Keros

Member
Jun 2, 2017
276
310
Cause then you'll end up like breeding season where important members of your team leaves and you end up with a failed project and the half that left making their own redesign of the game without you.
That's why you just outsource whatever needs you have, you don't bring people on. But Breeding Season I guess the guy kept changing his vision and kept updating the art and changing everything. The others got sick of him and left.
 

Q Who

Well-Known Member
Donor
May 16, 2017
1,718
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That's why you just outsource whatever needs you have, you don't bring people on. But Breeding Season I guess the guy kept changing his vision and kept updating the art and changing everything. The others got sick of him and left.
From what I remember before 8chan got nuked. He interected there and would post the latest update. He said he did outsource the animations. There were a bunch of programmers who said that the code is a complete cluster fuck. The entire foundation of the game is fucked. He needs to fix that before he does a single addition to the game.
 

mecha_froggy

Active Member
Oct 17, 2018
913
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I supported the game for about 9 months. But the problems got worse and worse. I also did not care for the direction since I am only interested in human slaves. The developer would have been better off fixing the code before advancing and adding more events(things to do and that happen).
That seems like a rational argument at first glance, but here's the thing: While bugfixing is always welcome, it only lasts until the next thing gets added. It's hard to explain but I'll try.

Option A
Week 1: Bugfix
Week 2: Add new thing
Week 3: Bugfix
Week 4: Add new thing
Week 5: Bugfix
Week 6: Add new thing
Week 7: Bugfix
Week 8: Add new thing
Week 9: Bugfix

Option B
Week 1: Add new thing
Week 2: Add new thing
Week 3: Add new thing
Week 4: Add new thing
Week 5: Bugfix

See what I mean? Both add four new things, but one takes almost twice as long to reach the end as the other. And yes, the first option may be more satisfying for impatient customers, the second option is more efficient overall (and gets the final product done faster).
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,663
Cause then you'll end up like breeding season where important members of your team leaves and you end up with a failed project and the half that left making their own redesign of the game without you.
On one hand, that's a good example of a worst case scenario that really did happen once.

On the other hand, that argument has been made so many times for frikkin' every game out there that it's become spread too thin to believe, anymore.

I'm not saying Breeding Season wasn't a disaster of legendary proportions. I am saying that using it as an excuse for everyone else to never try again is lame. How many rockets blew up on the launch pad before we reached the moon? The failure of Breeding Season should be used as a cautionary tale, not a marker for a forbidden zone that none dare even so much as look at ever again.

The lesson people take from it should not be "never hire more help," rather it should be "don't hire any and every asshat who comes to you wanting a slice of the pie and promising the moon." A little bit of vetting and early purging of dead weight could have probably saved Breeding Season before it died in a fiery shitstorm.

Breeding Season didn't implode because it hired people. It imploded because they hired the wrong people.
 
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Q Who

Well-Known Member
Donor
May 16, 2017
1,718
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That seems like a rational argument at first glance, but here's the thing: While bugfixing is always welcome, it only lasts until the next thing gets added. It's hard to explain but I'll try.

Option A
Week 1: Bugfix
Week 2: Add new thing
Week 3: Bugfix
Week 4: Add new thing
Week 5: Bugfix
Week 6: Add new thing
Week 7: Bugfix
Week 8: Add new thing
Week 9: Bugfix

Option B
Week 1: Add new thing
Week 2: Add new thing
Week 3: Add new thing
Week 4: Add new thing
Week 5: Bugfix

See what I mean? Both add four new things, but one takes almost twice as long to reach the end as the other. And yes, the first option may be more satisfying for impatient customers, the second option is more efficient overall (and gets the final product done faster).
Well, I can't program for crap. I was only going by the discussion on 8Chan. It was obvious that these were real programmers. They talked about the coding which had nothing to do with added features bring the problem.

What you are talking about, is the equivalent of adding dormers to the top floor of a home as an improvement.

What they were talking about, was that the entire foundation of the whole home was rotten. Basically, the building should be condemned and rebuilt from scratch.

See what I mean?
 

taler

Well-Known Member
Oct 5, 2017
1,499
1,156
Well, I can't program for crap. I was only going by the discussion on 8Chan. It was obvious that these were real programmers. They talked about the coding which had nothing to do with added features bring the problem.

What you are talking about, is the equivalent of adding dormers to the top floor of a home as an improvement.

What they were talking about, was that the entire foundation of the whole home was rotten. Basically, the building should be condemned and rebuilt from scratch.

See what I mean?
I'm also a programmer and I agree with mecha_froggy with the developer's abilities in consideration. Though the main problem is the lack of high level programming skills like doing unit tests and regression tests. A lot of the UI problems is also just an overall lack of game design know-how. He doesn't know how to empathize with the user and think outside of his personal perspective, leading to bad presentation decisions all the time. He really could use some help as it's a pretty ambitious project.

The decisions that he's making in terms of prioritizing features over polish is correct for a solo push to finish the project, but a more polished half-way version might make the game more successful in the interim and lead to him being able to take on partners or more cash to outsource.
 
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Q Who

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Donor
May 16, 2017
1,718
1,790
I'm also a programmer and I agree with mecha_froggy with the developer's abilities in consideration. Though the main problem is the lack of high level programming skills like doing unit tests and regression tests. A lot of the UI problems is also just an overall lack of game design know-how. He doesn't know how to empathize with the user and think outside of his personal perspective, leading to bad presentation decisions all the time. He really could use some help as it's a pretty ambitious project.

The decisions that he's making in terms of prioritizing features over polish is correct for a solo push to finish the project, but a more polished half-way version might make the game more successful in the interim and lead to him being able to take on partners or more cash to outsource.
Then why are the FPS so low and the CPU\GPU usage so high? Isn't that a result of bad coding? There are a lot of toasters out there that have a lot of trouble with this game. Isn't that an issue as well? This game has been out a long time and only has 138 pages of comments. That is not a coincidence. Look I supported him for 9 months and this was my favorite game. But read the comments here and remember Patreon's model. There are games with far less complexity and depth that are generating far more income. You can say what you want but the girls are still butt fugly and the hair and clothes are all over the place. There is a minimum level that needs to be met to be successful. And the girls look 1000% better than it did in the beginning but they still look like crap. The station looks great but pregnancy didn't work. Saves didn't work. The animated sex is terrible. The arena didn't work. The hair is either floating or at the chin level. Sjin is popping out through the clothing. That is not "polish" that is basic, and not acceptable. So yeah it needs to get fixed first period. Before MORE game breaking features are added.
 

taler

Well-Known Member
Oct 5, 2017
1,499
1,156
Because bug fixes are boring. If you personally feel like an aspect of the game is fine, or it's working okay for you, then you lose motivation to improve it. It's more fun to add new stuff that will make the game more fun for you. Fuck everyone else (this is how most solo developers think). That's why people need managers.
 

Mack Truck

Member
Jul 22, 2017
297
276
StationmasterDev

What Stat or Stats does the Head Girl Station use? You have a tooltip in the Recruiter, Receptionist using Charisma. Brothel Madam using Charisma &/or Prestige. So are we to assume that the Head Girl who gives increases in training is to use Charisma, also?

Edit: I found your IIRC answer . Posting here to help anyone else
As for the question: IIRC, head girls are improved by both intelligence and charisma, and will train all stats. They get a bonus to obedience training if they have the domination fetish, and both obedience and fear if they have the sadism fetish.
 
Last edited:

StationmasterDev

Member
Game Developer
Jan 14, 2018
389
935
Rather than addressing every specific concern, it seems like a good idea to go through my overall plan with you all (and I'll be posting something like this to the Patreon page as well).

This patch represents a pretty big turning point in the project. Now that the animation update is "finished," I'm officially done with major changes (barring the unlikely event of a stretch goal being reached). Everything going forward breaks down into three basic categories:
  • Content (bondage clothing, events, and cutscene environments that don't have significant code attached)
  • Polish (upgrading the economic report, fetish interview, main UI, etc)
  • Bugfixes (of which about 70% are related to character display and animation).
The goal is to finish this project in six months or so to coincide with some IRL events, but we'll see. I think it's possible, but code is notoriously hard to estimate, and I'd rather go over that deadline than leave it unfinished.

The learning process in these last couple patches has made progress slow, which is stressful with the tri-weekly release cycle I've been trying to maintain. Because of that, I definitely pushed some stuff out before it was ready, which I regret doing. Luckily, I don't expect anything still on the list to reduce the game's stability, so it should all be uphill from here.

Thanks everyone who's stuck around this long for your patience. We're in the home stretch now.
 

ogalara666

Member
Jun 24, 2019
108
67
Rather than addressing every specific concern, it seems like a good idea to go through my overall plan with you all (and I'll be posting something like this to the Patreon page as well).

This patch represents a pretty big turning point in the project. Now that the animation update is "finished," I'm officially done with major changes (barring the unlikely event of a stretch goal being reached). Everything going forward breaks down into three basic categories:
  • Content (bondage clothing, events, and cutscene environments that don't have significant code attached)
  • Polish (upgrading the economic report, fetish interview, main UI, etc)
  • Bugfixes (of which about 70% are related to character display and animation).
The goal is to finish this project in six months or so to coincide with some IRL events, but we'll see. I think it's possible, but code is notoriously hard to estimate, and I'd rather go over that deadline than leave it unfinished.

The learning process in these last couple patches has made progress slow, which is stressful with the tri-weekly release cycle I've been trying to maintain. Because of that, I definitely pushed some stuff out before it was ready, which I regret doing. Luckily, I don't expect anything still on the list to reduce the game's stability, so it should all be uphill from here.

Thanks everyone who's stuck around this long for your patience. We're in the home stretch now.
Take your time. Humans aren't machines after all.
 

DoomSatan

New Member
Aug 12, 2017
12
13
Rather than addressing every specific concern, it seems like a good idea to go through my overall plan with you all (and I'll be posting something like this to the Patreon page as well).

This patch represents a pretty big turning point in the project. Now that the animation update is "finished," I'm officially done with major changes (barring the unlikely event of a stretch goal being reached). Everything going forward breaks down into three basic categories:
  • Content (bondage clothing, events, and cutscene environments that don't have significant code attached)
  • Polish (upgrading the economic report, fetish interview, main UI, etc)
  • Bugfixes (of which about 70% are related to character display and animation).
The goal is to finish this project in six months or so to coincide with some IRL events, but we'll see. I think it's possible, but code is notoriously hard to estimate, and I'd rather go over that deadline than leave it unfinished.

The learning process in these last couple patches has made progress slow, which is stressful with the tri-weekly release cycle I've been trying to maintain. Because of that, I definitely pushed some stuff out before it was ready, which I regret doing. Luckily, I don't expect anything still on the list to reduce the game's stability, so it should all be uphill from here.

Thanks everyone who's stuck around this long for your patience. We're in the home stretch now.
Yeah, take your time and dont put too much stress on you. Personally I'd say its better if you take some more time and potentionally miss your deadline, instead of rushing things and delivering an unpolished game (cough...fallout76..cough). Although, to be fair your game is already far better than Fallout ;D
 
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nivak.mal

Member
Jul 25, 2017
162
91
are there still any plans after you're done with stationmaster for that sewermaster spinoff you were talking about a few months ago on discord with being a monster in a sewer. starting fresh seems like a good way to get excited again.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,663
If I may rehash previous suggestions, once bugfixing is done I would like to see more non-sex stuff added. As in better economics. While I love the idea of Startopia + Porn, the porn side seems to have gotten 90% of the attention and the rest is falling too far behind. Just my opinion, of course.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,663
what exactly does the extreme content mod do and is it up to date?
The mod is always up-to-date because it contains nothing. All of the extreme content is already inside the base game, which in turn simply checks for the existence of a mod with that name in it's directory. If it finds such a file then it unlocks the content. Otherwise it remains blocked.

The file itself, however, can be literally anything. Save your grocery list as a text file and rename it "extreme content" (or whatever it's called) and it will work just fine.
 
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