i havent read the comic yet but im planning to. is it just plot? porn? or both. knowing the devs talent id guess plot
Question: When did we become white?
Feel like an ass for pointing it out but I'm pretty sure he's not supposed to look like that. Please fix.
First time playing this game, it's absolutely amazing. "Came for the porn, stayed for the plot" meme, 200%.
Lol I had to actually check it because I saw it the exact same way you did too. But yeah Deck is right, it's just the contrast it seems haha.
Rather than a specific part, I think it's keeping self disciplined and motivated in the long run, without burning out.
self displindeeze nuts.
If I may ask, what would you say is the most difficult part of making the game?
As Deck said, motivation, schedule, burnout. Those are the main things when working from home without in-person offices or workplaces, which really help with productivity when developing anything game/software-wise. Having a work space with your fellow team near you where you can collaborate and communicate in a professional setting does so much for game-dev, and unfortunately as an international indie team we don't really have that.
For myself as a writer, it can be random bits of writer's block that can stall the rest of the writing, but bigger is when writing MSQ stuff from time to time you end up writing something that might conflict with what another person has done so you need to co-ordinate and try to solve that. Another issue of not having direct communication.
The volume of what we write is another huge one in the writing department. Each update has a novella, to FULL novel-length text. We don't really get a chance to edit due to how much we need to finish each update. Some professional writers take 9-10 months to finish a 66k word novel. We do it in 1-3 months.
As project level stuff, it can be hard to hold onto some of our contractors long enough. Outsourcing stuff is great and we've worked with incredibly talented people, but sometimes life interrupts them or they burnout, and fade away without telling you. And it can be exceedingly hard to replace anyone like that in the indie space. So getting talent and contractors is another trouble with indie game development especially when you are on a very tight budget like ours.
Another is when visions conflict or such or a miscommunication which shouldn't have happened, happens, and it ends up destroying hours upon hours of work because one side cannot budge due to resources and time. Often it ends up resting on the writing team to work around the resources of others since we are a lot cheaper to edit/change. If a conflict with the art team happens, well, there's really not much they can do since art is a tangible thing and redoing art assets could destroy our project like many you've seen in the past have died from refactoring art/changing style or updating things.
Game development is this ever-changing, shifting, evolving thing. Deadlines are beaten, sometimes met, and others slip. Artists might be way ahead of writing, programming might be late, writers might be just barely on-time. Each one of us has an effect on the other and sometimes you have a team member scrambling to find something to do while others catch up to their work. This is all exacerbated by the nature of crowdfunding.
Crowdfunding is both the only reason we can do this in the first place, and yet, our number one hardest aspect of development for us.
The reason for this is both simple and complex. We need to constantly push content out as fast as possible to justice the pledges of our backers. This is why we scramble to hit internal deadlines and why we are ever trying to increase our development pace, which pushes us towards burnout and creative fatigue.
That constant push for content also makes it hard for us to often just kick down and fix things, flesh stuff out, or polish. This can kind of hurt the project in unexpected ways, such as how we want to revamp the combat system ASAP but we keep having to put it off and off.
But game dev is sure a hell of a lot better than being in the oilfield or the military again. So there's that lol.
3 founding members of the team (Original crew)
- Arbuz Budesh - Team Leader, Lead Artist, Animator originally, Gay
- deck - Programmer, Design, Social Media
- Myself - Lead Writer
Writing Team
Freelance Writers
- Syri - on contract currently
- Ghost-Cell - on contract currently
- SomeKindofWizard - former contractor
Art Team
- ZlaSova - Artist for a lot of the props, buildings, architecture. Our primary animator and why scenes recently have fucking awesome animations.
- Etherek - Has done props and sprites with us and is in trianing to match Arbuz' art style (hardest part for an artist is to match another person's style, even if they are more skilled than the original artist!)
Freelance Artists
- JOSBOR Azelat - A commissioned artist who has done a ton of sprites, props, and is in training.
- Sixies - A former commissioned artist who has done work with us.
- Wolfy Nail - A former commissioned artist who did a few sprites with us.
Music & Sound
- Psyware - Composed the vast majority of our pieces
- Nubbinownz - Did our old title theme and is the wilderness theme now
- Aooichi - Did a few tracks for us