scenes and scenarios that I’m excited about creating in the game engine.
The problem is that the story isn’t ready for that leap yet – our heroine needs to take a few more steps before she can believably walk (or get pushed) through that door. The next few episodes are about walking her up to the "road of trials".

That's the phase where the heroine is trying to balance being a highly trained intelligence officer with being a working prostitute without losing her mind or blowing her cover, and to me it's the most interesting part of the whole story.
It's also the part where we can loosen the reins on the player. Right now everything feels linear because we're trying to manoeuvre all the pieces into alignment to make the next bit work: once we get there, we can release lots of shorter, self-contained scenarios that you can pick and choose between.
But we're not there yet, and we have to work through a couple of events to get us there. I'm gonna eat lunch then get back to working on it! I hope you guys have a greta week and I'll report back on progress this weekend.
 

lordrango

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Aug 29, 2018
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So many red flags in that report. So many weasel words...

Zooming out, Thinking about, I thought, I have loads of ideas, I am excited to create, the next few episodes...

Producing a report like this, full on with graphical aides and making it look like you're saying something without actually saying anything takes a bit of work. There's no need for it. All you really need to do is show progress in an easy to understand metric.

I'd suggest word count.

But, don't mind me. I think I'm starting to enjoy the story around making of the game more than the actual game at this point. Sort of reminds of Star Citizen in that regard.
 

TheMathmos

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Jun 25, 2018
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Feels like every project here ends up like Star Citizen eventually.
That's the business model for sure. Open-ended projects keeping the monthly subscriptions going for as loooooooooooooooooooooooooooooooooooooooooooooooooooong as humanly possible.

Only solution to this would be for patreon to charge subscribers per deliverables, not every months.
 

lordrango

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Aug 29, 2018
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That's the business model for sure. Open-ended projects keeping the monthly subscriptions going for as loooooooooooooooooooooooooooooooooooooooooooooooooooong as humanly possible.

Only solution to this would be for patreon to charge subscribers per deliverables, not every months.
That's not bulletproof either.

Instead of dishonest people withholding content for nebulous reasons like they do now, they'd just start making bunch of tiny updates that don't really add anything new.
 

Joe Steel

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Jan 10, 2018
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Or people could only subscribe if they are happy with the monthly output of a content creator. This is what I do--I have a grand total of 3 subscriptions on Patreon right now, and that can go down to 1 or 0 whenever I want.
And people could realize that people who remain subscribed to a game are happy enough with the progress and don't need to be saved by white knights. That is what I do. I judge games by what they contain, not what they do not. How often a dev updates is between the dev and his patrons.
 

lordrango

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Aug 29, 2018
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And people could realize that people who remain subscribed to a game are happy enough with the progress and don't need to be saved by white knights. That is what I do. I judge games by what they contain, not what they do not. How often a dev updates is between the dev and his patrons.
That is absolutely true. It is also true that people can talk about it and express their opinions.

In my case, I don't really care about patrons. They're all adults, it's their money, why the frack would I care? My beef is the lack of progress in what is essentially a text based game.

I do not know if the author is purposefully delaying progress to milk his patrons, but I wouldn't be surprised if he was doing that at this stage. I'm just talking about it, I'm not trying to force anyone else to change their position.

So, I don't really want to "save" anyone", but I feel it is VERY important to keep repeating this as to make potential new patrons aware of the issue so that they can make an informed decision. They need to know that they're dealing with a dev who, at best, didn't add almost any content to the game for 5 years or is, at worst, a scammer.
If after knowing that, they still want to support the dev, that's perfectly fine, and reverts back to first point of "adults, making informed decisions about their own money".
 
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lordrango

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Aug 29, 2018
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I didn't presume anything about the author. I was talking about status of game development and there are two possible answers.

1) either the author is doing it on purpose
or
2) the author is terrible at organization

Whichever it is (and I truly don't know) it is important fact for people who might be stumbling onto the game and thinking of becoming patrons should know.
 

Carl0sDanger

Active Member
May 22, 2020
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1) either the author is doing it on purpose
or
2) the author is terrible at organization
Or, perhaps, the author only ever had a premise for a game and not an actual plan. No actual story. It's extremely common in indie porn, with the exemplar probably being Harry Potter takeoffs. Someone has a fantasy they want to turn into a game. They have some success setting up the fantasy and it finds appeal with people who share that fantasy. Then they run into the fact that they never bothered to turn their fantasy into a story.

It's totally possible that Crush just never had any idea about what happens to the MC in Thailand aside from getting fucked a lot.
 

XJ347

Member
Sep 19, 2017
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I think people are overreacting a bit.

You can critique a developer, but it needs to be constructive to either the developer or to the community. Being open and honest doesn't mean being cruel, but sometimes honesty is painful. Let me give you an example.

I think Crushstation is actually not a scammer, I think he is something worse. I think he is sadly incompetent. Like many developers he seems to have feature creep. He starts with a cool idea and then expands upon it, the problem is that he lacks the ability to do the things he adds. Like the idea of making the game open world in bangkok, which means you need to add in tons of random events. 1) This is a problem since it created GENERIC sex scenes, but also 2) he also seemed to not know how to do it. So he learned how to do it with trial and error and that takes time. Him learning to code isn't fraud... but it does make development slow to a crawl.

His feature creep is all over the place, clothes being a major one. He wanted people to wear different clothes for different events to make it feel more authentic but in the end it clearly was to much work for him. He ended up majorly cutting clothes into a more simplistic form, but what he should have done is just not added new clothes and recycled what he had. He ends up wasting time on these features that don't matter, and making everything look worse.

To be a scam Crushstation has to be intentionally making his game bad, and then pretending on fixing it. Personally I don't see evil intent, just incompetence. If he wanted more money and was unethical, he could have been significantly more greedy in design, like selling save slots LOL. Note he is greedy though by selling perks on patreon, for those who don't know how to edit variables in their browser console. So he isn't a saint...

In the end I think Crushstation has created a monster that he doesn't know how to fix. Clearly this game needs to be more linearly focused around a story, with well written sex scenes, like how the beginning of the game is but quality is hard and he is struggling with it.

In the end, if people think if development is to slow then DON'T DONATE. If enough people stop supporting him he would be forced to change, which can be good or bad. What I can tell you is ranting at him on this message board is pointless. Even if he does read this message board he wouldn't respond back to someone being rude.
 

D4n0w4r

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May 21, 2020
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Or, perhaps, the author only ever had a premise for a game and not an actual plan. No actual story. It's extremely common in indie porn, with the exemplar probably being Harry Potter takeoffs. Someone has a fantasy they want to turn into a game. They have some success setting up the fantasy and it finds appeal with people who share that fantasy. Then they run into the fact that they never bothered to turn their fantasy into a story.

It's totally possible that Crush just never had any idea about what happens to the MC in Thailand aside from getting fucked a lot.
Looking at version 1.6.3 really cements this theory for me. I mean look at all these skills, all these variables:
1643964576367.png
It's like he was gearing up for a porn version of Alpha Protocol. Instead, we're getting a linear VN. While the old procedurally-generated club and sex scenes were quaint, I think a system of RNG events where you could put some of those skills to use probably would have worked out better in the end. Oh well.
 

rbx4

Member
Jan 21, 2018
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I can say that I never dream that Crush will actually read or spend much time comprehending what I say on these boards. The fact that he spends time reporting posts is far more than I expected. Instead, like I've said before, I think this is a great case story. Whether or not Crush is a good game designer is moot to me, since we can't know that.

We can know two things:

1. Game development is extremely slow.
2. He makes bank anyway.

So I really have no idea whether Crush is a good game designer or not, or what his intentions are. However, I do know one thing: he is an excellent blogger, and that makes tons of money for him.

Also I'm not sure why we are talking about how we spend our time on this site. What are people doing while playing these games? It must be what I expect or I would be very much surprised.

*I'm hoping that I don't need to add this to explain, but this post is not really about Crush. It's about people. People like those blogs and seem to be happy with them as a product. Would they be as happy if he dropped in once a month with an apology, no photo, and no reader engagement? I suggest not. These blogs don't just appear fully formed from 5 minutes of work. They take extreme time and effort, which is why many other game designers have much less impressive posts on their Patreon.
 
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Kevin Smarts

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Looking at version 1.6.3 really cements this theory for me. I mean look at all these skills, all these variables:
View attachment 1633535
It's like he was gearing up for a porn version of Alpha Protocol. Instead, we're getting a linear VN. While the old procedurally-generated club and sex scenes were quaint, I think a system of RNG events where you could put some of those skills to use probably would have worked out better in the end. Oh well.
So many skills that are useless in a brothel. I believe the plan to make this a brothel worker sim was a problem from the start. If Crush had changed what you needed to do in Bangkok to something more like an escort role with a need to charm and seduce guys (and girls if you want) these skills and a need to improve them would fit.
So you have random guys with different interests and desires and as you succeed you find progressively higher status guys with the goal of becoming an escort of enough repute to get a date with your target and use that to gather the info your agency needs, maybe even need to have several dates with them until you can get access to the info.
Now you have a situation and structure that uses the skills and gives you enough freedom to work on them (being in a brothel is pretty restrictive).
Sure it becomes something of a life sim but with a clear objective and therefore each area can focus only on what you need. Add a beach and you only need swimming to work on that skill and sunbathing to relax, you don't even need random events as you have the random guys element as the focus of the gameplay loop.

Unfortunely the talk about the brothel in Bangkok was there from the start and I think they just felt they had to go there even if the scope of the game had changed.
 

rbx4

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Jan 21, 2018
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Seemed like I want to make a separate post about variables and all that. To me, I like to have a list of variables available when I'm on a roll coding, and then comment them out or delete them if it turns out that I will never need them. I can say that I tossed Twine in the dumpster long ago and I am so happy that I did that. Twine itself was my biggest time sink after my games got large. It has a role as a nice way for a beginner to start game design, or for a making a simple game, but I would never, ever try to code a complex game in it again.
 
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Leiafanman

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Jun 22, 2017
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Seemed like I want to make a separate post about variables and all that. To me, I like to have a list of variables available when I'm on a roll coding, and then comment them out or delete them if it turns out that I will never need them. I can say that I tossed Twine in the dumpster long ago and I am so happy that I did that. Twine itself was my biggest time sink after my games got large. It has a role as a nice way for a beginner to start game design, or for a making a simple game, but I would never, ever try to code a complex game in it again.
Yeah, that's my thing about Crush. He tries to do too much making systems with twine that just aren't really possible or worth it at the end of the day. He could have just hand-written a huge game by now (which is what he ends up doing when he actually gives us any content, AND IT'S GREAT) but instead he seems to spend all his time trying to develop these non-linear game elements in a program made to make linear games.

I'm messing around making a twine game myself and pretty much every time I try to automate something it ends up being more of a headache and time-sink than just manually writing it would have been.
 
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