3.00 star(s) 1 Vote

konabwo

Engaged Member
Sep 19, 2020
2,479
733
i didnot play the game ... is that card game somewhat main gig there? or is it related to gaining some scores/exp for training? (in that case id vote for skipping minigame option)
 

markets

Newbie
Game Developer
Dec 4, 2020
25
131
Thats looks interesting... in a good way
Any idea when we can test the first release?
I'm honestly not sure when a testable release will be ready, and I don't want to give out more false hope to folks like you who have been following the project even as I move at somewhat glacial pace. But, I promise I will let people know as soon as a testable build is on the horizon! I've been easing into Unity pretty well, partially because I was already sort of familiar with C#, so I haven't had too many hiccups so far.

If anyone is interested in testing half-baked versions and helping me squash bugs, I'll send alpha builds around before posting an official release. I don't regret posting the QSP version as early as I did - I appreciate all the feedback and advice I got, and I think the time spent experimenting will make this version of the game much more deliberate and planned - but I do understand the importance of good first impressions, and want this new release to be more polished and intentional.

Anyways, in the meantime, here's a few screenshots of the mostly functional Card Collection I put together today!

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Dracornis

Newbie
Feb 4, 2018
57
41
I'm honestly not sure when a testable release will be ready, and I don't want to give out more false hope to folks like you who have been following the project even as I move at somewhat glacial pace. But, I promise I will let people know as soon as a testable build is on the horizon! I've been easing into Unity pretty well, partially because I was already sort of familiar with C#, so I haven't had too many hiccups so far.

If anyone is interested in testing half-baked versions and helping me squash bugs, I'll send alpha builds around before posting an official release. I don't regret posting the QSP version as early as I did - I appreciate all the feedback and advice I got, and I think the time spent experimenting will make this version of the game much more deliberate and planned - but I do understand the importance of good first impressions, and want this new release to be more polished and intentional.

Anyways, in the meantime, here's a few screenshots of the mostly functional Card Collection I put together today!

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That looks quite awesome :)
If you need help testing, just message me. Depending on my work it might take me a few days to get back to you, but I am willing to test around :)
 

Koneko Toujou

Member
Apr 30, 2019
400
125
I'm honestly not sure when a testable release will be ready, and I don't want to give out more false hope to folks like you who have been following the project even as I move at somewhat glacial pace. But, I promise I will let people know as soon as a testable build is on the horizon! I've been easing into Unity pretty well, partially because I was already sort of familiar with C#, so I haven't had too many hiccups so far.

If anyone is interested in testing half-baked versions and helping me squash bugs, I'll send alpha builds around before posting an official release. I don't regret posting the QSP version as early as I did - I appreciate all the feedback and advice I got, and I think the time spent experimenting will make this version of the game much more deliberate and planned - but I do understand the importance of good first impressions, and want this new release to be more polished and intentional.

Anyways, in the meantime, here's a few screenshots of the mostly functional Card Collection I put together today!

You don't have permission to view the spoiler content. Log in or register now.
i like the game right now i think it has some great potential specially if you are switching it to unity and i would be happy to help with the testing when you get it done
 

shaithan

Newbie
Oct 13, 2017
29
5
Hi I would be intrested in helping reporting bugs in the unity version =)

I'm honestly not sure when a testable release will be ready, and I don't want to give out more false hope to folks like you who have been following the project even as I move at somewhat glacial pace. But, I promise I will let people know as soon as a testable build is on the horizon! I've been easing into Unity pretty well, partially because I was already sort of familiar with C#, so I haven't had too many hiccups so far.

If anyone is interested in testing half-baked versions and helping me squash bugs, I'll send alpha builds around before posting an official release. I don't regret posting the QSP version as early as I did - I appreciate all the feedback and advice I got, and I think the time spent experimenting will make this version of the game much more deliberate and planned - but I do understand the importance of good first impressions, and want this new release to be more polished and intentional.

Anyways, in the meantime, here's a few screenshots of the mostly functional Card Collection I put together today!

You don't have permission to view the spoiler content. Log in or register now.
 

Gasai

Newbie
Jul 6, 2018
30
76
Is this still being worked on!? I waited for so long...i actually forgot but then i got the ping for a comment in the thread so...im back here again, the most abused thing so far has been my heart though, i just keep coming back for more disappointment every time.
 

dmmt

Well-Known Member
May 8, 2020
1,009
985
code 104 file not found crash?

This from June; I have the same issue now (in Dec)...are we to assume then, this is not going to be fixed anytime ...soon?? (soon, being a highly relative term, given that it has not been addressed even, in 6 months)
 

broken_division

Well-Known Member
Compressor
Oct 4, 2017
1,569
9,594
Hi there i made a compressed version of the game V0.39
from 1 GB to 213 MB




have a nice one ;)
 
Last edited:

noobtrain

Can't we all get along?
Game Developer
Mar 20, 2022
961
3,003
This game is a prime example of doing things in reverse. You wait until you have some content to play through before posting your project. The author posted this project before he had a game and ignored everyone who told him it was too early to post it. He drummed up lots of support, teased the community, and we ended up with vaporware. The project was dead before it even started. This isn't the way to build confidence and support. You get the glory AFTER you put in the work, not before!
 

noobtrain

Can't we all get along?
Game Developer
Mar 20, 2022
961
3,003
No news ?
The author created a demo and built it in QSP. He then decided that he didn't like QSP (players told him that QSP was terrible) and said he was switching game engines. Dead silence after this point. Based on my experience anytime an author switches game engines it results in a 50% to 75% abandonment rate. It rarely goes well and if the author does continue the game it often turns into a nightmare project for a multitude of reasons.

Refer to my earlier post.
 

dooka58

Member
Nov 18, 2020
122
97
... Based on my experience anytime an author switches game engines it results in a 50% to 75% abandonment rate. It rarely goes well and if the author does continue the game it often turns into a nightmare project for a multitude of reasons.
haha, that's why I was always annoyed when players complained about the game engine. Some claimed they wouldn't even try a game due to its engine. I haven't seen such posts recently, but they were very common a couple years ago. why would you complain about a game you're refusing to even try? it's ridiculous IMO.

Oftentimes, the game is in a very early stage, and it's just a bad implementation rather than the choice of engine. I can't understand people who only want to only see Ren'Py games. of course, that's your personal preference, but you don't have impose it on everybody else. A more constructive option would be to explain what you specifically don't like instead of just blaming the engine right off the bat.
 

noobtrain

Can't we all get along?
Game Developer
Mar 20, 2022
961
3,003
haha, that's why I was always annoyed when players complained about the game engine. Some claimed they wouldn't even try a game due to its engine. I haven't seen such posts recently, but they were very common a couple years ago. why would you complain about a game you're refusing to even try? it's ridiculous IMO.

Oftentimes, the game is in a very early stage, and it's just a bad implementation rather than the choice of engine. I can't understand people who only want to only see Ren'Py games. of course, that's your personal preference, but you don't have impose it on everybody else. A more constructive option would be to explain what you specifically don't like instead of just blaming the engine right off the bat.
There's a great deal of prejudice on this site for any game not written in Ren'Py, Unity, or HTML. That's what sparked the dev for 'Slave Market' to want to switch game engines (players convinced him that QSP = bad). Ren'Py is good for visual novels as it's mainly a scene player. Players don't want to have to work for their porn and so visual novels are extremely popular. Players just want to be entertained at the end of the day and visual novels fit that mold perfectly (for most). Nearly all QSP games are sandbox style games and it requires work to play them.

I'm a developer for a QSP game and players pop in from time to time requesting that the game be converted to Ren'Py, Unity, or HTML. They have a preconceived notion that it isn't possible to make a good game in QSP or that they won't be able to figure out how to play it unless you switch game engines. QSP games aren't nearly as easy to play as Ren'Py games. All you have to be able to do to play a Ren'Py game is either click on the left mouse button or press the spacebar - that's it! Technically, you don't even have to read the text on the screen. So asking players to do any more than that is unreasonable in their eyes with them viewing QSP as having a terrible UI, user interface, and engine. If they have to figure anything out on their own the dev is asking too much of them.

Bottom line is that laziness rules the day with the new generation of players IMO. They want everything to be simple and easy. They don't want to have to put forth any real effort. They just want to turn their brains off and be entertained (like watching a TV show or movie). So Ren'Py and Unity visual novels are wildly popular for these reasons. If I were trying to make a living off of porn games I'd be making Ren'Py visual novels also. It would be stupid not to as that's where the market is and what the majority of players are seeking. So huge prejudices exist for any other game engine.
 

DeMarcus16

Member
Apr 12, 2017
246
141
There's a great deal of prejudice ...
Same argument I heard 25 years ago in the AIF world about Adrift vs Tads. Yes Adrift was easy to use and therefore made it easier to make a "shitty" game, but it could also do amazing things with effort.

I like the shit out of QSP, and Ren'py is a book reader in my opinion. The most "under used" features I have seen with QSP is the ability to "hide" choices for a minute or two. (See "Brother Mod" for Girllife).

I wanted to do something similar with "delay" (or similar command), but it simply froze the game for a set period. "Brother Mod"'s creator used "timers" that added a whole new feel to the game.

[/delurk]
 
3.00 star(s) 1 Vote