I propose to introduce Dr. Bones as a new character. He is milking his fans for so long now and I feel he is a better milk-man than Gary or Matt
Cause it's the new standard for these "in development" games: stretch out updates as long as possible, provide a metric ton of fluff/filler reasons as to why, do basically minimal work, and rake in thousands a month.OMG why he still only work on BJ only
Game development is actually very difficult. I know that seems like common knowledge, but think about all the posts packed with idea guys "planning" their own game. Most people don't actually realize just how difficult it is. New devs think they're prepared to handle it, they get started making their game and their initial enthusiasm carries them through the first release. Then they hit the first wall. It turns out the ideas they thought they had fleshed out really weren't fleshed out at all. So development stalls while they "find the game." This is the first major off ramp for projects. Most are dropped here as the reality of development first sets in. It's a LOT of work.What's with the games being in the "semen extraction" or "blowjob/handjob" and always dying out :'(
the edging is so much that it bleeds into the game update frequency.What's with the games being in the "semen extraction" or "blowjob/handjob" and always dying out :'(
so thing is....look at karryns prison right....extreme detail, very complex well made combat system and rouge like game with game plus and stat build ups that change how your character and other characters act, even changes side jobs etc, game took 2 years to make and is extremely well made easy to say its a AAA title level game.Game development is actually very difficult. I know that seems like common knowledge, but think about all the posts packed with idea guys "planning" their own game. Most people don't actually realize just how difficult it is. New devs think they're prepared to handle it, they get started making their game and their initial enthusiasm carries them through the first release. Then they hit the first wall. It turns out the ideas they thought they had fleshed out really weren't fleshed out at all. So development stalls while they "find the game." This is the first major off ramp for projects. Most are dropped here as the reality of development first sets in. It's a LOT of work.
If a developer makes it past that first stall, they quickly find out that creativity is a finite resources. Then you've got technical debt. You see, if you don't go through preproduction(and most of these amateur projects don't), then you have no idea what systems you need to build out, or how these systems might interact. If you just jump in and start "making the game" you're going to wind up with scenes that are hard to update, variables with random names, messy code "borrowed" from different tutorials, and all manner of other beginner mistakes. At first these aren't a problem. You can just keep stacking shitty code on top of your old shitty code. But eventually, you hit a wall where it's just so hard to work around that rat's nest of code that forward momentum stalls again. Now you realize the technical debt you're in and that the only thing you can do is essentially completely rebuild your game. This is another major off ramp for projects. devs go on hiatus to clean up the code, realize how much work is ahead of them and over time they just...stop.
None of this mentions the art. When it comes to art you've got 3 choices: 3D renders, commissioned art, making your own art. Now, obviously if you're already a great artist this isn't an issue. Instead you're going to face similar choices with writing/coding. But for the rest of us, what we choose here determines how the project will fail. Either you take the time to learn how to rig and render "good" 3d art, or you half-ass it(which is understandable given how tough the rest of development is) and just use 3d goblins in your game. If you commission art then your project is going to be way more expensive, and you'll be entirely beholden to your chosen artist to implement updates and you won't be agile. You'll have to know exactly what art you need and when you'll need it. (This is actually difficult skill that few possess.) Making your own art is rarely advisable if you're not already a skilled artist, but it can be very helpful for planning the game.
So, why do so many games "fail" at the first tier of sexual activity? Because that tends to be where the game hits the first off ramp. It's a good spot to end your "demo"/first release, and going beyond that would require commissioning more art on a project that you're starting to realize may be far more difficult that you thought. This is especially daunting if your project has failed to get enough attention.
That is not a good way of comparing. First of all, the dev for Karryn's Prison has already released a game in the past so he is familar with the way RPGM works and how he needs to code his game to make it functional (in the case of Karryn's Prison, he even implemented a whole lot of new stuff which he made on his own, which looks and feels incredibly good). The tremendous amount of work this takes is not even imagineable, these projects should rather be viewed as the best of the best rather than mainstream projects anyone can do. That is like saying "Faker is the best League player that has ever existed, so if he can play that good, why can't you climb out of gold?"so thing is....look at karryns prison right....extreme detail, very complex well made combat system and rouge like game with game plus and stat build ups that change how your character and other characters act, even changes side jobs etc, game took 2 years to make and is extremely well made easy to say its a AAA title level game.
with that said it was made by one game dev and one artist.....just like this game...soooooo whats the excuse for all these other game devs?
there is none, they just bleeding out patreon for that monthly sub and its a easy way to make money and do nothing
so its a skill and dedication issue then?That is not a good way of comparing. First of all, the dev for Karryn's Prison has already released a game in the past so he is familar with the way RPGM works and how he needs to code his game to make it functional (in the case of Karryn's Prison, he even implemented a whole lot of new stuff which he made on his own, which looks and feels incredibly good). The tremendous amount of work this takes is not even imagineable, these projects should rather be viewed as the best of the best rather than mainstream projects anyone can do. That is like saying "Faker is the best League player that has ever existed, so if he can play that good, why can't you climb out of gold?"
Secondly, you never know how much of his time he can even invest daily or what is going on in his private life until he gives further notice, from which you can only judge from the things he tells you. So you never know if people can invest the necessary hours with a whole lot of other shit going on in their life.
I'm waiting to see more examples further down the line before I entirely dismiss the idea of the new art style. They seem more like proof of concept/proof of ability for the new artist than anything else. I'm hopeful that the new style will hold up since I didn't enjoy the MC's look in the last style. I'm a big fan of how the cum looked though.Damn, the new art looks like sh*t
This is a good post. I'll also chime in that Karryn's Prison is an absolute SSS+ game with an SSS+ developer, who set deadlines for himself whilst also working his ass off to meet them. That sort of motivation, ambition and skill is exceedingly rare and probably very taxing for him.Game development is actually very difficult. I know that seems like common knowledge, but think about all the posts packed with idea guys "planning" their own game. Most people don't actually realize just how difficult it is. New devs think they're prepared to handle it, they get started making their game and their initial enthusiasm carries them through the first release. Then they hit the first wall. It turns out the ideas they thought they had fleshed out really weren't fleshed out at all. So development stalls while they "find the game." This is the first major off ramp for projects. Most are dropped here as the reality of development first sets in. It's a LOT of work.
If a developer makes it past that first stall, they quickly find out that creativity is a finite resources. Then you've got technical debt. You see, if you don't go through preproduction(and most of these amateur projects don't), then you have no idea what systems you need to build out, or how these systems might interact. If you just jump in and start "making the game" you're going to wind up with scenes that are hard to update, variables with random names, messy code "borrowed" from different tutorials, and all manner of other beginner mistakes. At first these aren't a problem. You can just keep stacking shitty code on top of your old shitty code. But eventually, you hit a wall where it's just so hard to work around that rat's nest of code that forward momentum stalls again. Now you realize the technical debt you're in and that the only thing you can do is essentially completely rebuild your game. This is another major off ramp for projects. devs go on hiatus to clean up the code, realize how much work is ahead of them and over time they just...stop.
None of this mentions the art. When it comes to art you've got 3 choices: 3D renders, commissioned art, making your own art. Now, obviously if you're already a great artist this isn't an issue. Instead you're going to face similar choices with writing/coding. But for the rest of us, what we choose here determines how the project will fail. Either you take the time to learn how to rig and render "good" 3d art, or you half-ass it(which is understandable given how tough the rest of development is) and just use 3d goblins in your game. If you commission art then your project is going to be way more expensive, and you'll be entirely beholden to your chosen artist to implement updates and you won't be agile. You'll have to know exactly what art you need and when you'll need it. (This is actually difficult skill that few possess.) Making your own art is rarely advisable if you're not already a skilled artist, but it can be very helpful for planning the game.
So, why do so many games "fail" at the first tier of sexual activity? Because that tends to be where the game hits the first off ramp. It's a good spot to end your "demo"/first release, and going beyond that would require commissioning more art on a project that you're starting to realize may be far more difficult that you thought. This is especially daunting if your project has failed to get enough attention.
At this point it's easier to keep track of all the games she previously worked on than currently. So many are hard to find or got abandoned or pushed to the wayside it ain't easy to keep track. Like her own game, for example.What's ScarletAnn busy with btw? Aside from Zombie Retreat 2 what else is she working on? I love her art. I want to check whatever else she is doing
I think my hype for this one has finally died. The art was a huge draw for me. Sad days