- Apr 8, 2020
- 413
- 533
Yes, but now that they noticed people's frustration, the annual release schedule will be turned into a monthly one.
Yes, but now that they noticed people's frustration, the annual release schedule will be turned into a monthly one.
try JDMod, it just opens the galleryAnyone have a save file? I finished my Part and hardly got alot for my gallery
I care about the story of Sabia getting stuffed by all kinds of cocks.Ah, I totally forgot this game existed. I feel like this game and a lot of others tend to bite off way more than they can chew. If you're going to have a million different routes that all bleed in to each other then you're just adding exponentially more work and if you're not creative enough to make everything interesting...well it just doesn't work.
Are there even any stans that actually care about the story at this point?
There's some really easy fixes: remove 75% of the map locations, close down some questlines that lead nowhere and people aren't interested in, implement the quest log for all existing content, stop wasting time on those short bonus pack stories, ...I understand why people are mad at the slow progress of this development, but what are you suggesting they should do in the ideal scenario? I disagree with the take that this is pure milking regardless, the team behind this has managed to deliver Noxian Nights to completion - an excellent game.
The start of this game is also unique and excellent in many ways, but now there haven't been much progress for a long time. This phenomenon seems to be reoccuring on games here, and I can see why. I myself have considered releasing a game Im developing on my spare time and possibly having a subscribe star/patreon, but I've been reluctant to release it publically because I believe doing so might put more pressure on me than I need. In general I believe people underestimate how much work it is to develop a game, something that would increase exponentially which management of social media channels, marketing, fan responses, special rewards to patreons etc.
If I would dedicate that much time to develop games *with* my current day job I would have no spare time at all. I would also need to break up with my girlfriend to free more time. While the money seems good at first glance (I don't know how much they are making, split three ways) its most likely not good enough for you to quit your job to work on a porn game, even if you would, its a pretty big risk if patreons would disapear one day.
So these guys have developed a solid game before and are in the process of devoping another one, the problem is just that life sometimes get in the way. How do you justify to people that you need to spend all of your free time developing a porn game? Its a tricky situation. Of course they could put the game on hold, but then you would have to call out to people again to start donating if you would pick it up again? Idk, just my thoughts
I dont really know what in my message prompted this agressive reply, but this is exactly what I mean by unreasonable work schedule. No, working 40 h + 20 h is not sustainable in the long run with or without family life as you suggest. You can only do so for limited spaces of time, which Im sure the developers have been doing from time to time. Eventually you’re going to burn out.There's some really easy fixes: remove 75% of the map locations, close down some questlines that lead nowhere and people aren't interested in, implement the quest log for all existing content, stop wasting time on those short bonus pack stories, ...
The rest you're telling us is complete nonsense. They were making more than 8K dollars per month in 2017, which is more than enough to employ 2 people fulltime. The only reason why they're not making 20-40K dollars per month right now is their lazy release schedule and deep dive in writing and art quality.
"Spending all your free time on this game " is not even close to what they're doing right now. Let's do some simple maths to illustrate: imagine if they work 2 hours a day during the week and 5 hours on a weekend day. This really isn't much, even when you have a family life. This comes to 20 hours a week. We've had no update for about 35 weeks now, which puts the grand total of invested time at 700 hours per person.
Now look at what they accomplished: 1 new quest. Does the questlog work for the older content? Remains to be seen. Have they rewritten the older content to work with the modular clothing system? I highly doubt it. Does this sound like someone spent 700 hours working on the game? Or does this sound like that one kid in school who was playing computer games all evening and half-arsed his homework on the playground right before classes?
Firstly it's not the same team that made NN, that was made by Sierra Lee and Nomo. The current team is Nomo - artist, Monsinne - writers, Nds - coder. Secondly they have had (supposedly, probably not) the repeatable scenes and 2/3 quests completed for months. Why delay the release of those quests for this long only to stagger the release anyways?I understand why people are mad at the slow progress of this development, but what are you suggesting they should do in the ideal scenario? I disagree with the take that this is pure milking regardless, the team behind this has managed to deliver Noxian Nights to completion - an excellent game.
The start of this game is also unique and excellent in many ways, but now there haven't been much progress for a long time. This phenomenon seems to be reoccuring on games here, and I can see why. I myself have considered releasing a game Im developing on my spare time and possibly having a subscribe star/patreon, but I've been reluctant to release it publically because I believe doing so might put more pressure on me than I need. In general I believe people underestimate how much work it is to develop a game, something that would increase exponentially which management of social media channels, marketing, fan responses, special rewards to patreons etc.
If I would dedicate that much time to develop games *with* my current day job I would have no spare time at all. I would also need to break up with my girlfriend to free more time. While the money seems good at first glance (I don't know how much they are making, split three ways) its most likely not good enough for you to quit your job to work on a porn game, even if you would, its a pretty big risk if patreons would disapear one day.
So these guys have developed a solid game before and are in the process of devoping another one, the problem is just that life sometimes get in the way. How do you justify to people that you need to spend all of your free time developing a porn game? Its a tricky situation. Of course they could put the game on hold, but then you would have to call out to people again to start donating if you would pick it up again? Idk, just my thoughts