RPGM Abandoned Malise And The Machine [v0.0511] [Eromancer]

3.70 star(s) 9 Votes

Gnodab

Active Member
Feb 4, 2018
604
1,320
Yeah....i am waiting until january. If there is no new Battletest with the promised H - Skill Chain, i will stop supporting. Gonna be my New Years Solution :p
 

stardecay

Newbie
Jul 28, 2018
19
24











Hey guys!
We've got some big news, and I don't want you to get a false impression, so please read this entire post. This is one of those points where your feedback is highly valuable, and I encourage you to ask questions and discuss!

Right now, we have no other source of income than from Patreon, and it's creating a problem. We're cutting our teeth on something both advanced and unique, and every decision we make is inherently risky. That risk is basically being pushed entirely to you guys, which isn’t good. We're also doing a ton of world-building, writing, concept designs, and all this meta stuff on top of our technology overhaul that's obviously become a drag for a lot of people. And all the while we’re significantly understaffed for a project of this scale.

As necessary as it currently is, I don't want patrons to feel obligated to continue supporting every month when there's not new playable content. The solution however is difficult because MATM has a long way to go before it will see retailers, meaning if we continue down this path we will continue to rely on you guys for a long time to come.

We've therefore come up with a plan that should alleviate all of these problems and more.

The goal is to take part of the team and get a very fun and accessible side project built in Unity with a much smaller scope than MATM to you and to retailers ASAP. As it so happens, we currently have the golden opportunity to do this, as Steam has opened its doors to adult content. We all know that the adult game world is fickle, and that these doors of opportunity often close, meaning we have to make this move now. This in no way means we’ll sacrifice quality – it just means we’ll be very busy!

The game will take place in MATM's world, and act as an introduction to MATM's setting, the theme, the denizens of New Babylon, and even some of the characters. It will require MUCH less overhead development time, and what you'll see in this update is from only two weeks spent on pre-visualization.

This will do the following:

  • Allow us to get a stream of playable content to you much sooner
  • Provide us the funds to grow our team further, without making you feel like you're being held hostage while we thrash away at not fun but necessary stuff on our main project
  • Give us time to build assets for MATM, and for TK and APL to finish the tech transition / rigging technology we need for MATM
  • Allow us to push forward with MATM's world-building, enemy and character concepts, and setting, all while we work on this new project.


WHAT IS THE NEW GAME?

The game will be called Pure Onyx: A New Babylon Tale. It will be an arcade style beat 'em up game (Final Fight, Streets of Rage, etc.) developed in Unity. It will be fully animated, with animated in-game H content, and with the messy finishers you’ve come to expect from us. The game will take place during part of the story of MATM that you don’t get to see from Malise and Neon’s perspective. You'll play as Onyx while she traverses the mean streets of New Babylon, fighting enemies including the Splicer gang, the Syndicate, biomonsters, and more.

The game will contain approximately 5 full, varied levels, and if the reception is good we will consider expanding it in a variety of ways.



HOW WILL WE DO THIS?

We're drawing this bitch by hand! Sort of.

We'll be using a combination of 3D and film techniques we've learned over the course of working on MATM to support what will be a mostly 2D game (check out the action in the game Dragon’s Crown, then think about what it would look like as an arcade-style Ghost in the Shell / Akira inspired game). The characters will resemble an anime version of the old art style of MATM, just more professionally done and much less awkward >_>. The goal is to use a style that has less back-end overhead and doesn’t require additional complex 3D models for characters. This game will have a much smaller scope than MATM, and thus will require fewer assets in the long term, making brute force techniques like hand-drawing more practical.

As it turns out, Mr. Kittyhawk is proficient with Unity and C#, and since this genre is so well-defined he already has many of the core mechanics and systems functioning. Limbo will likely be joining us full time as soon as possible. He and I will be drawing the characters, and I’ll be using Spine to animate them (you can see an example of my first efforts in the teaser video). We will be using our 3D character models where applicable for assisting us in posing and shading. Ubercharge will assist with rendering 3D elements that we can use in the level design compositing process.

As far as Patreon goes, the current structure will likely remain the same, you’ll just be treated to content for both games. We’ll continue to update you on our MATM progress as usual. I’m separating that content out from this update for this week since this is a lot to digest, so you’ll see another IC update in a couple of days.



WHO’S GOING TO DO THIS?

All of us will likely contribute, but the core team will be myself, Limbo, Mr. Kittyhawk, and Ubercharge. AltairPL will continue his work on MATM’s URGE engine full time, and TK will continue his work on the Maya transition for MATM. I’ll obviously still be working on MATM as well, as will Ubercharge, but our primary goal is to get playable content to you and secure additional funding as soon as possible via Pure Onyx.



HOW LONG WILL THIS TAKE?

We’ll have a stream of playable content ready for you much sooner than it will take to get the next major version of MATM ready. Give us a couple weeks to get our boots on the ground and develop a rhythm. This has already come together a lot faster than we were hoping! We were originally planning on working on this behind the scenes for a while to assess the situation, but I decided against it since this is on your dime, and you should know about the process as soon as possible.



SHOW US THE GOODS

Here’s a bunch of stuff we’ve developed from the past two weeks of pre-visualization. The overall theme is in line with what we’ve been up to, but the style will resemble 80s/90s anime, including some of the trashy aspects like color palette and seeing it on old CRT screens in VHS. We’ve been heavily referencing the original Ghost in the Shell anime and works by Shirow Masamune.





Onyx Styling

Here’s how the Onyx sprite will likely be drawn. We were considering giving her entirely hard shading to be more in line with the retro anime theme, but figured a concession was in order since soft shading simply looks way more polished for hentai.

  • (sorry for the missing nips :D)




Onyx Poses

Limbo has started on some sketches for Onyx’s poses. We’ll need to draw her sprite a bunch of times to create the base poses, which will then be broken down into layers and animated with Spine.

·





Enemy Sketches

Limbo has also been creating some sketches for basic Splicer enemies. I’ve already created a test rig in Spine and have a basic idle animation working for one that MW is working with in-engine. You’ll see a lot of sketches at this level of detail for a little while until we get combat feeling good (of course you’ll be asked to help provide feedback on that as soon as we’re ready :D).





Video Artwork

The above video is the closest thing I’ll be showing today to what we expect the finished artwork to look like. The environment artwork will be constructed in 3D, at which point we will do multiple render passes to assist us in painting the final artwork. We will likely need a few more weeks to experiment before we can get some vertical slice images of the final look. Details impractical to create in 3D will be painted by hand. We’ll likely be using this scene as the title screen by the way :D.

·





Original Style and Lighting Mock-ups

Here are the original mock-ups I made for visual styling. We were originally considering a black and white game, and while more stylish I don’t think it’d work well for hentai. We were also originally considering using full perspective, but decided the classic beat-em-up camera angle is better for retaining the feel of the genre.

·



--------------

That’s about it for now. We’ll show off some in-engine footage as soon as we get some animations in place, since right now it looks really goofy with everyone sliding around.

Obviously, I don’t expect everyone to be thrilled with this whole idea (especially those of you who may not like the game genre or Onyx), but from a practical and financial standpoint I feel knocking out a project like this is the best course of action to give us time to round out the back-end stuff with MATM, as well as springboard us into a position to work on it at a more satisfying pace. Ultimately, this is what we should have begun with all along.

Anyways, like I said above I figured I'd give you all a day or two to digest this before we do our MATM IC update. For now, discuss!
 

stardecay

Newbie
Jul 28, 2018
19
24
Has anyone been able to successfully edit their MATM save file or opening the game back up in RPGMaker?
I'd love to be able to just add new skills to the game...
 

KoroG90

Member
Mar 26, 2018
422
1,072











Hey guys!
We've got some big news, and I don't want you to get a false impression, so please read this entire post. This is one of those points where your feedback is highly valuable, and I encourage you to ask questions and discuss!

Right now, we have no other source of income than from Patreon, and it's creating a problem. We're cutting our teeth on something both advanced and unique, and every decision we make is inherently risky. That risk is basically being pushed entirely to you guys, which isn’t good. We're also doing a ton of world-building, writing, concept designs, and all this meta stuff on top of our technology overhaul that's obviously become a drag for a lot of people. And all the while we’re significantly understaffed for a project of this scale.

As necessary as it currently is, I don't want patrons to feel obligated to continue supporting every month when there's not new playable content. The solution however is difficult because MATM has a long way to go before it will see retailers, meaning if we continue down this path we will continue to rely on you guys for a long time to come.

We've therefore come up with a plan that should alleviate all of these problems and more.

The goal is to take part of the team and get a very fun and accessible side project built in Unity with a much smaller scope than MATM to you and to retailers ASAP. As it so happens, we currently have the golden opportunity to do this, as Steam has opened its doors to adult content. We all know that the adult game world is fickle, and that these doors of opportunity often close, meaning we have to make this move now. This in no way means we’ll sacrifice quality – it just means we’ll be very busy!

The game will take place in MATM's world, and act as an introduction to MATM's setting, the theme, the denizens of New Babylon, and even some of the characters. It will require MUCH less overhead development time, and what you'll see in this update is from only two weeks spent on pre-visualization.

This will do the following:

  • Allow us to get a stream of playable content to you much sooner
  • Provide us the funds to grow our team further, without making you feel like you're being held hostage while we thrash away at not fun but necessary stuff on our main project
  • Give us time to build assets for MATM, and for TK and APL to finish the tech transition / rigging technology we need for MATM
  • Allow us to push forward with MATM's world-building, enemy and character concepts, and setting, all while we work on this new project.


WHAT IS THE NEW GAME?

The game will be called Pure Onyx: A New Babylon Tale. It will be an arcade style beat 'em up game (Final Fight, Streets of Rage, etc.) developed in Unity. It will be fully animated, with animated in-game H content, and with the messy finishers you’ve come to expect from us. The game will take place during part of the story of MATM that you don’t get to see from Malise and Neon’s perspective. You'll play as Onyx while she traverses the mean streets of New Babylon, fighting enemies including the Splicer gang, the Syndicate, biomonsters, and more.

The game will contain approximately 5 full, varied levels, and if the reception is good we will consider expanding it in a variety of ways.



HOW WILL WE DO THIS?

We're drawing this bitch by hand! Sort of.

We'll be using a combination of 3D and film techniques we've learned over the course of working on MATM to support what will be a mostly 2D game (check out the action in the game Dragon’s Crown, then think about what it would look like as an arcade-style Ghost in the Shell / Akira inspired game). The characters will resemble an anime version of the old art style of MATM, just more professionally done and much less awkward >_>. The goal is to use a style that has less back-end overhead and doesn’t require additional complex 3D models for characters. This game will have a much smaller scope than MATM, and thus will require fewer assets in the long term, making brute force techniques like hand-drawing more practical.

As it turns out, Mr. Kittyhawk is proficient with Unity and C#, and since this genre is so well-defined he already has many of the core mechanics and systems functioning. Limbo will likely be joining us full time as soon as possible. He and I will be drawing the characters, and I’ll be using Spine to animate them (you can see an example of my first efforts in the teaser video). We will be using our 3D character models where applicable for assisting us in posing and shading. Ubercharge will assist with rendering 3D elements that we can use in the level design compositing process.

As far as Patreon goes, the current structure will likely remain the same, you’ll just be treated to content for both games. We’ll continue to update you on our MATM progress as usual. I’m separating that content out from this update for this week since this is a lot to digest, so you’ll see another IC update in a couple of days.



WHO’S GOING TO DO THIS?

All of us will likely contribute, but the core team will be myself, Limbo, Mr. Kittyhawk, and Ubercharge. AltairPL will continue his work on MATM’s URGE engine full time, and TK will continue his work on the Maya transition for MATM. I’ll obviously still be working on MATM as well, as will Ubercharge, but our primary goal is to get playable content to you and secure additional funding as soon as possible via Pure Onyx.



HOW LONG WILL THIS TAKE?

We’ll have a stream of playable content ready for you much sooner than it will take to get the next major version of MATM ready. Give us a couple weeks to get our boots on the ground and develop a rhythm. This has already come together a lot faster than we were hoping! We were originally planning on working on this behind the scenes for a while to assess the situation, but I decided against it since this is on your dime, and you should know about the process as soon as possible.



SHOW US THE GOODS

Here’s a bunch of stuff we’ve developed from the past two weeks of pre-visualization. The overall theme is in line with what we’ve been up to, but the style will resemble 80s/90s anime, including some of the trashy aspects like color palette and seeing it on old CRT screens in VHS. We’ve been heavily referencing the original Ghost in the Shell anime and works by Shirow Masamune.





Onyx Styling

Here’s how the Onyx sprite will likely be drawn. We were considering giving her entirely hard shading to be more in line with the retro anime theme, but figured a concession was in order since soft shading simply looks way more polished for hentai.

  • (sorry for the missing nips :D)




Onyx Poses

Limbo has started on some sketches for Onyx’s poses. We’ll need to draw her sprite a bunch of times to create the base poses, which will then be broken down into layers and animated with Spine.

·





Enemy Sketches

Limbo has also been creating some sketches for basic Splicer enemies. I’ve already created a test rig in Spine and have a basic idle animation working for one that MW is working with in-engine. You’ll see a lot of sketches at this level of detail for a little while until we get combat feeling good (of course you’ll be asked to help provide feedback on that as soon as we’re ready :D).





Video Artwork

The above video is the closest thing I’ll be showing today to what we expect the finished artwork to look like. The environment artwork will be constructed in 3D, at which point we will do multiple render passes to assist us in painting the final artwork. We will likely need a few more weeks to experiment before we can get some vertical slice images of the final look. Details impractical to create in 3D will be painted by hand. We’ll likely be using this scene as the title screen by the way :D.

·





Original Style and Lighting Mock-ups

Here are the original mock-ups I made for visual styling. We were originally considering a black and white game, and while more stylish I don’t think it’d work well for hentai. We were also originally considering using full perspective, but decided the classic beat-em-up camera angle is better for retaining the feel of the genre.

·



--------------

That’s about it for now. We’ll show off some in-engine footage as soon as we get some animations in place, since right now it looks really goofy with everyone sliding around.

Obviously, I don’t expect everyone to be thrilled with this whole idea (especially those of you who may not like the game genre or Onyx), but from a practical and financial standpoint I feel knocking out a project like this is the best course of action to give us time to round out the back-end stuff with MATM, as well as springboard us into a position to work on it at a more satisfying pace. Ultimately, this is what we should have begun with all along.

Anyways, like I said above I figured I'd give you all a day or two to digest this before we do our MATM IC update. For now, discuss!
The only way I can see this being a good thing is if A LOT of people end up buying it, so money goes into MATM, otherwise MATM it seems is never going to come out.
 

Dracis3D

Member
Game Developer
Nov 16, 2017
267
411
Right now, we have no other source of income than from Patreon, and it's creating a problem.
Ok, so Eromancer needs more money......

The solution however is difficult because MATM has a long way to go before it will see retailers, meaning if we continue down this path we will continue to rely on you guys for a long time to come.
So the game is going to take years, and Eromancer doesn't think the Patrons will continue to fund it. I suppose it wouldn't be an issue if they updated the game more often. Continuing what they had started being the easiest option over constant tech refreshes.

The goal is to take part of the team and get a very fun and accessible side project built in Unity with a much smaller scope than MATM to you and to retailers ASAP. As it so happens, we currently have the golden opportunity to do this, as Steam has opened its doors to adult content.
More money by selling the game on Steam.

this update is from only two weeks spent on pre-visualization.
We have spent 2 weeks on our latest venture, a 5 level 'Streets of Rage' style game made in Unity. 6 months for a solid demo (half a level and a couple of enemies) to come out I imagine.
 

Ennoch

Conversation Conqueror
Donor
Respected User
Oct 10, 2017
7,558
21,452
Just for everyone's convenience: MATM is being in the making since at least 2015 january. Ever since then its mostly just promises. What you got here as an update. A long wall of this and that but imagine it like this. I could write you long pages how i'm building a fusion reactor on my property, with tech-data that sounds legit. Does that means i'm really building a fusion reactor on my land? No. But i can bullshit about it for a few thousand $/month.
And now they say.. the best course of action for MOAWR money, after 3,5 years of basically nothing.. is that they further reduce their supposed numbers so some of them could work ANOTHER game. Cuz another game is good for this project... that you can buy... because if you have patroned them for years, payed them hundred of dollars, its sound proper that you should pay MORE. For a game you don't want...

The patrons of these guys are buying nice, well-drawn concept art pictures. You know how much such pictures cost on the market? Between 50-200 dollars. IF they buy 3-4, that costs somewhere around 2-800$, max. So if they buy a bundle of concept arts of four per 4 months, that means they paid that amount of money from the 20.000$ pool they have earned during this time. Beside that the only real thing they have to do is write this somewhat lenghty text of excuses on a regular basis but no more than 3-4 times per year. So overall, its 1000$ MAX cost (conceptart), 3-4 times a few pages long excuse/techdata combo.. and you have yourself a 60.000$ wage / year. You really only had to put some funding at the very beginning to hire a programmer to write the game's demo at the beginning. From there on, you don't have extra expenses beside the aformentioned ones. You don't have to come out anything solid.

This is basically the history of Malise and the Machine.
 

soldier321

New Member
Jan 3, 2018
10
2
lol 2 years since their last meaningful demo.

They had potential too smh, their scope was just too big for such a young team.

It's ridiculous because you can tell from their demo that they really want to create a great game, the art, UI and all of that was great. But they are trying to reinvent the wheel in terms of a game engine so early. I understand dedicating time to make a framework to pump out quality content faster with more long term reliability but there is a limit.

Hope they do create a smaller project with great content, make a bigger name for themselves get revenue so they can acheive for whatever they are aiming for.
 

Gnodab

Active Member
Feb 4, 2018
604
1,320
That's a yikes from me dawg. Gonna stop spending money on their patron and invest the 3$ somewhere else. Thanks for the inner Circle Update btw, much appreciated.

I have to admit though, the style of the new Sidescroller Game really speaks to me. But i know that there won't be a release any time soon, so i will cut my support for now.
 

zarqupang

Conversation Conqueror
Nov 2, 2017
6,149
1,749
It was a great game. I rember the old games from back in the intelevision and atari days.
Yes i now they were bad grapics. But still ya new what tou were getting and never had to worrie about getting burned out on creatsion. Lol
 

robdelobe

Newbie
Jul 6, 2017
50
71
I don't have much faith in MatM. I haven't for a while. But, HEY! If they do release a completed game and it's not hot garbage, I'll buy it. I also hope it would encourage Ero to actually finish things instead of constantly fiddling with it. I ain't gonna give to Ero's patreon anytime soon.
 
  • Like
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stardecay

Newbie
Jul 28, 2018
19
24
$10+ patrons



Hey guys!
So, here’s a compilation of information based on a bunch of questions and concerns people had in the last post, and hopefully it’ll put some more clarity into our intent and why we think Pure Onyx is a good move.


Patreon Stuff

  • Patrons who have pledged a certain amount (to be decided, probably something like the cost of the game) to this campaign by its release will get Pure Onyx for free. This campaign has always been intended to be for our current *and* future games, not just MATM (hence the ‘Eromancer is making Adult Games’ at the top :D), and I think it’s very fair considering MATM is taking longer than a lot of people (including me) expected. I’m not sure if it would be in the form of a Steam key or what quite yet.
  • I think some really good print designs could come out of Pure Onyx’s artwork. If you previously pledged at the print reward tier and have been waiting on a print design for the new MATM art style, you’ll be able to use it on anything we come up with for Pure Onyx if you prefer.
  • You don’t need to increase your pledge amount or anything to receive updates on Pure Onyx. They’ll be part of our regular updates.


Regarding Steam / Pure Onyx Release

  • For those of you concerned about Steam's censoring -- there's no more need for R18 patches or any of that stuff. They really have opened up their doors to uncensored adult content.
  • I didn't mean to imply Pure Onyx will be a Steam exclusive; I haven't done all the research in that area to reach a conclusion for what would be the best retail strategy. It will probably end up being on as many retail sites as possible, but I can’t guarantee that yet.
  • I don't want to talk too much about ideas for additional content for Pure Onyx yet, since the goal here is a quick development cycle :D. There are, however, lots of options for extensibility after its release!






About Graphics and Gameplay

  • Pure Onyx will use that (we hope) will match or exceed the quality of any H game out there currently. Pretty parallax backgrounds are a definite.
  • Pure Onyx gameplay will adhere strongly to the classic arcade games of the beat-em-up genre; we don’t want to get feature-crazy. Additional modes and features are a possibility after release.
  • We’ll be using Unity’s shiny Cinemachine package for cameras, which will allow for scriptable and dynamic manual zooming.
  • Gameplay will be very fast and fluid; certainly no input lag or anything.
  • There will be a gallery mode.


Regarding MATM Progress

  • Just to reiterate, we’ll continue working on MATM while we work on Pure Onyx. We’re basically bottlenecked while we clear up the Maya and rigging stuff, so for the near future the only thing you’ll be missing out on is more asset production. That said, all of the work we put into Pure Onyx will be valid concept designs for future enemies and areas, since many of the locales in Pure Onyx will appear in MATM.
  • MATM definitely has more than a year left in development, and it’s exactly why we can’t push that obligation on you guys to hang out for the entirety of it. Things will undeniably speed up with it once we get past the tech hump, but there’s a whole lot of content left, and it’s plainly visible that creating custom assets take a lot more work than using licensed ones, and therefore we need more people.
  • A lot of people are under the impression we could have just continued with the old art style for MATM and continued putting out similar releases, but it’s not as simple as that. We weren’t making custom assets at that point. We weren’t using the tools to make custom assets possible. The art style was bound to crappy tools. The quality of artists we needed didn’t want to learn a ridiculous process to achieve relatively artificial looking results, and it was clear that I couldn’t manage the workload without more help. The list goes on. It was a tough call, and not one made lightly!


About Music

  • The music for Pure Onyx will be similar to that of MATM. Some tracks we intend to use for MATM may end up being used in Pure Onyx (see the demos section of our Soundtrack Reward tier – the track used in the teaser is actually from that), and there may be some shared tracks between the two games.


I know it’s not possible to please everyone, but thanks for being understanding about the situation. I encourage anyone who may not be a fan of this idea to hang out for a bit and at least let us show you what we can do with this new project.
 

stardecay

Newbie
Jul 28, 2018
19
24
  • ***MATM definitely has more than a year left in development, and it’s exactly why we can’t push that obligation on you guys to hang out for the entirety of it. Things will undeniably speed up with it once we get past the tech hump, but there’s a whole lot of content left, and it’s plainly visible that creating custom assets take a lot more work than using licensed ones, and therefore we need more people.***


    If they post these semi-worthwhile games at a frequency of 3-5 months at a time, i'll continue posting updates. If not, well...I won't be posting them cause I won't see them.
 

J103

Newbie
Sep 22, 2016
69
93
I didn't think this whole mess of a development could get any worse but I was wrong, somehow I didn't think of the possibility of these guys starting another game after all this time showing no real progress.
 

bigpenniser

Well-Known Member
Aug 7, 2016
1,918
2,611
Just for everyone's convenience: MATM is being in the making since at least 2015 january. Ever since then its mostly just promises. What you got here as an update. A long wall of this and that but imagine it like this. I could write you long pages how i'm building a fusion reactor on my property, with tech-data that sounds legit. Does that means i'm really building a fusion reactor on my land? No. But i can bullshit about it for a few thousand $/month.
And now they say.. the best course of action for MOAWR money, after 3,5 years of basically nothing.. is that they further reduce their supposed numbers so some of them could work ANOTHER game. Cuz another game is good for this project... that you can buy... because if you have patroned them for years, payed them hundred of dollars, its sound proper that you should pay MORE. For a game you don't want...

The patrons of these guys are buying nice, well-drawn concept art pictures. You know how much such pictures cost on the market? Between 50-200 dollars. IF they buy 3-4, that costs somewhere around 2-800$, max. So if they buy a bundle of concept arts of four per 4 months, that means they paid that amount of money from the 20.000$ pool they have earned during this time. Beside that the only real thing they have to do is write this somewhat lenghty text of excuses on a regular basis but no more than 3-4 times per year. So overall, its 1000$ MAX cost (conceptart), 3-4 times a few pages long excuse/techdata combo.. and you have yourself a 60.000$ wage / year. You really only had to put some funding at the very beginning to hire a programmer to write the game's demo at the beginning. From there on, you don't have extra expenses beside the aformentioned ones. You don't have to come out anything solid.

This is basically the history of Malise and the Machine.
I have a demo from 2012-13 still saved. This was in development way before people even knew patreon existed. And now. NOW, at least 5 years later, they come out with "Hey boys we realized that we are not finishing the game in at least more than one year, so here have some more promises of random garbage"

This is somewhere between hilarious and pathetic. There was never a need to remake the entire game when they could have kept developing it and it would already be finished. But oh boy, then they would have to have kept their promises and gave everyone that spent 15(?) bucks in pledges the game on release, and wouldnt be getting 6k a month doing fuck all. Does anyone actually believe that they are short on people? On money? For fucks sake they started doing something with the game again like 2-3 months ago, before that they had just been making cash outta fucking nothing.

This retarded shitshow really amuses me. Its fun as fuck. They """"cant"""" finish a game, and they start another one at the same time.

Reminder, they spent 2 years, TWO YEARS touching their dicks and getting paid 10-7k a month for it, because there is no way in fucking Hell they were working on the game for that time and they have managed, literally, to import 3 models, make some cum and some wardrobes.

OH ALSO

you’ll be missing out on is more asset production
So basically they are going to do fuck all. Again.

Really hoping for another 2 years of absolutely nothing with this new game too :FeelsGoodMan:

Another also and I stop because I could write pages about how fucking dumb the fuckers are

  • A lot of people are under the impression we could have just continued with the old art style for MATM and continued putting out similar releases, but it’s not as simple as that. We weren’t making custom assets at that point. We weren’t using the tools to make custom assets possible. The art style was bound to crappy tools. The quality of artists we needed didn’t want to learn a ridiculous process to achieve relatively artificial looking results, and it was clear that I couldn’t manage the workload without more help. The list goes on. It was a tough call, and not one made lightly!
This says literally nothing. Straight up. We couldnt keep on using the old art because we werent using the new one. Right. Yeh. Didnt need any more proof of the fact that you just rumble about to make it seem like you are doing something.
 
Dec 20, 2017
75
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As a non-designer and person who hasn't had any experience with such software, I am curious how long does it take to develop such art as in the latest IC update?

This comment will be either turning point in his "non-real playable update" history or point of no return...
 
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