I have a story to tell, where should I start?

lemonLava

New Member
Jul 26, 2022
1
0
Hello Everyone, I've been playing adult games on and off for years now and have always wanted to create my own. Over the years I have thought of many story lines that I'd love to see but nothing stood out enough for me to pursue it until just recently. The story I have in mind is nothing TOO unique or niche, but it is something I haven't seen done but the special part isn't the story, it's the execution. What I've got in mind is an unseen level of interaction with the story and the audience to bring something I feel is missing to adult games.
My Question is, where should I start? I am almost completely certain that the idea will be very profitable but is a percentage of profits enough to get talented developers, 3D artists, etc. involved without any startup capital? Lastly, how should I propose the idea to potential developers and artists without having what I believe to be a truly unique idea taken?

Thank you everyone who reads this and replies!
 

Meaning Less

Engaged Member
Sep 13, 2016
3,540
7,113
If an idea is all you have unfortunetely you are nowhere near your goal yet.

I doubt any artist/developer would decide to team up with someone based on an "idea" afterall they would be doing all the work and a good idea is nothing without proper execution.

I'd recommend you learning how to either create art or at least develop+write the game. Then you would have more chances of finding someone else interested in teaming up.
 
Jan 21, 2021
156
178
decide on an engine and familiarize yourself with it for just long enough to create a basic demo alone to solidify your idea. since you seemed very stressed about your idea being taken then just start off with something text based with no cgs. thise will make it so that you can have proof of concept at the very least so that you can draw in some others to help with the game. you could also make a post to f95zone right away looking for develoepers but it would still be good to start with familiarizing yourself with the engine

a good starting budget would also help since you cant just expect people to wait for the game to blow up. start something like a patreon, subscribestar, kofi, gofundme, etc to get some money for your starting budget. make sure to have a large range of subscription options and make them worth it. dont milk supporters. make the game free and release it on f95zone with common updates to get some reach, i know i check the latest updates tab daily but im not sure about others.

listen to players of your game. try to make an estimated date for each update so that players dont get angry with prolonged update times. put some work into your own game and dont try to change things last second unless youre fixing bugs. make controversial or uncommon fetishes fully avoidable and dont make them a surprise. a setting to disable them would be preferable. don't settle for mediocrity if you plan to make this as big as you say.

I am not a developer so dont take my word for it. these are just things that i think might help
 

woody554

Well-Known Member
Jan 20, 2018
1,430
1,789
there's no shortage of 'idea guys' let alone ideas. everyone making games has dozens of them laying around and every time you work on your game you get new ones. I've written down two just today.

what I'm trying to say is nobody needs an idea guy. what we're always short of are the doer guys.

also, your idea is neither unique nor profitable. it's gonna be one of those that EVERYBODY had when they first started out, the most obvious idea ever.

but it might be what YOU want to see. and if you want to see it I guarantee there are others. if you want to see it, you've gotta make it yourself.

you're gonna have to be the workhorse pulling it forward, though. none of the people you might hire will do that, it's not their baby. they'll come and go, and you'll always be the one carrying the project. there's no job for the guy who just sits around and magnanimously allows others to do the work for him. you go be the horse or you have nothing.
 

OsamiWorks

Member
May 24, 2020
196
204
Hello Everyone, I've been playing adult games on and off for years now and have always wanted to create my own. Over the years I have thought of many story lines that I'd love to see but nothing stood out enough for me to pursue it until just recently. The story I have in mind is nothing TOO unique or niche, but it is something I haven't seen done but the special part isn't the story, it's the execution. What I've got in mind is an unseen level of interaction with the story and the audience to bring something I feel is missing to adult games.
My Question is, where should I start? I am almost completely certain that the idea will be very profitable but is a percentage of profits enough to get talented developers, 3D artists, etc. involved without any startup capital? Lastly, how should I propose the idea to potential developers and artists without having what I believe to be a truly unique idea taken?

Thank you everyone who reads this and replies!
You should write down and complete your ideas, because an idea is different from a fully scoped project. Before doing this you should know its not easy and there is no fast path to making a lot of money. You can either learn how to do it yourself, or you can develop the skills to maintain and keep a job that would allow you to pay a small team of contractors to develop your game, which would also require additional knowledge to make sure things are functional and consistent as people join and leave your team. Porn is probably the most competitive and lowest paying industry you could try to succeed in, there is no real profit here. You need to accept that you are making the game for your own self satisfaction. If youre going to try and get a team together without real pay, you need to show an already significant contribution and proof of concept for the project in whatever area is your specialty which will be probably be either coding, art, or writing. I should add that very few people with skills, will be interested in working with you without examples of your work, and if you arent constantly communicating, collaboration will fall apart. Its better to pay fairly for everything or do it alone until you have real connections
 
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BlasterChief

Newbie
Jul 12, 2020
71
107
I admire your willingness to take on something totally new to follow your passion.
You should, however, be aware of what you are planning to get into. I've done a bit of programming over the years but mostly project management, and unfortunately I see the same problems as the people who answered before me.

Unless it's a rather short game, you are looking at a long-term project that is not likely to generate sufficent income to pay for a full staff (at least one artist and one programmer, a proof reader per language), if anything at all. I support a few devs who make really great games yet still struggle to even afford good equipment for their work. The few people who can live of these games usually have a few projects or one really good game under their belt that earned them their credibility and support. First time projects start at zero credit and, statistically speaking, have a much higher chance of failing. So you will have to coordinate and, even more importantly, motivate people who probably don't know each other to work and stick with you over a prolonged period of time without any tangible reward beyond seeing your "baby" grow. That would be a challenge even for an experienced project manager.
And then there is the fact that you are aiming very high by wanting to create something that has never been done before, with "an unseen level of interaction". In my experience, it's easy to have big ideas and want to revolutionise the field, but reality often looks very different. The tools at your disposal, the time you have and the skills that you and your team members have will limit what you can achieve. Often the things that haven't been done before haven't been done for a reason, not because nobody had the idea before you. A good/bad example would be the game "Dog Days of Summer". It's a great game that I really love, but the dev added so many possible combinations and routes at one point that the development slowed down to a crawl for almost two years while they are trying to tie all the strings back together. I once saw a "walkthrough" that was basically a big, messy and barely understandable flow diagram that you could cover a wall with. Keeping it simple, especially when you are new to this, can make the difference between success and failure.

In short, you will have to be able to do a few things to succeed:
- Be able to sell your idea like it is the best thing the world has ever seen, so you can convince people to join your team or support the development.
- Keep your people motivated and invested for a long time, even if there are temporary setbacks.
- Mediate when there are disagreements between team members.
- Coordinate the work, set schedules and make your people stick to the schedule. Remember that you have nothing but your inter-personal skills to do this since they will mostly work for free in their free time.
- Make people replaceable without rubbing it in their faces. This might sound cynical, but you have to be ready to lose someone for whatever reasons without it killing the project. So keep your own copies of all assets, scenes and uncompresed renders; call them backups, if neccessary, and protect them against sabotage by disgruntled team members. Make sure that your programmer(s) keep their code clean and well documented. That way an experienced replacement will find it much easier to take over.
- Be really good at your part of the creative work. You will have to be a shining example or you will find it difficult to motivate others to give their best.
- Be realistic and consistent. Frequently changing goals or schedules and too much wishful thinking are a project's bane.
- Be able to react spontaneously yet calmly and rationally, even when shit hits the fan. Don't let setbacks get to you and keep looking forward, but also take the time to analyse your failures and learn from them.

Now, I don't want to discourage you from making your dream come true. On the contrary: I wish you all the best and would like to see you succeed some day. But until then, you should take it step by step.
As a first step, you should be looking at your writing. You have an idea, but do you have any experience as a writer? If not, maybe attend a writer's workshop to learn not just how to write, but also how to plot a story, design characters, keep track of developments and their impacts on the world and characters. If you think you are a good writer, maybe write some short stories or try to turn your idea into a novella first. Publish your writings on an online platform like Literotica and try to get some feedback, because we humans are, unfortunately, pretty useless as critics of our own works.
Once you've got that part right, take the next step and aquire a new skill. Learn to code or to do 3D-art or to draw. It will take a lot of time but you will be building the neccessary skill sets for your project.
Finally, when you have the neccessary skills: Start with something easy. A short story turned into a game, perhaps. Then look at the feedback and learn from it. Don't rush into the big projects until you are confident that you can handle them.


Bonus tip: If possible, find a mentor. Someone who has already finished a project and is willing to lend you an ear and give a few tips whenever you are facing a problem.


Good luck, best wishes and hope to see your idea turn into a game one day! ;)
 
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Reactions: twoEyedCyclops
Jul 9, 2022
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I remember an interview I saw with the Moldenhauer Brothers (the guys who made Cuphead). They recommended that instead of immediately starting on your masterpiece, aspiring game designers should focus on making shorter, simpler games before moving on to larger projects. That way, your mistakes aren't as costly, and you get a positive feedback loop of completing games early on.
 
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♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,438
14,070
If an idea is all you have unfortunetely you are nowhere near your goal yet.

I doubt any artist/developer would decide to team up with someone based on an "idea" afterall they would be doing all the work and a good idea is nothing without proper execution.

I'd recommend you learning how to either create art or at least develop+write the game. Then you would have more chances of finding someone else interested in teaming up.
Basically this^
Learn to do at least one job well before thinking about making a game.
Plenty of picks: Coding, writing, drawing.. being able to do even one of these well will move you forward leagues and miles. :giggle::coffee: