And that is an awfull thing. Ask any artist - perfectionism is a curse. Instead of making a decent product in an adequate amount of time and moving onto the next piece, perfectionist will work on little details that most of the public won't even see. Quality is a good thing, but everyone should know when its time to stop.
Currently your agenda is "We don't know when it will be done, bu we need funding" - what a comfortable place to be in, huh? I wish every job could provide you with limitless amount of time to do anything at all, because you know - perfectionism.
It doesn't work this way. This is why companies and firmas have deadlines - to make sure that a specific task can be done up to a specific date. And you should too. They don't have to be exact, since most of the deadlines can be wrong, but this way at least your community can wait up to something by a specific date, unlike now - when everything is just in question.
There are a huge amount of posts around assuring us that your team is now bigger and stronger (some people end up even saying that your team now is actually 11 people), but you still keep saying the same no-deadlined thing over and over. Stop it. If you are professional - then act as one and start giving us dates if you want to be supported.
And please stop saying that perfectionist mumbo-jumbo. It really makes you look amateur.
Ah, and how soon until we're EA? There needs to be balance between quality and speed. How smooth do you want an animation? What resolution do you want an image? How in depth do you want a quest? How well thought out do you want your mechanics? How many bugs do you want there to be? How good of a game do you want?
Do you think that I am not aware of people's patience when I received constant complaining about such things? Do you think me an imbecile? We are perfectionists within reason, not lunatics. However, we are all artists of our own trades. We take pride in our work, and would not release garbage just because some people can't be patient.
The team is precisely 5, with an artist providing us unpaid work for the environment/concept art. I'm not giving you a date, because I am not certain of when it will be finished myself, progress is slow due to the nature of the animations and models. You want good animations? You want multiple poses for sex? This is what must be done, and we're doing all of the ground work up front.
Now, since you're going to insult my intelligence and the standards of the team, allow me to ask you how many games you know of that give release dates within the first months of production? They don't know, you don't know, and I don't know. No one knows, all I can do is give probabilities and educated guesses. If you wanted to be an informed human being and member of our community, you could make a slight effort to view the streams, and speak to the devs on their progress, in which case you would likely come to the same rough conclusion that work is being done, and that the project will take form soon.
I have made an effort, despite my displeasure of coming here, to set the record straight, inform the people here, make myself available, and offer answers to those that want them about the game we're developing. I have no interest to come to these forums to read incessant ill-informed whining, especially when it results in my team being insulted. Let me make this very clear, I do not mind constructive criticism, advice, or complaints. However I'm so very tired of having to correct people's own random hearsay they come up with, nor do I enjoy listening to people act like they have any inkling as to what it takes to develop a game, and turn my team into caricatures, claiming to know what we're planning/thinking better than we do.
I wholeheartedly agree! I have trouble letting go of my perfectionism, which is a real burden when you're doing something that's not just for yourself. So in this instance, where real people paying real money expecting a product are involved, you better not strive for perfection. In fact, I will as far as saying that perfectionism can lead to serious mental health problems, because it certainly has played a role in doing so for me.
People will complain when you miss a deadline. But people will complain more if you never even release anything at all while still syphoning their money. Set deadlines. Make a plan to release something, anything at all as soon as you can.
Deadlines only work if you have a rough estimate of how long it will take to complete a set of work. I could set a random arbitrary deadline for Archie to complete his rigging/meshing/weighting/animating, but it's just going to be missed, because there is so much variation in the length of time the tasks require, so many things can happen. You can watch his stream, he is working as best as he can, as quickly as he can. He is far more experienced in animation than I am, and it is not my place to tell him how to do his job. Especially when he is experimenting with techniques that even he, as a professional in the industry, is unfamiliar with. I expect only that he do it to the best of his ability, which, as far as I can see, he is.
What, pray tell, is the alternative? Were you in my position what would you do? Threaten to fire him if he doesn't reach a deadline? How do you even gauge where to set the deadline?