for 4 scenes is 5 gb really too little |
The game changes depending on your choices. There's 3 endings and a total of 31 animations in the game.
Since apparently it's weird to just release a game, I thought maybe some people would like some context.
I made this game as more of a proof of concept than anything, and to test out some changes to Tyranobuilder. I have some larger scale projects that I've been working on the past couple of years. One of them was getting close to about halfway done, and after taking a break from it for a couple of weeks, I decided to try and export it to try and see what it would be like for a new player. That's when I learned that Tyranobuilder couldn't export anything over 1GB. Recently though, Tyranobuilder released a new version that claimed to fix this problem, and add a bunch of other options. So I made this game to make sure Tyranobuilder really could export over 1GB, to see if there was a different cap, and to test out the new options. That's one of the reasons this game is so big. I captured all of the animations at 1080p and put the full 1080p animations into the game to see if it could handle a large export.
While making this as a test game, I just really liked using VaM to make the scenes and got a little attached to Mrs. Holiday. Then I had the idea to expand it into a full game to release, and put up the scene files for people who want to support me on Patreon. That way people could go into the scenes and experience them like they were in the game themselves, or even just take the models and make their own scenes. I thought that would be a fairly unique thing to offer.
I have an idea for a series of games, all made using VaM, but it's going to kind of depend on if people like this or not. I'm going to at least make the second game in the series I have planned, to give the project some time to get out there. That one I'll be making a little bit larger scale, but nothing too crazy so that it can get released in a timely manner.
As for why I released it completed, I've learned a lot watching these forums over the past few years. I could have taken this idea (or one of my others), and planned out a much larger scale game. I could have released a v0.1 with just one or two scenes, slowly made progress and released another one or two scenes every month or two, and then ended up either going back and remaking everything because it wasn't as good as the newer scenes, or having to redo sections of the game because it doesn't fit well with what it ended up becoming, or just abandoning it for a different project out of frustration that the game wasn't getting enough support or I couldn't do what I was trying to do. But there's way too much of that here. So many times I've found a game at 0.1 or 0.2 and been excited to see where it would go, just for it to be abandoned, or arguably worse, waiting another year or two just for it to be 0.3 or 0.4. I don't want to be another one of those people. I wanted to make the game, release it, then move on to something else. At least as much as possible. That way people at least have a complete experience. I wont always do that, especially for larger scale games, but I don't want to have to release more than 2 or 3 versions of a game before it's completed, and each one I want to have roughly the same amount of content added. Unless the game is intentionally open ended and content can be continually added to after the game is "finished". Because there's nothing worse than getting an update after months and only being able to play it for 10 minutes before you run out of stuff to do. I've been that guy way too much, and it sucks.
Since I've spent the last couple of years learning how to use Tyranobuilder, and make animations in VaM for myself, this game was fairly quick and easy to make. I thought that being able to do smaller games in between the bigger ones seemed like something I thought people would appreciate. Some games here definitely take a lot of work, and I don't mean anything bad towards any of the developers here. I don't know how complicated their games are or how much work they're putting into them. Many of them are absolutely incredible, and have gone far beyond what I ever thought adult games could be. But it's still a bummer having to wait for maybe an hour of new content every 2+ months. I wanted to try and do things a little bit differently.
Hopefully people can better understand how a game just popped up out of nowhere.
Oh and as for a compressed version, I'm already working in VaM using lower end models. I don't want to sacrifice quality further by compressing the images and animations. I tried to limit each animation to around 100MB to keep the filesize down, and I'll see what I can do about getting the file size down in future games. Maybe instead of 1 minute animations I'll do 45 second ones, and see if that helps. But I won't be making one myself due to the lower image quality. Feel free to get the unofficial compressed version from others though. I'll also work on getting an android version uploaded sometime next week. It'll be here by next Friday at the latest. I'd do it earlier, but unfortunately I'm going to be pretty busy this weekend and don't know when I'll have time.