rainbowvomit

Newbie
Dec 2, 2020
47
18
I'm pretty sure devs mentioned that actual dev build contains way more content, that one w even patreon code, more like public has 1 solid bulk of the story, like act 1 out of 3 or something.
plus a story-driven indie rpg takes a lot time to make if you going for quality. Thought PFF hits like 8y in dev or smthng
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
669
979
I'm pretty sure devs mentioned that actual dev build contains way more content, that one w even patreon code, more like public has 1 solid bulk of the story, like act 1 out of 3 or something.
plus a story-driven indie rpg takes a lot time to make if you going for quality. Thought PFF hits like 8y in dev or smthng
We will[ be hitting 6 year but yeah it is a long time... only when you don't factor our team size into it and how much content is already in it. We might shoulda prolly should have put something smaller out, but I honestly can't say we could have gotten it out any faster than we did without twice the team and the factoring etc size.

It took a lot of work to develop the architecture changes for the game itself, and we are still developing some brand new featuresets and modules that just... do not exist. We are one of the first devs to put out some of the modules we have for unity. After we worked out a lot of our core tech things really sped up a lot. But yeah I can pretty confidently say we develop pretty fast all things in consideration because... hrmm, let me think on if I can say this publicly.



Well yeah I can, so basically we wanted to hire contractors to do a smaller game set briefly before Redic got into the city starring Aya, you've met her if you have played, she's the horned lizard girl hunting blackfurs. We hired four different contract based writers to do it, and we base most all of it off already existing locations and art to speed up the development speed, it was contracted for two years before I personally stepped in and for the past 2 years I put most my personal efforts towards taking the disparate documents and writing and fixing/unifying/updating them all to be more cohesive and completed a lot of the incomplete work.

In two years... GnS' full core story is written. It could ship in a couple weeks, even, in this state... it only took us two years to pullt his entire side-game together and finish it and some of it was slowed by a personal injury that slowed me down for a few months. Right now we are just polishing it and adding more to the experience based on input from Critical Bliss, who will be publsihing it.

Even if we weren't adding more to it, it was a FULL game, I would guess 10 hours, and now with all this side content? I think GnS could easily be a 15 hour game or longer if you just enjoy some of the side content we have for it. When I step back and I look at a lot of other projects, friends of mine even, I am pretty shocked how much we pushed.

GnS is valuable, too... its being used as a testbed for features, content delivery, what people enjoy and we need more of vs less, SEO building, and a host of stuff that GnS' existence lets us radically experiment without risking Avarice. The way our art pipeline, programming, and writing pipelines were vs how we have them now has improved a lot and yeah, super proud of what the entire team has accomplished. We haven't skipped a beat on releasing Avarice content, it's been super regular compared to the past when we had some pretty bad drought periods, and despite that we have essentially completed an entire test bed/game for it that will be out Soon.TM.
 

Alkaid_

Member
May 27, 2021
246
269
In regards to the amount of content, it's always kind of hard to say with something a little bit more ambitious like this. Well, really many games, there are a lot of variables. To begin with how much 'should' be there is a product of how many people have actually been working on it, and how much money has been going into it. Maybe it's been in dev for five years, but maybe it's had basically one dude working on it quarter time since they have a day job as well. Or maybe that was how things were for the majority of the five years and it's only recently been having more attention.

There are definitely some out there though that you can look at and say 'hang on a minute, the majority of the content in this game is text to begin with and the devs make a signfiicant amount of money per month, how are there characters that have been left half finished for years, a single moderately dedicated fan could write out more than they produce in a year in a couple weeks, what on god's gracious green fucking earth are they spending time on.'

I think it becomes pretty obvious when the devs are acutally just milking. Is this game one of them? I haven't looked enough to know. At the very least it's probably not TiTS or Innocent Witches.
 
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Alkaid_

Member
May 27, 2021
246
269
and Deck has wondered about making a Diner Dash minigame.
THAT SAID, this does seem a little bit feature creepy, unless it takes very minor resources to do. A random bar minigame just seems... Rather outside what's necessary, for something that could be handled within existing game systems (e.g. have the regular work be text based and then a brawl or something breaks out to add gameplay with the existing RPG mechanics.)
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
669
979
THAT SAID, this does seem a little bit feature creepy, unless it takes very minor resources to do. A random bar minigame just seems... Rather outside what's necessary, for something that could be handled within existing game systems (e.g. have the regular work be text based and then a brawl or something breaks out to add gameplay with the existing RPG mechanics.)
More or less we can only do so much focused onto the core all at once, and there will be downtime for some pipelines while they wait for another to catch up. GnS is 95% fully written, and basically just waiting for integration for instance, soI will work on something else writing-wise and might design something else.

But yeah I have seen some games do it so you do text-based stuff that leads to a brawl etc... but atm we are experimenting with other mechanics and side-content. Its something you see in A LOT of RPGs, CRPGs avoided side content and minigames in the past and would handle everything the way you did, which is a bit of a mistake. Getting new and fresh gameplay systems can really retain attention or even make huge time sinks for people if they end up enjoying it!

Aurelia is a good example of that. You can mix up and keep changing gameplay elements to keep people engaged, and it has a very high clear/finish rate for a game in its genre.
 

Gizz

Newbie
Jul 31, 2018
62
15
Love the game! I have an absurd amount of hours played in crpgs (800h in bg3, 200h dos2, etc) so im always up for another one. But for some reason i cant get myself to play female protagonist games, i tried. Otherwise i would buy GnS on steam. Best of luck with thaat one :) Anyone else with the same condition as me? xD
 
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Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
669
979
will be there be a android port? please
am not asking for it to be added immediately
just a conformation that it will be added when you have enough free time to do so
thanks
Absolutely! We've discussed it a bunch of times earlier in the thread but to refresh it for you and new people, we do plan on an android/mobile port... the reason we are not able to do it right now is that once released you need to be up with the android updates too and we're not sure with one programmer if we can manage to balance new builds, integration, steam demands, UI/GUI, and then live mobile updates too.

Though... I might be wrong and thinking of that more as an AppStore app? Maybe if you aren't on the appstore/googleplay, its capable ofsurviving an android update?

Short answer yes for sure, but we need to work out touch screen and how often we need to upkeep it etc.
 
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4.10 star(s) 37 Votes