HardcoreCuddler

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It's been just over 8 years, since January 2015; i'd estimate (since Patreon doesn't give full numbers) it's somewhere around $890,000 or so, with probably $150,000 of that going to audiowork.

So broken down into 3 people, that's about $246k per person over 8 years, or $30k a year average.

Couldn't have made the game without that support, so we're grateful as hell for it, and it's what's allowed us to work full time on the game all these years.
If what he's saying is true (which I'll just assume it is; since HW doesn't seem to have a history of lies unlike others), that's $2k per month for each person working on this.

Then if you take into account that $2k is "before tax" per say, as in, nobody is going to put money down for their retirement as a "normal" job would before you'd be paid that $2k, for example.

So in contrast to a "normal" job, that would be around $1k each per month...which to me is reasonable for the amount of game they delivered (y)
 
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HentaiWriter

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Then if you take into account that $2k is "before tax" per say, as in, nobody is going to put money down for their retirement as a "normal" job would before you'd be paid that $2k, for example.
This is before tax numbers, yes.

So in contrast to a "normal" job, that would be around $1k each per month...which to me is reasonable for the amount of game they delivered (y)
Actually, to go on a little spiel here, a lot of indie games cost way more than most people think; as an example, Indivisible cost around $3.5 million, and Bloodstained cost around $5 million, with characters in Skullgirls costing around $200,000 a character.

Just wanted to put things into perspective because in the last few years, I think the general public has gotten a very skewed image of how much it actually costs to make a game, and not in a good way; when you Kickstarters asking for like $5,000 for a full blown game, it's almost guaranteed they're not gonna have enough to complete the game.

I would estimate something like the following needs for games, in terms of the money you'd need to pay a team long enough to accomplish said game + assets needed etc.

Bare bones game - $100,000+
Decent quality/slightly above average game - $300,000+
Exceptional quality game - $1,000,000+

The thing is, for a game to get made on a budget below $100k, you're going to need one of (if not multiple) things to be true;

1) The game has a secondary source of funding (devs already well off financially or living with parents or with a partner with significant income); therefore, the actual cost of the game is much higher than the Kickstarter/Patreon might come off as being
2) The game has a secondary source of funding (devs are using their day job to put a small amount of money from it into the game); in this scenario, the game will take a very, very long time to complete
3) The game is made by very well known devs or with a very well known IP, and thus a publisher or some other entity is willing to foot extraneous bills (either paying for all assets etc. or paying for the employee rents, utilities, something like this), again, not giving a full picture of the money spent/needed
4) The game is being made by a 1 in a million, supremely skilled developer who can do practically everything themselves (audio, programming, writing, art) and do it well, and do it fast, meaning that the only thing the money even goes towards is just paying their rent/bills and no one else needs to get paid

Outside of those four cases, I can't think of a case where a game would get made with decent quality, and made quickly (within 1-2 years time), while having enough money to pay everyone working on the game, that would get made for less than $100k or even $50k.

And if you extrapolate out the time spent on a lot of these games, many indie game creators are effectively working for way, way less than what a typical programmer/artist/writer/audio specialist would make in a salaried career.

The average programmer in the USA makes $20-30 an hour; if you take that $100,000 for a base level game up above and assume three people on a team will take 2 years to make a game, that's $16,666 a year, or $8 an hour, assuming a 40 hour work-week. That's almost the federal minimum wage, for a job that typically pays 3x that much in normal circumstances, minimum.

Sure, they may make a lot of money back with game sales, but there's no ensuring they'll actually sell well; this is also assuming they pay no one else for any other assets (and no money spent on marketing), and it assumes they even raised $100k in the first place when many, many indie game kickstarters raise only a fraction of that.

This isn't even considering either that most indie devs are doing 20+ different skillsets usually (an artist doing CGs, backgrounds, animation, sprites, special effects, GUI, design, linework, coloring, tiles, when on an AAA team they'd have one or more people dedicated to each of those skillsets), and... you get the picture.

Figured that might put things in perspective though for some people, not in relation to our game, but just indie games and video games in general.

(On the other end of the scale, here's some of the most expensive games ever made; take special note of how much these companies spend on marketing versus the actual game itself, it's wild. )
 

HardcoreCuddler

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This is before tax numbers, yes.



Actually, to go on a little spiel here, a lot of indie games cost way more than most people think; as an example, Indivisible cost around $3.5 million, and Bloodstained cost around $5 million, with characters in Skullgirls costing around $200,000 a character.

Just wanted to put things into perspective because in the last few years, I think the general public has gotten a very skewed image of how much it actually costs to make a game, and not in a good way; when you Kickstarters asking for like $5,000 for a full blown game, it's almost guaranteed they're not gonna have enough to complete the game.

I would estimate something like the following needs for games, in terms of the money you'd need to pay a team long enough to accomplish said game + assets needed etc.

Bare bones game - $100,000+
Decent quality/slightly above average game - $300,000+
Exceptional quality game - $1,000,000+

The thing is, for a game to get made on a budget below $100k, you're going to need one of (if not multiple) things to be true;

1) The game has a secondary source of funding (devs already well off financially or living with parents or with a partner with significant income); therefore, the actual cost of the game is much higher than the Kickstarter/Patreon might come off as being
2) The game has a secondary source of funding (devs are using their day job to put a small amount of money from it into the game); in this scenario, the game will take a very, very long time to complete
3) The game is made by very well known devs or with a very well known IP, and thus a publisher or some other entity is willing to foot extraneous bills (either paying for all assets etc. or paying for the employee rents, utilities, something like this), again, not giving a full picture of the money spent/needed
4) The game is being made by a 1 in a million, supremely skilled developer who can do practically everything themselves (audio, programming, writing, art) and do it well, and do it fast, meaning that the only thing the money even goes towards is just paying their rent/bills and no one else needs to get paid

Outside of those four cases, I can't think of a case where a game would get made with decent quality, and made quickly (within 1-2 years time), while having enough money to pay everyone working on the game, that would get made for less than $100k or even $50k.

And if you extrapolate out the time spent on a lot of these games, many indie game creators are effectively working for way, way less than what a typical programmer/artist/writer/audio specialist would make in a salaried career.

The average programmer in the USA makes $20-30 an hour; if you take that $100,000 for a base level game up above and assume three people on a team will take 2 years to make a game, that's $16,666 a year, or $8 an hour, assuming a 40 hour work-week. That's almost the federal minimum wage, for a job that typically pays 3x that much in normal circumstances, minimum.

Sure, they may make a lot of money back with game sales, but there's no ensuring they'll actually sell well; this is also assuming they pay no one else for any other assets (and no money spent on marketing), and it assumes they even raised $100k in the first place when many, many indie game kickstarters raise only a fraction of that.

This isn't even considering either that most indie devs are doing 20+ different skillsets usually (an artist doing CGs, backgrounds, animation, sprites, special effects, GUI, design, linework, coloring, tiles, when on an AAA team they'd have one or more people dedicated to each of those skillsets), and... you get the picture.

Figured that might put things in perspective though for some people, not in relation to our game, but just indie games and video games in general.

(On the other end of the scale, here's some of the most expensive games ever made; take special note of how much these companies spend on marketing versus the actual game itself, it's wild. )
yeap, things get expensive fast. I was surprised to hear some prices myself for profesional software development in my own career
 

Sologor

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Would just like to point out exceptionally rare exceptions even if just to give credit to amazing studios



Also Dead Cells, Terraria and a few others

Cannot find the actual sauce but iirc, hollow knight was made with a budget of 90K dollars in under 3 years. It's because of teams like this and I even include you HW that I always believed indies are the best. Many triple A game studio have grown way too fat and complacent (sometimes even insulting their own fans)


Yes, I love 2d metroidvanias :ROFLMAO:


Just to stay on topic.
Has it ever occured to you to just give up with the project or to abandon some feauture because of time/money/technical issues?

And this is pure curiosity considering the nature of the game but how were H-scene considered? What was the process involving how the ladies were going to be "handled"?
 
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HentaiWriter

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Would just like to point out exceptionally rare exceptions even if just to give credit to amazing studios



Cannot find the actual sauce but iirc, hollow knight was made with a budget of 90K dollars in under 3 years. It's because of teams like this and I even include you HW that I always believed indies are the best. Many triple A game studio have grown way too fat and complacent (sometimes even insulting their own fans)
So this would fall under my example of both #1 and #4 from the above; they did take out a loan, so it was around $90k like you said.

For them to take just over 2.5 years (May 2014-Febuary 2017), that'd be $90,000 divided by 3 people divided by 30 months, for a total of only $1000 a month.



According to this, it's roughly $1300-$2580 a month just to live where their offices are at; they would have had to pay rent on this office and on their own homes/apartments as well, and this is assuming they paid no taxes and outsourced no content (hence #4 on my list above).

Total guess, but I'd say a better estimate of how much was actually "spent" on Hollow Knight was probably around $200,000 with the extra $110,000 coming from their own funding from their prior projects, with at least one of the devs for Hollow Knight having worked on large studio projects prior according to their posts/media etc. (and this is assuming they lived pretty frugally, but that's what I mean about the full costs not being immediately apparent.)

Also Dead Cells, Terraria and a few others
Terraria is kind of an odd case since, like Minecraft, it's one of those "never complete" games, so the actual amount of money that's went into it is pretty much a total black hole/wild guess.

Dead Cells got released in early access very early on (only taking a year), by a studio with 20+ years of experience, so this likely falls under again #4, and also #3 (as they had many prior successes) and #1.

They had a lot of prototyping methods that got the game out very fast, like all the characters actually being 3D, then just painted on with pixels;

As with before, none of this is meant to disparage these games or companies, nor make their accomplishments seem lesser; they're all amazing games/companies.

I'm just pointing out the stuff I noted above where these guys are outliers, but unfortunately that ends up causing a disconnect with the public in thinking that this stuff is the norm, when it's 1 in a million exceptions, and then those same expectations get expected of every indie dev. And of course, that's not the fault of the devs; they didn't cause this effect, it just is what it is.

Just to stay on topic.
Has it ever occured to you to just give up with the project or to abandon some feauture because of time/money/technical issues?
We made a pretty huge list of stuff we got rid of earlier in the topic, I'll copy-paste it from that;

- Being able to play through the entire game with a second set of cutscenes in a sort of "genocide mode" with new endings for it
- Playing through the whole game as Faye
- More enemies per level
- Enemies having elemental immunity to your abilities
- An entire item based system of using potions and other items to buff your character
- Much much more content for the True Final Boss
- Multiple full vocal songs for bosses
- Much larger areas
- Portraits for all NPCs and enemies during cutscenes
- A full range of facial expressions for Talia's GUI in the upper left
- Visual modifiers to make the game look CRT style or other styles
- The level editor allowing you to inject your own art/audio
- Powerups were originally going to give extra boosts if you had three equipped in a set theme (set boosts)
- There were going to be secret mini-bosses in each level that would have tied into a larger, arcing theme across our games
- Talia was going to have a ground pound of sorts as her earth ability
- You were going to be able to have a second, secret way to beat each boss
- Beating a level would bring up a tally that would have had lots of data on your performance etc.
- The ice level enemies were originally going to be mythological beasts/creatures
- The stealth area was going to originally be much, much more complex programming/aesthetically
- The struggle mechanic was, for a brief period, going to be something where you'd actually put in commands to break out
- The fire area was, for a brief period, going to have a mechanic where you'd knock rocks down from the ceiling to plug lava spouts or have the lava spout burst to blow a rock across an area as a platform
- The fire area was also, for a longer period, going to have a type of room where you'd have to run through it as fast as possible to get through before actual 1-hit-ko lava caught up with you
- The ice level was going to have all the enemies react to sound when you walked on snow vs ice (this was later used for the infected grunt)
- The electric area's milk machines were going to deposit milk bottles on the machine, which would then heal enemies that walked past it
- The earth area was going to have a tentacle vine that would have reached down from ceilings to grab you as you passed by if you didn't dodge it or shoot it
- The ice level was going to have an environmental trap where a round, smooth icicle would pop up and penetrate talia, which would then melt over time
- The End's mechanics were going to involve a decent amount of use of the fact that time "freezes" in the other dimension when you're in the one you're in, so we were going to have puzzles where you'd have to say, fire a shot in the real world, then jump to the alter world quickly, run around, and end up in a portal back on the other side of the real world portion of the map before the bullet hits, for the platform to stretch a certain way and carry you through the map
- The boss fight for the fire level was originally going to be a huge version of the flying imp/glider enemy; the blob version was also, at one point, going to be invincible and you would have to outrun it until it hit a wall and died
- Reading silver databanks would have given you "code letters" per databank, which, when put together, could be unscrambled to get a secret sex animation for that level
- The earth power you'd get for beating the boss was also, at one point, going to be an ability to fast-travel using vines you rammed into the ground or wall (so teleporting through the ground/walls basically), but this turned into the portal system/stretchy platforms, so there became no use for it
- We also considered giving her an earth attack (not utility ability) that would have healed her upon hitting enemies with it by leeching their energy, but this was decided to be way too broken


And this is pure curiosity considering the nature of the game but how were H-scene considered? What was the process involving how the ladies were going to be "handled"?
Not sure what you mean on this one, if you could clarify; we did want from the start for the H-scenes to have the following features though.

- Nothing brutal or extreme or painful
- Clothed animations would be about Talia's pleasure, unclothed ones would be about the enemy's pleasure (we had to abandon this some towards the end of the game to maintain uniqueness in animations/poses)
 
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Sologor

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1 - Wanted to point out how you don't need a massive budget for REALLY good games
2 - Was more interested in the "were you ever close to give up?"
3 - I meant how did you decided what kind of cutscene to develop? Who came up with the idea to chain a gal upside down and let her get plowed by a robotic tentacle? How the ero content got introduced? Did you all got in a room and brainstormed the best way on how you wanted the ladies to get down?

PS
Terraria is finished by the way. Last update was over a year ago (maybe two? can't remember) and was called "end of the journey" or something, just to signal the end. Still, I get your point
 
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HentaiWriter

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1 - Wanted to point out how you don't need a massive budget for REALLY good games
2 - Was more interested in the "were you ever close to give up?"
3 - I meant how did you decided what kind of cutscene to develop? Who came up with the idea to chain a gal upside down and let her get plowed by a robotic tentacle? How the ero content got introduced? Did you all got in a room and brainstormed the best way on how you wanted the ladies to get down?
1 - Yeah, this can be true, but it does fall into requiring your team members to be those "1 in a million people who can do it all", as usually the large budget is a result of A) having to outsource/hire others for assets your team can't do, and B) development time running long when team members aren't super experienced or super 1 in a million people etc.

2 - Oh, no, there was never a point where I was like "yeah, let's just quit this game and do something else". There were lots of points where I thought "ok, we gotta not do this particular thing because it would be a nightmare to do now that we've tried implementing even a tiny bit of it", but never wanting to give up.

3 - Generally, the ero scenes came about as the last thing planned for a given area, in that the first thing we considered was the overall storyline and gameplay mechanics for a level.

Ex. "ok, we want a sex toy level because people would need SOME form of release in a government where sex is banned... that means lots of technology and factory type settings, so stuff like conveyor belts is a given, but we need some sci-fi element in there, so gravity reversal, and the obstacles should all be sex-toy/sex-machine related, etc."

The conversation didn't go 1:1 like this, of course, we spent a long time discussing this kind of stuff, but that's an example of the general initial mentality.

Then, once we had the level's theme, worldbuilding/connection to the overall plot established, and gameplay mechanics, the next thing was the enemies themselves, as they'd need to fit the level.

Once we'd decided on those, then we'd come up with sex animations that would fit the enemies/lore/gameplay/level design and aesthetic, that also wouldn't be duplicates or too similar to earlier level's animations.

We also had to consider things like how best to balance gameplay with the sex animations with the level design; we didn't want it to be far too hard to trigger a sex animation, or far too easy either, plus a million other things to consider and playtest and stuff like that.

PS
Terraria is finished by the way. Last update was over a year ago (maybe two? can't remember) and was called "end of the journey" or something, just to signal the end. Still, I get your point
According to Wikipedia, it says "An update known as "Labor of Love" was released on September 28, 2022." for the Steam version of the game, not sure how accurate that is though.
 
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MasterXY

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I'm usually a lurker who prefers to just silently watch threads but this is a topic I feel passionate enough about that I'll leave a comment.

I think a large part of the problem when it comes to expenses is that modern game studios have gotten their priorities mixed up on necessary expenditures on what they think they need for a successful game. The cost to produce games has gone up over the last 2 decades but I'd argue the quality of games has not matched the increase in cost to produce. Think of all those triple A games putting hundred millions into trying to have the most detailed textures and graphics possible, but was it really necessary to begin with to be putting that much into it for people to buy the game? If they cut that budget in half and instead used it to hire dozens-hundreds more programmers would it of been a better use of money or would the game of died in marketing hell? I don't know the answer, and I really wish we could live in a reality where we could test that sort of thing.

To tie it back to future fragments, assuming the 150,000$ was spent on voice work (I'm sure its not and it was a mix of music, sound effects, etc...) I know in the past you've polled people and they said they wanted the voice work but I'd love to see the result of a poll where the question is "Which would you prefer, money put on more gameplay by hiring another dev, or money put on voice work" and I'd bet every dime people would pick gameplay. And I know going from 3 devs to 4 does not mean there is 33% more game. But I'd still struggle to believe people would pick voice work over getting an extra level full of content and CG. Especially for a porn game, I could see justification for voice actors for at least the 3 main characters, but voice acting every single NPC almost seems over the top, and would of been a feature you could of cut without losing a single player over it. And even if you didn't hire another dev, at the very least it would be less stressful than having to sit here and sell your house in order to keep producing a porn game because you ran out of budget money and are stuck in development hell.

I've never seen a game encompass the 90/90 rule as much as this one. The first 90 percent of the game accounts for the first 90 percent of the development time. The remaining 10 percent of the game accounts for the other 90 percent of the development time.

I'm honest to god not flaming you for how you spent your money, or how long you are taking on this game it can release in 2024 for all I care and I'll still enjoy it and I applaud you for not giving in to the unwashed masses crying for it to be released now (these people are part of the problem with the modern game industry) though in the future rather than saying "We will release the game by this date" you should instead just give estimates and make sure people understand its just a guess, and not a release date. It's one thing to give a release date, and due to gaben it gets delayed a week or 2, its another to give a "we will release the game in its current state by this day" even though you know it will get rejected due to not being complete :p. Good luck finishing this game out, been following it since 2016 and I look forward to getting it on steam.
 
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HentaiWriter

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Especially for a porn game, I could see justification for voice actors for at least the 3 main characters, but voice acting every single NPC almost seems over the top, and would of been a feature you could of cut without losing a single player over it.
There are people who have specifically noted that the reason they backed the game/wishlisted it was because everything was voice acted, but more on that in a bit.

And even if you didn't hire another dev, at the very least it would be less stressful than having to sit here and sell your house in order to keep producing a porn game because you ran out of budget money and are stuck in development hell.
Also just to be clear, I don't own a house, nor did I sell one; it was my car I sold.

To tie it back to future fragments, assuming the 150,000$ was spent on voice work (I'm sure its not and it was a mix of music, sound effects, etc...) I know in the past you've polled people and they said they wanted the voice work but I'd love to see the result of a poll where the question is "Which would you prefer, money put on more gameplay by hiring another dev, or money put on voice work" and I'd bet every dime people would pick gameplay. And I know going from 3 devs to 4 does not mean there is 33% more game. But I'd still struggle to believe people would pick voice work over getting an extra level full of content and CG.
So I see this mentality often, and I get it because it does apply to a lot of other games... but it doesn't apply at all to us.

---------------------

We had a very specific plan for how many levels, enemies, content, etc. the game would have within the first month of development, as seen in this post; https://f95zone.to/threads/future-fragments-v0-27ex-march-2022-demo-hentaiwriter.1550/post-8788816

The content we did get rid of, as listed in the post above, wasn't extra levels or anything like that, it was stuff that would have been game-wide, mechanics type stuff for the most part. A lot of it we realized was just bad ideas period, regardless of budget or time, and the stuff that we would have liked to get in, we would have needed far more budget (like, 3x or more) and at least another 4 or 5 team members.

---------------------

Additionally, none of us are "paid per our work" on the core team (Frouge the programmer, Triangulate the artist, and me as writing/level design/marketing etc.); we split the Patreon cost evenly between us (after paying for audio work, which also to be clear, about $110k of it is voicework, $30k or so to music, and the remaining $10k to sound effects and audio mastering).

So even again, if we had a billion dollars, we wouldn't suddenly output more content than we had before, nor would we move any faster with our development, not out of "milking it", but because there's only so much we can do on a day to day basis.

---------------------

Regarding hiring on more staff too, not to sound arrogant about this, but finding people who are at Triangulate / Frouge's level in art / programming, who are also available to work on a NSFW game and aren't on their own games, who also are happy jumping on a project midway through, is like finding a needle in a haystack.

We got one programmer on specifically just to help with the True Final Boss Battle so we could get things done faster there (which Frouge paid for out of his own share, by his own choice), but to do that I had to go through some 20-30 different programmers, interviewing them, checking their qualifications, letting them know what we needed. Out of all of them, only 1 programmer fit the requirements we were looking for in terms of knowledge/skills/available free time (and we got super, super lucky), and it was only for one small portion of the game, walled off from the rest for the most part.

Even getting them up to speed with the existing code, despite their high level of skill, took a week or two, and that was again just for that small portion; trying to get them up to speed with everything in the game at that point would have probably taken months. This isn't because they're unskilled, it's because there's just so much stuff in the game.

Similarly, we hired on multiple other artists at different points, and Triangulate kept wanting changes to their art because he wanted things a very specific way aesthetically/continuity with accuracy in designs, to the point it was costing us more money to have the artists repeatedly correct the images than it would have been for Triangulate to just do everything, so that's why he ended up doing all the art.

(And as far as having someone extra on to help me with writing/cutscenes/level design, that'd be even more of a task get them up to speed and to somehow digest the hundreds and hundreds of backstory, worldbuilding, continuity, etc. stuff I've written up across like 40+ documents and keep things consistent there.)

---------------------


Finally, going back to an earlier point; we had a specific idea in mind for the game, and while we did adjust things here and there over time, we, from the start, were making the game that we wanted to make.

That means that even if a majority of people said "we don't want voicework in the game", we were still going to do it for everything. Same for the way the gameplay works, and many other things.

Don't get me wrong; playtesters and backers and just people playing the demos in general have given us a LOT of feedback, and we've adjusted a lot of stuff in the game as a result of it, like powerup functionality, map design, and so on.

But the core stuff (how many levels we would have, how many enemies, how many animations, the voicework stuff, the story stuff, that was the stuff we wanted in at all costs and that's why we'd do it regardless.

I'd say though that the majority of people enjoy the voicework, given the reviews on F95 and other places.

---------------------

tl;dr even if we had 5 billion dollars, we would still voice everything, still do the same amount of levels/enemies/game over sequences etc. and wouldn't be any more finished with the game than we are now, nor would we hire on extra people, because the way the game is, even if everyone else hates it, is what we wanted to make.

---------------------

I'm honest to god not flaming you for how you spent your money,
Yeah, I understand, and I hope you realize this isn't meant to attack you either, this is just me clarifying how/why we did stuff, of course.

you should instead just give estimates and make sure people understand its just a guess, and not a release date.
Going forward, we will never give release dates for our games ever again until the game is pretty much ready to go and just needs playtesting/some bugfixes, and even then, we'll only give the year it's going to come out on. Only when it's been submitted to Steam and accepted, will we give a specific, to the day release date.

Good luck finishing this game out, been following it since 2016 and I look forward to getting it on steam.
Thanks a lot :) I do think it'll be worth the wait, IMO.
 
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HentaiWriter

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#72 January 14th progress report.png

-----------------

Bi-Weekly Progress Report #72 for Future Fragments

DISCORD
-
STEAM -
TWITTER -
FREE DEMO -
MORE PLACES -

All links are for those 18+ of age and older only.

-----------------

I really hate to have any sort of a reason for going slower on work, but as it is, the flu knocked me out for a few days, and then yeah, 2nd grandmother in under a month passed away unbelievably; my parents handled most of the funeral stuff, but I still was helping with some of the arrangements and anything to do with computer stuff (appointments etc.) because both of my parents have no idea what to do with any of that.

Still got a small handful of scenes in though, and Frouge has been keeping busy too, getting bugfixes in plus an assortment of stuff I needed for more cutscenes, as well as something I'm sure many people would enjoy; being able to check on your menu how many Fragments, Gold Databanks, and Powerups you've found per level.

The next two weeks should hopefully, barring anything else happening crazy like it's been the last few weeks, be much more productive.
 

HardcoreCuddler

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View attachment 2312390

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Bi-Weekly Progress Report #72 for Future Fragments

DISCORD
-
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I really hate to have any sort of a reason for going slower on work, but as it is, the flu knocked me out for a few days, and then yeah, 2nd grandmother in under a month passed away unbelievably; my parents handled most of the funeral stuff, but I still was helping with some of the arrangements and anything to do with computer stuff (appointments etc.) because both of my parents have no idea what to do with any of that.

Still got a small handful of scenes in though, and Frouge has been keeping busy too, getting bugfixes in plus an assortment of stuff I needed for more cutscenes, as well as something I'm sure many people would enjoy; being able to check on your menu how many Fragments, Gold Databanks, and Powerups you've found per level.

The next two weeks should hopefully, barring anything else happening crazy like it's been the last few weeks, be much more productive.
sorry for your losses bro
 

Sologor

Member
Nov 13, 2020
108
145
Here's a few questions you can answer in the director's cut extra DVD :ROFLMAO:

Now that I read the "cut content" and think about it, would it be a fair assumption to say you were inspired by games such as mega man?

What games helped you in the creative process and what was something you really wanted in the game no matter what?

I like to think almost every gamer learns a thing or two on game studios and game designers, any one you admire or really can't stand?

And most importantly, NINJAS or PIRATES?
 

HentaiWriter

Well-Known Member
Game Developer
Jan 30, 2017
1,229
2,142
hm... it is possible ripped out and watch to sex scenes? for game have editor ?
You can use the level editor to have sex scenes display however you want, yeah, but as far as getting the voicework and cutscene events with it, there's no way to rip those in any viewable format outside of just recording it as a video.

What games helped you in the creative process and what was something you really wanted in the game no matter what?
I figure the following list I made a while back answers your first three questions, with the caveat that if something is on this list, it doesn't mean it, as a whole work, inspired Future Fragments.

In most cases, it means that some standalone aspect of the series (or something even smaller) inspired something in Future Fragments; could be the aesthetic, the mechanics, the player functionality, etc.

Also, these are just my inspirations, personally; Triangulate and Frouge likely had other inspirations.
A lot of other games have influenced me over time, but these are the ones that specifically inspired some part of Future Fragments in some vague way or another.

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And most importantly, NINJAS or PIRATES?
Ninjas, for sure. One Piece kind of cornered the "Pirates" market.
 
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