HentaiWriter

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if jesus is coming back that mf better wait til the 23rd that's all im sayin
Just to be clear, we're gonna be *submitting* to Steam on the 22nd, but the reason I say submitting is because Steam has to approve the game; that could take 1 hour, 1 day, 1 week, I've got no idea.

For a comparison, when we submitted the demo to them, it took them 3 days to check, but that was also during NextFest and they were likely getting flooded by demos, so not sure if that'd be different for full games or if a different team checks full games.
 
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dragonsix6969

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Apr 26, 2019
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HentaiWriter
no, unfortunately they don't make normal games anymore, maybe indie developers have something that
to trying do it, but this is a very small drop in the ocean, now developers and publishers do not create, but only think how smarter it is to add donations, lootboxes, paytowin, so that people always pay, in theirs games, damn them.
 

HentaiWriter

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I have strong doubts over you being able to write 277 cutscenes (especially when, from what I've read, the whole game has 400?) until September 22nd, but I'd be glad to be proven wrong. It's not a good look when you tell us that essentially 70% of the cutscenes of the game haven't even been written 42 days before launch though.
This post might clarify things for you; https://f95zone.to/threads/future-fragments-v0-27ex-march-2022-demo-hentaiwriter.1550/post-8712341

Just to give an example, I wrote 10 cutscenes last night alone. The hardest part is by far the "groundwork" for cutscenes; the actual writing doesn't take as much time at all.

Either these cutscenes are obscenely short, comprised entirely of moaning sounds, or I legitimately cannot imagine getting all of them pumped out like that.
The cutscene I just finished writing through the last 90 minutes has around 1,400-ish words and 9 variants (9 different ways it can play out); none of the words are moans.

Screenshot_940.png
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Screenshot_944.png

Didn't want to post all the tabs per spoilers of other things/rare variants, but yeah. The emotions aren't in because I just finished writing this as of this post, but that should give an idea of things; this is all one cutscene, to be clear, with the "tabs" being variants on how that scene plays out.

For anyone worried too, this is an optional cutscene, as are 95% of all cutscenes in the game.

I'm working on stuff roughly 12-16 hours a day, depending on the day, 7 days a week.

That all said, it's likely that not all of the voicework will be done at launch, which is on me not getting people scripts fast enough, but it should be done shortly after launch (everything within the first month at latest).
 

Merlin7

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Apr 20, 2019
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...not all of the voicework will be done at launch, which is on me not getting people scripts fast enough, but it should be done shortly after launch (everything within the first month at latest).
I think lots of folks have crazy unrealistic expectations, and/or are super jaded after how many crowdfunded projects have gone sour between all the different platforms over the years. Personally, whenever I give a project some dough, I think of it as a moonshot. Like lending to a friend. If I get something back someday, great! But it's not expected. Like a "thank you" given without anticipating a "you're welcome." Good manners basically. Highly recommend that approach to everyone bothering to read this. WAY less stressful for everyone.

For quite a long time I've been in awe at the fact y'all's relatively small team, relatively small budget, are putting out what I believe will be a AAA game - nothing indie about it. The fact time had to give isn't worth griping about imo. Literally countless H-games have died over the years, and yours hasn't. That's worth celebrating! Sure release day will be epic, but every day of continued progress is epic too. Plus you personally are managing so much and haven't quit or gone insane... :oops:
 

HentaiWriter

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I think lots of folks have crazy unrealistic expectations, and/or are super jaded after how many crowdfunded projects have gone sour between all the different platforms over the years. Personally, whenever I give a project some dough, I think of it as a moonshot. Like lending to a friend. If I get something back someday, great! But it's not expected. Like a "thank you" given without anticipating a "you're welcome." Good manners basically. Highly recommend that approach to everyone bothering to read this. WAY less stressful for everyone.
While all this is true, at the same time, I think it's our responsibility to make the best game we can with the hard earned money everyone has supported us with.

So like, giving a bit of leeway with time and such is good given what you've just said, but yeah, it doesn't give us an excuse to just blame everything on "the nature of crowdfunding" when there's a lot of stuff we could have done better (and we plan to do better with future games).

For quite a long time I've been in awe at the fact y'all's relatively small team, relatively small budget, are putting out what I believe will be a AAA game - nothing indie about it. The fact time had to give isn't worth griping about imo. Literally countless H-games have died over the years, and yours hasn't. That's worth celebrating! Sure release day will be epic, but every day of continued progress is epic too. Plus you personally are managing so much and haven't quit or gone insane... :oops:
This is really encouraging, man; if you want to know how I haven't gone insane, it's from a combination of knowing there's people like you and others who are looking forward to this game, and our own personal passion/drive to get this game done.

It may have taken an eternity, but I'm hoping for a launch that's more along the lines of how Team Fortress 2 took forever but was fun as hell back in the day, and very hopefully NOT a Duke Nukem Forever reception after all thsi time.

I just hope the likely lack of voicework in some scenes/a bit of polish and things like that missing here and there at launch (probably less than 5% of voicework missing and only in rare/optional scenes) won't ruin things for people though.
 
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Merlin7

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"[...]doesn't give us an excuse to just blame everything on "the nature of crowdfunding" when there's a lot of stuff we could have done better (and we plan to do better with future games)."
I get that!! Always striving to improve in a positive direction - one of the best inherent qualities you and Frouge and Triangulate have imo. Certainly has shaped Future Fragments in many many awesome ways.

"[...]won't ruin things for people though."
Can't speak for anyone but me, but I won't mind. It'll be great to experience FF as a whole - and that experience will be so satisfying nothing else will matter haha. I suspect many other fans will feel the same, and hey, we're all old(?) adults(?) with jobs(?) now so updating or patching after a month of only playing during limited free time will be nbd. Heck, last month I just started playing Cyberpunk 2077 for the first time - waited more than a year and a half for most of the worst problems to be fixed(?). So a little in-progress voicework or edges needing polish will be a sweet breath of fresh air.

Glad you're still feeling the mojo - creating something from nothing but imagination, be it writing or music or art or anything that inspires people (sexual enjoyment counts too!! damn prudish societies), is a magical thing. And Future Fragments will have all of the above!
 

ilmncsm

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I just hope the likely lack of voicework in some scenes/a bit of polish and things like that missing here and there at launch (probably less than 5% of voicework missing and only in rare/optional scenes) won't ruin things for people though.
Sure won't for me. Personally even when I'm excited enough about a game to buy it on release, I always wait at least a day or two for launch day bugs and issues to have a bit of time to be patched. If there's a bit of missing content, I'm content to buy it, then wait a few weeks until it's added in before playing. I've been patient this long, I can be patient for longer.
 
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HentaiWriter

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I suspect many other fans will feel the same, and hey, we're all old(?) adults(?) with jobs(?) now so updating or patching after a month of only playing during limited free time will be nbd. Heck, last month I just started playing Cyberpunk 2077 for the first time - waited more than a year and a half for most of the worst problems to be fixed(?). So a little in-progress voicework or edges needing polish will be a sweet breath of fresh air.
Yeah, I mean, not to repeat the whole debacle of attaching things to dates, but I'm fairly certain any missing voicework and such should be in by the first month after release. Not promising that though, of course.

There's actually a large amount of extra polish things we'd like to get in post-release too, but I can't promise we'll get those in in any specific time frame; some of them might even come many months down the road when we're working on our next game and Frouge wants to do them for FF to sort of get a "change of scenery" so he doesn't get burnt out on future games, that sort of thing.

Glad you're still feeling the mojo - creating something from nothing but imagination, be it writing or music or art or anything that inspires people (sexual enjoyment counts too!! damn prudish societies), is a magical thing. And Future Fragments will have all of the above!
After all this time, I definitely am still very excited to get this out; the cutscenes ended up being far better than I could have imagined thanks to all the flexibility our cutscene engine gives us, especially when tied into the Ideals system and your cutscene choices and in-game actions in general.

Some people might not like them, of course, but that's why 95% of the cutscenes are optional; if people just want to run and gun through the game, they can :D

Sure won't for me. Personally even when I'm excited enough about a game to buy it on release, I always wait at least a day or two for launch day bugs and issues to have a bit of time to be patched. If there's a bit of missing content, I'm content to buy it, then wait a few weeks until it's added in before playing. I've been patient this long, I can be patient for longer.
Glad to hear it man, and of course we'll keep progress posts coming weekly regarding to updates to things!
 
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Shamaeth

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Jan 9, 2018
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I concur. I played Kathy Rain (non nsfw game) recently and, even though it was a nice touch to have the voicework pretty often, it is not why I enjoyed the game. It was a point and click but in metroidvanias some rushed voicework isn't really necessary in Bloodstained for example.

I had doubts about the game getting released but now I am confident that I can buy it at launch. Good luck for the final stretch.
 

FutureHUD

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May 5, 2021
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I honestly hate to be the sour egg, but i refuse to act like all the yes men in this thread and just lay out some brutal honesty regarding this game’s development cycle.

And i think i’m not the only who will have this opinion:

1. The constant blueballing is honestly appaling. We are on the what, EIGHTH delay now??? Just this year alone we have had Three delays (first was the february release, delayed. Then it was March 22, delayed to summer. Now we are getting it in the Fall season. It shouldn’t have been like this, especially when you move the goalpost when we are not far from release. You should have called an indefinite delay when you didn’t reach the original release deadline of april 2019, rather than constantly shifting it. The scope has been overwhelming, and it shows.

2. lack of transparency. Your weekly updates are lackluster and hardly ever gives us an idea of how much progress has actually been made, it’s usually the same text with minimal changes. People hate on eromancer for dragging things out (as we should) but atleast he provides a detailed update monthly with in game screenshots, render models and concept art for animations, scenery etc. This has lead to many people (me included unfortunately) to walk out and stop following your patreon. Your numbers prove this, with about 4% loss every month for the past year. as it stands, you have lost thousands since the original deadline delay (you peaked at 14k, now making 9k). Yes you gavenus those demos, but they ran their course really quickly and made us only more anxious for the full release.

The two points above is my main critiscm of your team. I started following the project late 2018, finally stopping here with the march to summer delay. I was beginning to think that this was all a pyramid scheme.

I get it, you and your team are inexperienced, have personal lives and are relativrly small with not much funding. But even with those factors taken into account, it doesn’t excuse anything tho, because even inexperienced people can sidestep my two points.

Tho i’m happy to hear we are finally getting a release in september, after nearly three years of extra waiting. I hope it turns out well, both for you and the people who have stuck with you till the end (they deserve it).

Finally, i hope you take my words to heart on your next projects.

I look forward to playing the game.
 

Shamaeth

Newbie
Jan 9, 2018
25
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I honestly hate to be the sour egg, but i refuse to act like all the yes men in this thread and just lay out some brutal honesty regarding this game’s development cycle.

And i think i’m not the only who will have this opinion:

1. The constant blueballing is honestly appaling. We are on the what, EIGHTH delay now??? Just this year alone we have had Three delays (first was the february release, delayed. Then it was March 22, delayed to summer. Now we are getting it in the Fall season. It shouldn’t have been like this, especially when you move the goalpost when we are not far from release. You should have called an indefinite delay when you didn’t reach the original release deadline of april 2019, rather than constantly shifting it. The scope has been overwhelming, and it shows.

2. lack of transparency. Your weekly updates are lackluster and hardly ever gives us an idea of how much progress has actually been made, it’s usually the same text with minimal changes. People hate on eromancer for dragging things out (as we should) but atleast he provides a detailed update monthly with in game screenshots, render models and concept art for animations, scenery etc. This has lead to many people (me included unfortunately) to walk out and stop following your patreon. Your numbers prove this, with about 4% loss every month for the past year. as it stands, you have lost thousands since the original deadline delay (you peaked at 14k, now making 9k). Yes you gavenus those demos, but they ran their course really quickly and made us only more anxious for the full release.

The two points above is my main critiscm of your team. I started following the project late 2018, finally stopping here with the march to summer delay. I was beginning to think that this was all a pyramid scheme.

I get it, you and your team are inexperienced, have personal lives and are relativrly small with not much funding. But even with those factors taken into account, it doesn’t excuse anything tho, because even inexperienced people can sidestep my two points.

Tho i’m happy to hear we are finally getting a release in september, after nearly three years of extra waiting. I hope it turns out well, both for you and the people who have stuck with you till the end (they deserve it).

Finally, i hope you take my words to heart on your next projects.

I look forward to playing the game.
You are not a "sour egg" : just realistic. When you invest your money, you expect something in return. If you don't get the results, you don't pay anymore. A wider effect of these delays (in other nsfw or sfw games) is that it is pretty easy to become disillusioned when it comes to pledges to other projects too or just getting excited for a release date that is more prospective than based on more grounded goals. But maybe that is just me.

Unfortunate indeed.
 

HentaiWriter

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Jan 30, 2017
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I honestly hate to be the sour egg, but i refuse to act like all the yes men in this thread and just lay out some brutal honesty regarding this game’s development cycle.
I wouldn't call them yes men, especially when quite a few of them were pretty against the game at the start of development.

1. The constant blueballing is honestly appaling.
Blueballing would imply we're deliberately delaying the game; this would benefit no one. We haven't broken even on the Patreon in almost two years now, which is why we're now forced to submit the game as of September 22nd, even with it likely not being 100% complete. (The voicework will be the main thing that'll have content missing, as well as a bit of polish here and there.)

We are on the what, EIGHTH delay now??? Just this year alone we have had Three delays (first was the february release, delayed. Then it was March 22, delayed to summer. Now we are getting it in the Fall season. It shouldn’t have been like this, especially when you move the goalpost when we are not far from release. You should have called an indefinite delay when you didn’t reach the original release deadline of april 2019, rather than constantly shifting it. The scope has been overwhelming, and it shows.
It shouldn't have been like this, no.
But, unfortunately, things happen. I'm not sure what else I can say besides this that I haven't said before, but when a complication arises and things take longer than we thought they would to make sure things work correctly/make sense in-game and in-lore/play well, that pushes everything else back as a result.

The scope hasn't changed since about 2016. I've got game design documents listing out the enemies, the mechanics, etc. dated to back then.
But even if that wasn't the case, why is a large scope an issue? People are free to back out of the Patreon anytime they want, as well as request full refunds and they get rewards, indefinitely, from only backing once.
We set out to make a game that had a significant amount of content from the getgo, as intended.

All of the release date issues though are why we will never have release dates for a game ever again, until the game is 100% complete and ready to ship. We won't even say what year it'll be complete in, let alone the month.

2. lack of transparency. Your weekly updates are lackluster and hardly ever gives us an idea of how much progress has actually been made, it’s usually the same text with minimal changes.
This is a bit of an exaggeration; I can't think of more than 2 or 3 of the weekly updates that have "the same text with minimal changes" all around the board. Almost every progress report shows a change in the amount of things left, etc.

We can't post huge, gigantic changes to the game, because the game is almost entirely done. There's not really a way to post something like "finished three bosses off this week" or "completed five animations", because all the art is done, all the music is done, all the sound effects are done, all the maps are done, etc.

The remaining content to get done that we could list would be almost entirely backend stuff that would be either;
- pages and pages of bugfix information, most of which won't make any sense without context and/or would be spoilers
- things even more convoluted than that, like what programming got done to link the True Final Boss up to the main game, which can't really be "quantified" in a way that 95% of people reading the progress report would care to read about

It's also a pretty big time sink to write up a list of minutia of every small thing changed; I could fill a 3 page changelist since last week from just the tiny adjustments I'd done to the script, or another 2 page changelist from all the different things I worked through with Wishful Simping in terms of getting music actually laid out properly in-game in regards to volume levels (the mastering just finished yesterday for the game, now mastering has to be done for the soundtrack), and another 3 page document in regards to all the things done to the True Final Boss to get it in-game.

99% of people are not going to want to read through the minutia of that, so it's time we'd be better off spending working on the game, instead of collecting that data and going back over every small change we made and listing it.

However, the last progress report does say outright how many cutscenes are left, as well as describing what I've been doing on them.

People hate on eromancer for dragging things out (as we should) but atleast he provides a detailed update monthly with in game screenshots, render models and concept art for animations, scenery etc.
The biggest reason there isn't a lot of "content" in the progress reports, is because of spoilers.
Almost everything left we could show is gigantic, game-end spoilers, and as has been asked of us many times by backers, people on twitter, and discord, they don't want to be spoiled.

Blurring out the content only works on certain things too; if we blur say, the final boss, people are going either A) know who it is because we didn't blur it enough, or B) it'll be so blurred it'll be just a big blob of colors.

This has lead to many people (me included unfortunately) to walk out and stop following your patreon. Your numbers prove this, with about 4% loss every month for the past year.
We did know going into this that this would happen, and we would rather have people stop backing us than spoil the game for people.

However, we've always had people dropping frequently; from our exit surveys, this is usually due to people only needing to back once for rewards. So people use Patreon more as a sales platform than a crowdfunding platform (something Patreon has went on record saying they encourage people to do more of the former, than the latter).

Tho i’m happy to hear we are finally getting a release in september, after nearly three years of extra waiting. I hope it turns out well, both for you and the people who have stuck with you till the end (they deserve it).
We do as well; I think the amount of content we've packed into it will hopefully make up for the time the game's taken, for most people at least, even if we do have to spend the month after release finishing content/polishing things.

Finally, i hope you take my words to heart on your next projects.

I look forward to playing the game.
Thanks to work on Future Fragments, for future games, we'll have;
- an extremely solid team we can rely on across the board
- our own engine effectively that we can reshape as we need
- a much better workflow/pipeline that we've developed for both work and Patreon rewards/etc.
- a heck of a lot more experience and lessons learned, like not giving out release dates, ever
- posting progress reports from the start, so people can get substantial visual stuff unlike now
- not breaking apart demos and only posting demos every so often, instead of monthly, so we don't "flood" places with a ton of demos that make it hard for people to figure out which one to play

I do appreciate the feedback, and hopefully my reply here shows that we've got a lot of stuff covered for future games.

Why not both he writes a massive essay while at the same time working on the game?
That would be impossible, since multitasking is impossible, of course. :sneaky:

You are not a "sour egg" : just realistic. When you invest your money, you expect something in return. If you don't get the results, you don't pay anymore. A wider effect of these delays (in other nsfw or sfw games) is that it is pretty easy to become disillusioned when it comes to pledges to other projects too or just getting excited for a release date that is more prospective than based on more grounded goals. But maybe that is just me.
No, that's not just you; that is why we do have our three things we do of
- refunding people if they ask
- needing only one pledge to get rewards forever
- posting almost all patreon-based content publicly for those who can't afford to, or don't want to back us
 
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