is there less quality games being updated lately?

Joraell

Betrayed
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Guys it is pretty normal to work on one game with bigger team. Only here in adult gaming everybody acts like. Hey that is my project I will do it alone :D

You can share assets everything or rendering on one machine. Progrmmers using GIT or others to share their work with whole team and etc.
 

Nottravis

Sci-fi Smutress
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Jun 3, 2017
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Example:
I'm the team leader. The software is running on my server, all the assets, voice, everything for the game is on a project drive, all team members (guild mates) can login, and work on the game, at the same time. team members talk on team-speak, discuss ideas, move pictures around on the whiteboard... like you are in the same room together. except you can be naked, while you work, and your coworkers don't know
View attachment 261346

you are Literally using THE same assets on one drive, doing all the scenes on one computer. not just the same asset downloads, the same settings, morphs, shader scripts, lighting scripts, as if one person did all.
Which is all fine and true, but comes down to being the team leader.

So the business model, if we call it that, is not one of partners but of employer/employee. Fine and dandy if one has the finances. Less so if you don't. :)
 

polywog

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May 19, 2017
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Which is all fine and true, but comes down to being the team leader.

So the business model, if we call it that, is not one of partners but of employer/employee. Fine and dandy if one has the finances. Less so if you don't. :)
Team leader doesn't mean boss, or dominant, it's more of a therapist role, dealing with egos and issues. Think of a Rock band manager. He gets a cut of what the band makes, pays for repairs to the hotel, gives the girls cab fare in the morning, sets up gigs and makes sure the band members get there on time, etc. Drummer, bassist, guitar, vocals, keyboards, backup singers, and a whole crew behind the scene. No employees, it's a team. Together they make music.

There's a famous song about problems in a band. One member is using drugs, abusing his girlfriend, another feels sorry for the girlfriend, falls in love with her, but the band comes first. feeling like an asshole for doing what has to be done, and not what he'd like to do. thoughts of cheating, betrayal, murder. protecting reputations, keeping secrets.

It's a partnership. Sharing the ups and downs. A joy shared, is twice the joy. A grief shared, is half the grief.
 

redknight00

I want to break free
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I think it's just a side effect of creators securing paying bases, regular quick releases are important when trying to get new people to play and support you, but after having a solid foundation, it's possible to think more of releasing quality content in bigger chunks than releasing more stuff as fast as you can. From a developer perspective, I would say bigger updates make more sense, there's less pressure to cram sexy stuff just to have something in an update, the possibility of adding stuff to all branches (when they exist), longer scenes, more time to debug and polish content, etc.

There's also a factor of growing skill and expectations, as the creators get better, they are expected to make more complex stuff, longer scenes with more renders, shiny new mechanics, etc, and that costs time.

As a side note regarding the team working in porn games, I think that's not the best idea for all games, sometimes you can get a few people to work together in a project, most of the time these projects are one man teams making their vision come true, adding more people would add complications and possible conflicts to the mix.
 

Domiek

In a Scent
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I couldn't agree with @sansot any harder if i tried, if even a few of these well meaning but inexperienced devs where able to co-op with each other they could make something really worth playing, hell even a few of the bigger devs with skills in certain areas but lacking in others should consider co-op models for a game, this is part of the reason ICSTOR does so much better with Milf City than with his previous games, he switched to Ren'py sure but he bought on a writer, big advantage.

It's just a bit of wishful thinking but i'd love to see a great writer like ASLPro work with some great renderer's like those behind a wife and mother, or get a hot shit programmer in with Philly games and make a game with both great storytelling and gameplay

As to the rate of updates for good games on here tbh i'm ok with this, i'd sooner wait three months for a decent amount of good content than come running back every month for a tiny amount, i ain't got time for that.
The problem here is not about devs not wanting to share Patreon income, but having to coordinate with someone else. Outside of obvious risks such as perhaps your new partner isn't as dedicated, hard working, or easy to get along with as you'd like, different visions, clashes of ideas, etc, You also need to consider another aspect. Most devs do this as a hobby.

I can only talk for myself here. I work in a corporate office. After herding cats all day, the last thing I want to do is go home and deal with coordinating/communicating with someone else. A dev will essentially be on the clock 24/7. Always available to communicate, coordinate, and work around someone else's personal life constraints and deadlines on top of your own. Early on I worked with a potential writer. I'd come home from work and spend the next two hours reading and editing all of his writing because we live in different timezones and feedback needed to be immediate. This was mentally draining and made this hobby feel like a punishment.

Now if a game becomes successful and allows the dev to focus on it full time, then working in teams may be an excellent idea.
 
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Joraell

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The problem here is not about devs not wanting to share Patreon income, but having to coordinate with someone else. Outside of obvious risks such as perhaps your new partner isn't as dedicated, hard working, or easy to get along with as you'd like, different visions, clashes of ideas, etc, You also need to consider another aspect. Most devs do this as a hobby.

I can only talk for myself here. I work in a corporate office. After herding cats all day, the last thing I want to do is go home and deal with coordinating/communicating with someone else. A dev will essentially be on the clock 24/7. Always available to communicate, coordinate, and work around someone else's personal life constraints and deadlines on top of your own. Early on I worked with a potential writer. I'd come home from work and spend the next two hours reading and editing all of his writing because we live in different timezones and feedback needed to be immediate. This was mentally draining and made this hobby feel like a punishment.

Now if a game becomes successful and allows the dev to focus on it full time, then working in teams may be an excellent idea.
My vision is if anytime in future game will be more popular than now. I want to cooperate with someone who will made music, sounds aaand maybe some kind of dabing.
Second vision is to cooperate with someone that will do sidequests to game, when I will making main quest. I think there is always room for some cooperation. From the start of my making before 2 years I'm cooperating with programmer and corector.
 

Domiek

In a Scent
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Jun 19, 2018
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My vision is if anytime in future game will be more popular than now. I want to cooperate with someone who will made music, sounds aaand maybe some kind of dabing.
Second vision is to cooperate with someone that will do sidequests to game, when I will making main quest. I think there is always room for some cooperation. From the start of my making before 2 years I'm cooperating with programmer and corector.
It's not an "if" but "when" it's more popular. Your game is unique and looks great.
 
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