- Sep 24, 2017
- 1,316
- 3,147
I envy you because I really struggle with the creative side of things. I do pretty well on the technical aspect and coding. I have done creative writing a few times in various games but it was extremely draining mentally.Thanks for the detailed feedback! The issue of animation is one I have pondered numerous times. I actually brought it up to my own Patrons with kind of a layout of what it would entail for estimated time and impact, etc. For my Patrons anyway, they for the most part soundly rejected me going that route. While I don't consider anyone else's opinion dispositive on its own, I certainly am taking that into account. Three of my biggest Patrons (they collectively on their own are over $500 a month so our relationship is very active and constant just naturally) gave me very detailed arguments on the issue. I actually picked KG as my first game versus two other story ideas I equally liked at the beginning because I believed the other two ideas required good animation, and KG did not quite as much. At that moment of decision, I had never ever coded, had practiced about 10-15 renders, and basically was completely green and honestly a moron about game development. (still am a moron, but a little more experienced now haha!) A Renpy game (Being a DIK) was actually the first time in my life I had ever read code at all. So I was VERY intimidated by the thought of animation (I barely felt comfortable doing a render at that point) so I went with KG.
And maybe because I'm female, or a certain age or background...I don't know, but I am not sure everyone would like my desired animations as much anyway. I always give this example because it's a scene from another game idea I have already laid out. This is from the first story I wanted to do, but didn't for KG instead. The animation would take place with a young lady with her love in the rain at night. It's a moment of tension and sadness due to a story narrative, but she's crying and looks up at her man as the tears and rain mix on her face. The animation would be them looking at each other deeply, they come in for a kiss, and lightning flashes behind them as their lips first touch.
I'd probably lean more into key story moments of intense emotion/drama for animation even more than sex scenes, which probably does limit my appeal and I know that...but being totally honest, I didn't do this game (nor will I any other) just for income. I am very fortunate I do very well outside of the game, but I did look at other games to gauge commercial viability as good due diligence. In my best case scenarios, I thought KG's max income potential (based mostly on case studies of similar games to KG) was maybe 2500 a month. Maybe 3k at the very end if I did quality updates. I could only find one game kind of similar to mine that even was over 4k on all the research I did. I do have a $2500 goal (I think I'm at 2400 right now so kind of close) for some UI help, and animation is likely next goal.
The greatest threat to my game is not lack of support, but rather the time sink taking me away from better income (I feel like I have a fiduciary duty to my business partner never to sacrifice too much in that arena) so I am definitely pondering adding help as needed.
Having said all that, I would actually considering bringing in an animator down the road for certain scenes just to solely do that (probably going to have it as next goal on Patron page) as it wouldn't necessarily impact my own development time too much going that route. My concern is completely time based right now in everything. (if anyone knows good animators, err let me know haha!) I also do believe the game could be absolutely better with good animation, so I am always interested in good quality...but my biggest issue is always going to be time.
The game is well written and it is unique and creative. Thank you for your thoughts and keep up the great work! I hope you can find a good balance between your business and game development!