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RiamMar

One Hand Clapping, Heart of the Keyforge
Modder
Game Developer
Sep 15, 2017
1,002
3,793
Made a small UI mod:
  • 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
Compatible with Zoey Ravens WT mod. The gallery mod is untested, but should work fine with this mod too.
Link to thread
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RogueKnightUK

Co-Writer: Retrieving The Past
Game Developer
Jul 10, 2018
925
2,449
Yep it's a terrible decision for a project of this size.
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.
 

RogueKnightUK

Co-Writer: Retrieving The Past
Game Developer
Jul 10, 2018
925
2,449
Confusing statement: The MC is both a widower and soon to be divorcee? He needs a divorce from a dead woman?
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.
 

Elhemeer

Conversation Conqueror
Jun 20, 2022
6,281
10,457
Info: I did now a port update to v1.21, included are the actual WT Mod and the gallery Mod v1.20.
Made a small UI mod:
  • 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
Compatible with Zoey Ravens WT mod. The gallery mod is untested, but should work fine with this mod too.
Link to thread
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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 ...
 

Elhemeer

Conversation Conqueror
Jun 20, 2022
6,281
10,457
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.
cheering crowd.gif
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.
:ROFLMAO: :ROFLMAO: *This message has been brought to you by "FARL" (Fappers Against Reaction Limits)*
 

enuig

Newbie
Oct 29, 2017
53
117
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.
k
 
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Reactions: hawk784563

master861

Well-Known Member
Nov 4, 2022
1,154
1,516
Made a small UI mod:
  • 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
Compatible with Zoey Ravens WT mod. The gallery mod is untested, but should work fine with this mod too.
Link to thread
You don't have permission to view the spoiler content. Log in or register now.
Sorry you mod place the wt chose are litle bit wrong and ther look ugly
 

RiamMar

One Hand Clapping, Heart of the Keyforge
Modder
Game Developer
Sep 15, 2017
1,002
3,793
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 ...
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.
Edit: Files are updated
 
Last edited:

RiamMar

One Hand Clapping, Heart of the Keyforge
Modder
Game Developer
Sep 15, 2017
1,002
3,793
Sorry you mod place the wt chose are litle bit wrong and ther look ugly
Ah, yeah. Forgot to remove that change. :D Will be fixed in a few minutes with the KoGa3 compatibility update.
Edit: Files are updated
 
Last edited:
Feb 9, 2018
21
21
Personally, I love the story and have found its progression to be extremely realistic and therefore actually believable more than most of what is on this site.

Frank is a pussy, always has been, but is finally being put into a position where he feels capable and therefore is becoming stronger, like his behaviour in latest update is a long way from his behaviour on day 1.

Personally, Lily has been my favourite girl in looks and attitude.
 
Sep 26, 2019
141
476
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.
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.

They're going to invest an incredible amount of time and effort into something that won't even be seen by half the players. That's a waste and a terrible decision for a project of this size. Meaningful choices can exist without doubling the workload. And I can't fathom how the choice of which vacation to take would actually be meaningful. Is this going to have any actual impact on the game, or is it just for flavor? I would be shocked if it wasn't the latter.

Thanks for telling me to STFU though. Stay classy.
 
Last edited:

robrize2169

Well-Known Member
Oct 8, 2022
1,877
3,844
not a bad update. again i still don't like how Frank is saying the same things 5 times in a row during the dialogue. ok Frank we get it. you made your point the first 3 times..move along now.
as for Shanacunt, i loved seeing Abby give her shit, more Shanacunt please with more of the same abuse hurled at her. she will lose it and end up in jail at some point.
also loved how Abby put her bio Dad in his place. Karma bitch.
can't wait for the next update.
 
3.80 star(s) 217 Votes