- May 31, 2018
- 271
- 334
Here's my Mega store link of that "Anim Lab" I did so long ago: Mega
I won't delete it, cause it's pretty small.
Wrong on many fronts.
I started to work on this at the start of 2017.
And I did that little app as an internal demo when I was just the animator, not the one-man-army animator/coder/game-designer/dialogue-writer/tester/etc I turned into in June of that year. And this might surprise you, but animations, when done the way I do them, are very quick to make. It's rigging what takes a life from you, and I already had that done after three months of work. And that was basic. The models I'm working on now took me half a year to "complete" for a functional demo.
So yeah, I had other mid-game (mediocre) animations done by then? So what? Are you suggesting I should have abandoned the gradual corruption? Because I'll never make a game equivalent to instant gratification PornHub. Just FYI, I was going to start working on the tavern jobs and events last year, and that would have meant a LOT of effort coding new systems.
I didn't stretch anything other than my weekly working hours. Before making LOKR I was a freaking HP storage engineer and worked 20 hours per week. I quit that job because I wanted a life-style change, I love adult games and I hate how extreme Feminism, SJWs and Cancel Culture are damaging the most natural thing of the Universe: sex and its related media.
But... surprise! Then I found out that being a freelancer is anything but comfortable and secure. I stopped having a normal social life because of that project, and that's daily reality still, because as many of you know I needed to start my own project after past year drama. And all of that having a family I need to provide for, seeing how my savings are getting closer to zero.
I don't expect you guys understand how hard it is developing a game (even an amateur one) with just limited skills and filling in so many roles as I did, finding myself in many show-stopper bugs, software limitations and challenges that test my cool and patience, learning as I go and trying to balance the limited time patrons/subs give you before dropping their support because they don't see actual content. You either deliver content or improve your engine in preparations for more features. There aren't shortcuts. Google "software development iron triangle" to understand what I mean.
I don't know about other people, but I assure you that "milking the cow" theory didn't and doesn't apply to my case. In my humble opinion, I am a fucking hero for doing what I'm doing.
Abelius, your work is not one that I would like to criticize (since, in my opinion, you do not need a team at all to create a game project), however, do not underestimate the inhabitants of such forums. Many of them are programmers, and of course - many of them are not professionals like you, but there are those who can do more, however, they earn completely different money, and in completely different areas.
However, this is a departure from the topic.
You said that you create sex animations pretty quickly ... So, actually, what's the problem was to just inserting them into the game code? Many actions are performed according to a script, and you had many actions in the game that have practically the same script, which prevented from initially saturating the game project with animations? ... Writing text? ... Good roleplayers write text very quickly. The fact that you were confused in your own code? ... Well, you can always clean up the trash heap with a certain desire.
Self-copying of your own code can be done rather quickly, and therefore, to be honest, that's why there was a suspicion that the creation of project was deliberately stretched (Since, for almost 2 years in a row - the updates of your game project in plan of code went like a blueprint, only with the addition of few new dialogues, a few new animations, but in fact - it was the code itself that was simply duplicated) that's all.
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