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Bbyxqq

Member
Aug 8, 2022
159
117
For the 5 hours of play in new plot you already have 1/4 or 1/3 of scenes that I write
In old plot yes, you need more time to see content. Old plot will be deleted in next 1-2 updates
Scene with Minerva will be cut on 3 phases with less interationsin future updates
Looking at your list there are:
But as Ginny is old plot
Vampire is odd (is she relevant at all?)
House-elf is minor character (maybe she could replace that greedy bastard later and be something more?)
Then there is only Minerva.

Good job with that Minerva update. It was rather sudden and only seemed to be there for legacy reasons.
Ps. Having weekday indicator next to top right clock that is on hud would be nice.
 

Khan

Member
Game Developer
Apr 4, 2017
472
742
Looking at your list there are:
But as Ginny is old plot
Vampire is odd (is she relevant at all?)
House-elf is minor character (maybe she could replace that greedy bastard later and be something more?)
Then there is only Minerva.

Good job with that Minerva update. It was rather sudden and only seemed to be there for legacy reasons.
Ps. Having weekday indicator next to top right clock that is on hud would be nice.
So the side characters are specially created so that the player does not get bored and receives content, in order to get to the main characters, the player will have to sweat. That's the point of the game
 

Bbyxqq

Member
Aug 8, 2022
159
117
So the side characters are specially created so that the player does not get bored and receives content, in order to get to the main characters, the player will have to sweat. That's the point of the game
Usually it is story and characted dev that is supposed to keep players interested not throw-away-characters. On sandbox game it works as there is no real continuity, but on on storydriven games like this thay are jarring. Chekhov's gun (Чеховское ружьё), Vampire...
 
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Khan

Member
Game Developer
Apr 4, 2017
472
742
Usually it is story and characted dev that is supposed to keep players interested not throw-away-characters. On sandbox game it works as there is no real continuity, but on on storydriven games like this thay are jarring. Chekhov's gun (Чеховское ружьё), Vampire...
We are waiting for a script from you about how the plot should go correctly, we are ready to offer a job if it is not adding a sex scene with any of the main characters for 10 minutes of the game
 
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Hauk

Newbie
Jan 14, 2021
48
28
hello, i have a few questions

1. is the bedroom supposed to be locked off at the start of act 1 chapter 4? because the option to go inside is gone now, i can only use it to skip to next day
2. when i try to use the broken broom on the open window marcus just says he doesnt want to crash, but the guide says to use it on the window at night [which i am] do i need to do something to repair it first, or is there another flag i havent triggered? im in act 1 chapter 4
 

Bbyxqq

Member
Aug 8, 2022
159
117
We are waiting for a script from you about how the plot should go correctly, we are ready to offer a job if it is not adding a sex scene with any of the main characters for 10 minutes of the game
Plot is different than flow and spacing tho. But not here to give none of those, but give few suggestion to nice game that has Luna as waifu. Minerva update you said you have planned is really good.

Then to meat of this post.
-Making some if not all side guests to be handled over multiple chapters as they mostly have no connection to main story events (looking at you act 1 chapter 3). But this might cause problems your chapter system?
-There should be no limit to when training is done, who cares it it evening, it feels arbitary limit that consumes timeslots from story events making game slower to play
-Same with working even if it was limited to only once per day, there should not be limit when you work even weekends. It would not break the game balance would it? Horny bastage would work even on weekends to get monay to get inda womans pants sooner.
-When moving around there is no need for some areas to have no direct access to world map as it has been already proven in game that map access can be blocked when it is needed. As example from bedroom to world map without having to go trough office area.
-Postal system also is pain to deal with when you mostly want Minerva and Snape at evening but they are being offered official meeting at first maybe add option to split to postmarks to halves for both and option to remove sending confirmation.
-As mentioned previously adding to weekday indicator to hud. Maybe even adding current days timeorbs too to see who will come and when instantly there is room for at top of screen that could also double as time skipper?
-Fireplace should be on until put out, no need for it to go out every day, there are House-Elfs who will keep it up.
-Making doors visitor indicator more vibrant?
-when selecting table there is no need for menu to be so small not to show all at same time making is less click intensive to use

Ultimately saving players time with quality of life things. But you need to remember save your own time also by cutting some fluff and think is it really needed or is there more simple alternative. Like your menu in menu could be just bigger menu. Or like do you need to make whole screen wide art for utility tool when it can be just part of hud with marginal ammount of art needed?
 

Khan

Member
Game Developer
Apr 4, 2017
472
742
Plot is different than flow and spacing tho. But not here to give none of those, but give few suggestion to nice game that has Luna as waifu. Minerva update you said you have planned is really good.

Then to meat of this post.
-Making some if not all side guests to be handled over multiple chapters as they mostly have no connection to main story events (looking at you act 1 chapter 3). But this might cause problems your chapter system?
-There should be no limit to when training is done, who cares it it evening, it feels arbitary limit that consumes timeslots from story events making game slower to play
-Same with working even if it was limited to only once per day, there should not be limit when you work even weekends. It would not break the game balance would it? Horny bastage would work even on weekends to get monay to get inda womans pants sooner.
-When moving around there is no need for some areas to have no direct access to world map as it has been already proven in game that map access can be blocked when it is needed. As example from bedroom to world map without having to go trough office area.
-Postal system also is pain to deal with when you mostly want Minerva and Snape at evening but they are being offered official meeting at first maybe add option to split to postmarks to halves for both and option to remove sending confirmation.
-As mentioned previously adding to weekday indicator to hud. Maybe even adding current days timeorbs too to see who will come and when instantly there is room for at top of screen that could also double as time skipper?
-Fireplace should be on until put out, no need for it to go out every day, there are House-Elfs who will keep it up.
-Making doors visitor indicator more vibrant?
-when selecting table there is no need for menu to be so small not to show all at same time making is less click intensive to use

Ultimately saving players time with quality of life things. But you need to remember save your own time also by cutting some fluff and think is it really needed or is there more simple alternative. Like your menu in menu could be just bigger menu. Or like do you need to make whole screen wide art for utility tool when it can be just part of hud with marginal ammount of art needed?
-Making some if not all side guests to be handled over multiple chapters as they mostly have no connection to main story events (looking at you act 1 chapter 3). But this might cause problems your chapter system?
- We're aiming to have more side quests that span across several chapters, however it's a bit tricky to make a quest save its progress and transfer it to the next chapter from a technical point of view, but we'll be looking into this more in the coming patches.

-There should be no limit to when training is done, who cares it it evening, it feels arbitary limit that consumes timeslots from story events making game slower to play
-Same with working even if it was limited to only once per day, there should not be limit when you work even weekends. It would not break the game balance would it? Horny bastage would work even on weekends to get monay to get inda womans pants sooner.
- Our view on this is that the player should not be required to grind too much, and removing the limit will not solve the problem. Instead we'll look at the general balance of stats requirements and how many galleons the players need, and rebalance it accordingly

-When moving around there is no need for some areas to have no direct access to world map as it has been already proven in game that map access can be blocked when it is needed. As example from bedroom to world map without having to go trough office area.
- This is something that is on the list and will require some tweaking for the existing Hogwarts map, but we'll aware of this and will implement the solution in one of the following versions

-Postal system also is pain to deal with when you mostly want Minerva and Snape at evening but they are being offered official meeting at first maybe add option to split to postmarks to halves for both and option to remove sending confirmation.
- We've recently updated this system internally and it should be less confusing now, with clear choices for when the person should come. If a person has a quest active for them they will be summoned without the need to specify the type of the visit.

-As mentioned previously adding to weekday indicator to hud. Maybe even adding current days timeorbs too to see who will come and when instantly there is room for at top of screen that could also double as time skipper?
- Good idea to display the current day, we'll note it down and include in one of the next versions.

-Fireplace should be on until put out, no need for it to go out every day, there are House-Elfs who will keep it up.
-Making doors visitor indicator more vibrant?
-when selecting table there is no need for menu to be so small not to show all at same time making is less click intensive to use
- These three are kinda subjective, but we'll look into them too, thx.
 

paragan

Newbie
Feb 18, 2018
60
62
I don't get it either. I see games like this raking in $28,000+ every month and it baffles me why the updates are so infrequent. I get that my game isn't everyone's taste and there's lots of room for improvement, but they make over $26,000 a month more than what I do and I still manage to push out a new update at least twice a month. And I'm not the only one doing this. There are a lot of great devs doing as much as they can for around a 1-2k monthly budget. I do feel bitter sometimes when I see "lazy" devs rolling in cash while other great devs struggle (I'm not lumping myself in the great dev category, only that I do indeed work on new updates constantly and take side-projects just to pay my bills).
Game is unfinished, development is slow, full of reworks, far from perfect ...

So Why - why they earn 20-30 times more money than average indie developer in this genre ?

Main reasons:
1. ART
If art in adult games was olympic discipline Siserg would win all gold medals. I haven’t found any game indie or even profesional which is so beautiful and detailed drawn. (If you have tip on game with better visuals - for research purpose of course ... :D)

You want to look at something sexy, funny, bright ... there are thousands games created with 3D modeling software - ugly as hell. It is sad but when your project at first sight is same as everyone else people will not give you a chance.

2. SUPPORT
You have videos, forums, own wiki - developers still comunicate with people (with fans and haters too). Localization to many languages ...

3. GREAT PROMO
Hard cold truth about success is that your ability to promote and sell is equaly or more important than perfect product.

4. STRONG FRANCHISE + REALLY BIG FANBASE
There are millions of people who dreamed they will join or visit Hogwarts world ...
Don’t forget Rule 34

5. FLAGBEARER
AKAMAN showed us that visiting more ehm adult version of Hogwarts is possible and it can be fun.

6. SEX
Yes there is sex and sex sells :D
 

Khan

Member
Game Developer
Apr 4, 2017
472
742
Game is unfinished, development is slow, full of reworks, far from perfect ...

So Why - why they earn 20-30 times more money than average indie developer in this genre ?

Main reasons:
1. ART
If art in adult games was olympic discipline Siserg would win all gold medals. I haven’t found any game indie or even profesional which is so beautiful and detailed drawn. (If you have tip on game with better visuals - for research purpose of course ... :D)

You want to look at something sexy, funny, bright ... there are thousands games created with 3D modeling software - ugly as hell. It is sad but when your project at first sight is same as everyone else people will not give you a chance.

2. SUPPORT
You have videos, forums, own wiki - developers still comunicate with people (with fans and haters too). Localization to many languages ...

3. GREAT PROMO
Hard cold truth about success is that your ability to promote and sell is equaly or more important than perfect product.

4. STRONG FRANCHISE + REALLY BIG FANBASE
There are millions of people who dreamed they will join or visit Hogwarts world ...
Don’t forget Rule 34

5. FLAGBEARER
AKAMAN showed us that visiting more ehm adult version of Hogwarts is possible and it can be fun.

6. SEX
Yes there is sex and sex sells :D
It is worth noting that we have 3 more artists in our team besides Siserg, who draw a lot of content + an animator
 

Ratnedalu

Active Member
Jan 11, 2018
702
680
So, anyway, Khan wasn't here the last time I was on this thread, did they hire them as a sort of public relations/hatchetman position, 'cause it seems like their soul purpose is to fight everyone who doesn't like the game's pacing, direction, or genre.
 

Omnikuken

Conversation Conqueror
Feb 22, 2018
7,561
7,327
So, anyway, Khan wasn't here the last time I was on this thread, did they hire them as a sort of public relations/hatchetman position, 'cause it seems like their soul purpose is to fight everyone who doesn't like the game's pacing, direction, or genre.
His account is almost a year older than yours ........ Plot tickens
 
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Khan

Member
Game Developer
Apr 4, 2017
472
742
So, anyway, Khan wasn't here the last time I was on this thread, did they hire them as a sort of public relations/hatchetman position, 'cause it seems like their soul purpose is to fight everyone who doesn't like the game's pacing, direction, or genre.
We're not fighting anyone. I am here to give answers to adequate questions and suggestions. I try to prove that you need to play the game yourself, and not listen to the opinions of other people who played either an outdated version of the game, or skipped the dialogues and did not understand the plot, having received only a few scenes from many
 
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Ratnedalu

Active Member
Jan 11, 2018
702
680
His account is almost a year older than yours ........ Plot tickens
Perhaps I forgot about him, or perhaps he was a member/lurker before joining the dev team here. Either is possible. It's been forever since I last talked on this thread.
 

nishikocat

Newbie
May 21, 2022
19
43
What boggles me is that Warner Bros has no qualms about copyright striking and threatening lawsuits to smalltime creators on Etsy and other places on the web, if they so much as whisper the word Harry Potter.

Yet this game has been raking in 100s of thousands over the years. I mean, good for the developers and fans, it’s giving people what the want, but I’d be afraid to get sued. Or am I overthinking this?
 
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