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.Thats looks interesting... in a good way
Any idea when we can test the first release?
That looks quite awesomeI'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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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 doneI'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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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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code 104 file not found crash?
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.No news ?
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.... 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.
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.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.
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.There's a great deal of prejudice ...