Rogue_Player

Member
Jul 30, 2018
131
39
I'm doing a new game but I've noticed through the gallery mod that there was some stuff I missed during my first playthrough. Well either I missed the chance to get it or I did get it and I just don't remember getting it. Either way I just want to know, how do you get the scene with the senator's wife and how do you unlock Rosy?
 

Konius

Newbie
Aug 2, 2017
36
26
Looks like it inst fully abandoned based on patreon but hes struggling. Wish him the best but these are mainly self inflicted problems ngl.
 

Jamieee

Member
Sep 21, 2016
133
227
Agree on some points but to say it "extremely high demanding, difficult and honestly quite scary" is out of the loop for me and no offense laughable. You get what you put into the game and this dev does bare bare minimum. Cannot compare to a "real" job imo or even making a non-porn indie game targeted for say steam. Even more true, when a dev decides to make a game full time. Working at home is heaven on earth. Nevertheless, I see a pattern with porn devs. And this one falls right into that bracket. But the lies and stupid tactics which this game has history of doing and been called on many times, dont fit the bill, well for me.

But I see your point on some of the other stuff. Especially the unorthodox niche. Audience I disagree, not the majority. What I think is people today just get butt hurt on everything and opinion is not just AN OPINION. No it is a direct target and all those who criticize should be "burn to the stake". Hence devs who take criticism are doing well with their games, even some pirates become supporters. If your game is in public eye, you going to get feedback from many crazies as well. But this dev used to ban people who give opinion even when it was light criticism. Even I, who is not a dev and just modder have to say things like no offense constantly cause people are sensitive to text online and think it come from a place of hate. But this wasn't this way, some few years back. Maybe I cannot understand and this has to do with generation gap. I dont know or claim to know everything. Just have to move with the flow I guess. As for "project size vs time" is all a dev's fault. And can be tweaked to fit the dev's ability and time. To me that just life, "dont bite more than you can chew" as the old saying goes. Step back and communicate and give even if small updates, once it is quality. Which is more than feasible. Or simply just stop taking people money and sort out your own issues/insecurities/LIFE. I see some dev's doing this and come back stronger than ever, while some unfortunately don't .


But thats on the dev, they let it weigh them down for either the fame or money and trying to please the audience. That just simple management to me and not feasible to please everyone. Yet, it wouldnt stop people from subscribing in the long run. Hit or miss as they say


So true homie, so true. Couldn't agree more.

Regardless, I dont see the issue with making a porn game and all these excuses. To me, and maybe JUST ME, it is just excuses. To each his own homie. Nevertheless brother thanks for the input (y) .

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Don't get me wrong, but the points that I made are no reason whatsoever for devs to express lazy behaviour. It was ment to create general understanding amongst the audience. I think that the bottom line is that devs should be better prepared for the line of work that they are getting into. And I suspect that a lot of them are not aware of that, which I agree that it is their own fault that they have a meltdown halfway throughout their production.

Same goes for the audience. It is never a good thing that a dev points to the audience as a reason why their product fails. But that's a trend going on through the entire entertainment industry at the moment. The dev merely needs to understand the audience, so that it can cater to the need of the crowd that brings in the money/fame. Or, if you plan to go against the grain, you should prepare yourself with a thick skin and a proper planning. Sadly it often times it is their own pride, ego and arrogance that stands in their way.

I think that this industry is a high risk, high reward kinda situation, but without any controlling watchdogs or instances that create awareness of the risks within the dev community. I suspect that this is one of the main reasons why so many adult game projects go abandoned, because there is no insurance for both the dev and the audience. This is something that is never going to change, so we just have to deal with it.

"[...] Or simply just stop taking people money and sort out your own issues/insecurities/LIFE. [...]"
Totally agree. A dev should never try to gain sympathy by opening up about personal situations as reasons for their own failure, because that often ends up with more backlash among the general public than keeping it professional. That stuff should be resolved within the inner circle and should not see the light of day, how big the impact of the issue even is.

But let me refrain myself to bore you all to death with my analytics. :HideThePain:
I appreciate the convo, though!
 

Jamieee

Member
Sep 21, 2016
133
227
Jamieee I just want to add that sometimes the dev starts from nothing and when time goes on and they gather more experience of game development. After awhile they see what kind of horrible spahetti code they have made at the start of the game development and wants to correct the mistakes by abandoning the game and starting a new one or re-starting the current game..... Sometimes it works and sometimes it totally does not.
I agree. But to be fair, all projects have room for improvements. There are always things to tweak and finetune during the development of a project. Sure, whenever you are new to the industry you are bound to have more fixing to do than than a experienced dev, but it is not a reason to not finish your product.

A dev needs to be realistic in terms of what its goal is and how high the dev sets its bar for the quality that it wants to deliver. The thing is that starting a new project sounds like a lot of work, but you start with a different level of experience. Redoing your existing work sounds like less effort, but realistically you are rewriting the whole bunch anyway.

A revamp is even a riskier move, because the dev is going to overhaul everything to satisfy a portion of the audience (and perhaps his own ego). The other part of the audience - who were maybe okay with the game in general - will be left unheard. So you will create much more hostility, if you are not transparent with your changed goal. And a dev should not forget that people get emotionally attached to storylines, which is a tough line to balance whenever you are planning to apply major changes.

My advise would be:
If you are busy with a project and you notice a big difference in quality from the beginning of your project to the current state, you should tie up loose ends, announce the follow-up and release the final version of your game. This buys you some time to create a new product with a higher quality level, which should also give you more satisfaction as a dev because you are not just bugfixing and so on. Afterwards you can always remaster the old game if you feel the need for it, but at least you released your product. That's better than just abandoning it.
 
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