- Aug 18, 2020
- 1,164
- 463
Confusing statement: The MC is both a widower and soon to be divorcee? He needs a divorce from a dead woman?
He married a second time. And he is/was divorcing from his second wife.Confusing statement: The MC is both a widower and soon to be divorcee? He needs a divorce from a dead woman?
That's a bold and ballsy statement. I hope you are speaking from a position of knowledge and experience, as a producer of dozens of successful games yourself, because otherwise I'd have to draw my own conclusions about where you are speaking from, and I really don't need a mental image of your backside.Yep it's a terrible decision for a project of this size.
My own (late) father was simultaneously a widower (1st wife), a divorcee (2nd & 3rd), and married (4th). He used to joke that since he had previously been single too, he could tick all options on official forms that asked for marital status.Confusing statement: The MC is both a widower and soon to be divorcee? He needs a divorce from a dead woman?
Info: I did now a port update to v1.21, included are the actual WT Mod and the gallery Mod v1.20.
Not sure these will be compatible though ... (not the android port, but just Koga's music mod) ... I guess it's time to test a new playthrough ... after work ...Made a small UI mod:
Compatible with Zoey Ravens WT mod. The gallery mod is untested, but should work fine with this mod too.
- textbox opacity
- outlines
- font & font size
- fixes some name typos and hardcoded names that the dev might have missed
- reduces excessive interpunction with use of ellipsis and "normal punctuation"
- italic + "Thoughts" name suffix for thoughts
Link to thread
You don't have permission to view the spoiler content. Log in or register now.
That's a bold and ballsy statement. I hope you are speaking from a position of knowledge and experience, as a producer of dozens of successful games yourself, because otherwise I'd have to draw my own conclusions about where you are speaking from, and I really don't need a mental image of your backside.
The reality is this - this is not a completed, finished product, but is a work in progress. It's way before an alpha version of any other kind of game where the whole game is there but unpolished. Waiting is not a 'problem' but rather a direct consequence of our own decision to not wait for completion, and take up the unfinished work to play with early. But make no mistake here, the developer has to think primarily of the finished game as a complete experience, or else the final product will be inferior.
For a story to have meaningful choices and not be merely a kinetic novel there has to be branching paths. A dev can get a certain distance with just changing dialog and points, but players will notice and complain pretty quickly that it is just a kinetic novel with cosmetics if that's all there is. And I can tell you, from first-hand experience, that leaving the main path-branching until as late as possible is not a fix, but rather annoys both sets of tastes. Those who want meaningful choices in an AVN are not going to stick with a story that doesn't have them for most of the game (at least not without loud and frequent complaint), while those who like the style that most of the game has will complain like hell if they suddenly find big consequences at the end to choices made long before, or to "being forced" to make choices that don't assure them of some particular ending that only ever existed in their own mind.
At some point, every dev learns that the only thing that matters is to keep working on the final product they want to produce, and that having 100 'backseat drivers' is nothing but a distraction and discouragement to completing anything at all. This is one of the reasons that so many of the really successful developers stop interacting here - it actively sucks away their focus and commitment to their project.
Now certainly, having supporters, especially financial ones is great. But that too is a mixed blessing. On the one hand, it provides more incentive to keep working, and takes care of some of the massive costs of buying assets, keeping the rendering equipment up to date and functional, and paying to take care of real-world things that might otherwise arise suddenly and take away time from the project. On the other hand though, it adds a lot of pressure. The dev is suddenly made to feel answerable to dozen, hundreds, maybe even thousands of 'micro investors'. The dev may have to spend time on incentive products as extra tasks every month, status updates every week, and generally accounting for their time and reassuring those patrons that their investment is being used wisely.
Throwing money into a project doesn't always help as much as you'd think. Hiring extra team-members only adds extra tasks such as project management, briefing and managing each team member, quality control, etc. It's less of a problem for a developer that already starts out with a team and so already had to take care of all of those things (so larger game companies), but is a massive change to someone starting out alone, or with just one person solely responsible for each part.
You don't have to know all of these things.
But it would be really cool if you at least understood how much you don't know, and used that knowledge to wisely STFU about what others should or shouldn't do, and what is or is not a terrible decision based on nothing but your absolute ignorance.
*This message has been brought to you by "FARL" (Fappers Against Reaction Limits)*My own (late) father was simultaneously a widower (1st wife), a divorcee (2nd & 3rd), and married (4th). He used to joke that since he had previously been single too, he could tick all options on official forms that asked for marital status.
per new rule compressed etc not in op. link to it should be posted somewhere on this thread.did al the compressers give up? or atleast the people who put it on the main page
has divorced from 2nd wife.He married a second time. And he is/was divorcing from his second wife.
kThat's a bold and ballsy statement. I hope you are speaking from a position of knowledge and experience, as a producer of dozens of successful games yourself, because otherwise I'd have to draw my own conclusions about where you are speaking from, and I really don't need a mental image of your backside.
The reality is this - this is not a completed, finished product, but is a work in progress. It's way before an alpha version of any other kind of game where the whole game is there but unpolished. Waiting is not a 'problem' but rather a direct consequence of our own decision to not wait for completion, and take up the unfinished work to play with early. But make no mistake here, the developer has to think primarily of the finished game as a complete experience, or else the final product will be inferior.
For a story to have meaningful choices and not be merely a kinetic novel there has to be branching paths. A dev can get a certain distance with just changing dialog and points, but players will notice and complain pretty quickly that it is just a kinetic novel with cosmetics if that's all there is. And I can tell you, from first-hand experience, that leaving the main path-branching until as late as possible is not a fix, but rather annoys both sets of tastes. Those who want meaningful choices in an AVN are not going to stick with a story that doesn't have them for most of the game (at least not without loud and frequent complaint), while those who like the style that most of the game has will complain like hell if they suddenly find big consequences at the end to choices made long before, or to "being forced" to make choices that don't assure them of some particular ending that only ever existed in their own mind.
At some point, every dev learns that the only thing that matters is to keep working on the final product they want to produce, and that having 100 'backseat drivers' is nothing but a distraction and discouragement to completing anything at all. This is one of the reasons that so many of the really successful developers stop interacting here - it actively sucks away their focus and commitment to their project.
Now certainly, having supporters, especially financial ones is great. But that too is a mixed blessing. On the one hand, it provides more incentive to keep working, and takes care of some of the massive costs of buying assets, keeping the rendering equipment up to date and functional, and paying to take care of real-world things that might otherwise arise suddenly and take away time from the project. On the other hand though, it adds a lot of pressure. The dev is suddenly made to feel answerable to dozen, hundreds, maybe even thousands of 'micro investors'. The dev may have to spend time on incentive products as extra tasks every month, status updates every week, and generally accounting for their time and reassuring those patrons that their investment is being used wisely.
Throwing money into a project doesn't always help as much as you'd think. Hiring extra team-members only adds extra tasks such as project management, briefing and managing each team member, quality control, etc. It's less of a problem for a developer that already starts out with a team and so already had to take care of all of those things (so larger game companies), but is a massive change to someone starting out alone, or with just one person solely responsible for each part.
You don't have to know all of these things.
But it would be really cool if you at least understood how much you don't know, and used that knowledge to wisely STFU about what others should or shouldn't do, and what is or is not a terrible decision based on nothing but your absolute ignorance.
Sorry you mod place the wt chose are litle bit wrong and ther look uglyMade a small UI mod:
Compatible with Zoey Ravens WT mod. The gallery mod is untested, but should work fine with this mod too.
- textbox opacity
- outlines
- font & font size
- fixes some name typos and hardcoded names that the dev might have missed
- reduces excessive interpunction with use of ellipsis and "normal punctuation"
- italic + "Thoughts" name suffix for thoughts
Link to thread
You don't have permission to view the spoiler content. Log in or register now.
True, haven't checked and KoGa uses an X instead of Z here, unlike in another game, where I made a UI mod. Will change that and some other things that need change for compatibility. I'll have to check why their button doesn't show up in my quick menu, then upload it.Not sure these will be compatible though ... (not the android port, but just Koga's music mod) ... I guess it's time to test a new playthrough ... after work ...
Ah, yeah. Forgot to remove that change. Will be fixed in a few minutes with the KoGa3 compatibility update.Sorry you mod place the wt chose are litle bit wrong and ther look ugly
Well that assumes a lot. I work in game design but I'm not a project manager. I don't work on AVN's and that's as much as I'm willing to go into on a porn forum.That's a bold and ballsy statement. I hope you are speaking from a position of knowledge and experience, as a producer of dozens of successful games yourself, because otherwise I'd have to draw my own conclusions about where you are speaking from, and I really don't need a mental image of your backside.
The reality is this - this is not a completed, finished product, but is a work in progress. It's way before an alpha version of any other kind of game where the whole game is there but unpolished. Waiting is not a 'problem' but rather a direct consequence of our own decision to not wait for completion, and take up the unfinished work to play with early. But make no mistake here, the developer has to think primarily of the finished game as a complete experience, or else the final product will be inferior.
For a story to have meaningful choices and not be merely a kinetic novel there has to be branching paths. A dev can get a certain distance with just changing dialog and points, but players will notice and complain pretty quickly that it is just a kinetic novel with cosmetics if that's all there is. And I can tell you, from first-hand experience, that leaving the main path-branching until as late as possible is not a fix, but rather annoys both sets of tastes. Those who want meaningful choices in an AVN are not going to stick with a story that doesn't have them for most of the game (at least not without loud and frequent complaint), while those who like the style that most of the game has will complain like hell if they suddenly find big consequences at the end to choices made long before, or to "being forced" to make choices that don't assure them of some particular ending that only ever existed in their own mind.
At some point, every dev learns that the only thing that matters is to keep working on the final product they want to produce, and that having 100 'backseat drivers' is nothing but a distraction and discouragement to completing anything at all. This is one of the reasons that so many of the really successful developers stop interacting here - it actively sucks away their focus and commitment to their project.
Now certainly, having supporters, especially financial ones is great. But that too is a mixed blessing. On the one hand, it provides more incentive to keep working, and takes care of some of the massive costs of buying assets, keeping the rendering equipment up to date and functional, and paying to take care of real-world things that might otherwise arise suddenly and take away time from the project. On the other hand though, it adds a lot of pressure. The dev is suddenly made to feel answerable to dozen, hundreds, maybe even thousands of 'micro investors'. The dev may have to spend time on incentive products as extra tasks every month, status updates every week, and generally accounting for their time and reassuring those patrons that their investment is being used wisely.
Throwing money into a project doesn't always help as much as you'd think. Hiring extra team-members only adds extra tasks such as project management, briefing and managing each team member, quality control, etc. It's less of a problem for a developer that already starts out with a team and so already had to take care of all of those things (so larger game companies), but is a massive change to someone starting out alone, or with just one person solely responsible for each part.
You don't have to know all of these things.
But it would be really cool if you at least understood how much you don't know, and used that knowledge to wisely STFU about what others should or shouldn't do, and what is or is not a terrible decision based on nothing but your absolute ignorance.