You're saying 'waay too much money' yet how much should they make?
Do you know how the entertainment business work? This has been something that has always been the case since the beginning of the entertainment world.
Actors do not get paid millions due to a malfunctioned calculator. They get paid by millions because they are liked by millions.
Same with entrainment games. It is not by how much it cost to make the game but rather how many enjoy the game.
But out of curiosity. What is the limit a dev (or anyone for that matter) should have? I noticed people who dislike the amount of money someone makes always freeze with that question and say 'I mean, I don't care how much they make but..."
don't know, you name it, I was looking at this as a paid hobby (That is what patreon is for, doesnt? excuseme if not, like I said, I am new to this). So, for a hobby I would say no more than 2k per month should do the cut, but looking at all responses, looks like you guys look at this as a way to make a living, so I would say, more than 4k would be fine (I am not from the US, with 2k is more than enough to live comfy in Japan, so, sorry I am wrong)
As for limits? threating this as a hobby and with the current situations (considering the content per update, the gap between updates and the income) I would say no more than 10k.
I mean, I have done complete games with 5k dollars Lol. So, yeah you can see why I am like WOW, this dudes make alot!!. the one game with most budget in which I have been part of. Had a budget of 50k So... yeah... you have an idea now why i am going nuts with how much resources some NSFW game devs seems to waste. (Disclamer, I DO NOT LIKE, bring that up on sites like this, because this leads to the "show me or you are lying" path, and I don't like it, and no I will not show you my "portfolio". sorry. Also, This info is based on personal experience when I worked in Japan, that may vary to anyone else expectations/experience).
Althought I never said that I am hating or complaining how much they make, I said (And keep saying) I was just curious to know if there was a special factor for the particular way this works for lewd games (Dude, I just saw a very suspicious behavior among most successful lewd devs, obviously I was going to ask, You know, asking for advice before diving in, I repeat I am new to this, I didn't know if there was a special tax for developing +18 games) Which turns out to be 'no'. Just a poorly workflow. I mean, cmon you have to admit, some devs look like they are actually milking their patreons, and read again, I said and quote the devs which patreons are higher than 20k per month.
For some reason, I've only had answers from developers (you guys) whose earnings are soooo much lower than what I originally quoted (no, I'm not trying to belittle you guys, you do a good job. it's just that seems I did touch a sensitive nerve with this issue and now everyone is jumping at me with what it seems to be, excuses. this is slowly getting out of control lol).
Just today, I realized this is a pirate site, my bad, I thought It was an Actual Forum for developers (I came here from Gamejotl, so I thought this was a forum for developers, I guess is not, lol, sorry my bad also for threating this site as a forum of NSFW game developers, I mean it kinda is, but it's not).
Indeed, you are actually somewhat right. People need to study a bit up before jumping into it. But you are way overshooting it. Your method will only lead to abandonment of a dream before it even gets realized.
People should learn how to write stories, composition, lighting work, coding, etc. (depends on what their project ofc.)
But what you are saying can be kind of like saying "If I want to make a living as a track runner, I have to learn how to make shoes." when in reality you should focus on learning proper running techniques and wearing proper shoes. No need to waste time on manufacturing the shoes.
Choose your battles.
This reminds me the old good one all devs some day use. No, you don't need to make your own engine, lol. Sorry for the laugh, is just that, I have been hear that ALOT (more in the recent years)
I said and you can quote me, "knowing the basics" referring to, there is no need to KNOW all about 3d to produce a pixar movie, but at least the basics outside Daz3d, will come handy. and also you can quote me saying "I don't blame if the devs are newbies, is okay". But when the guy/girl is making more than 20K? going for his 3rd 4th game? I mean Cmooooon lol.
I know some of those programs (other I had to google) and I can say to you this- use makehuman or any other programs that are designed for a game which require low poly characters on any of the current visual novels and you game will be mocked due to the graphics. For a game created for actual games then those are fine and actually required. Won't be able to get Daz high poly character to work on games that require real-time rendering. But for visual novels in which it is renders, you be a fool to use those. Not to add all the time it will take to create environments, poses, clothes, and whatnot.
"and here you can say "that is a lot of work/that doesn't look suitable" well for a free program what else you want?"
Yes, that is what I will and let me answer you what else I want;
Something that actually non-time consuming, looks suitable and works- Daz3d.
There is a reason why everyone is using daz3d. And it's not because people are mindless zombies that haven't gotten the realization you had, it because they already experimented and found out what works and what don't.
HA Gotcha!, you don't know those programs. They all have their base community in which they share props for the models. (for some of the programs, not so much but this is where those "basic knowledge" I talk about will come in handy. you can perfectly fit any 3d mesh "cloth" into any 3d model if you know what are you doing)
Makehuman goes a step futher and gives you the tools to make your own clothes, morphs, targets, proxies (All for free) the learning curve is easy. If not, then there is TONS of addons in blender to make cloths for any mesh. If not, then marvelous designer.
As for the poses and environments. Idk, be honest here, That what you said, makes me think you know little outside daz. Because I mean, is not like daz invented those concepts.
poses? sure, easy piece of cake, in a couple of clicks I can rig any humanoid character with blender, for free. (Even free and online with Mixamo). doing poses is just a matter of knowing how to move the mouse.
Enviroments? Speedtree for trees, Unity or Unreal have their own terrain tools to make stunish enviroments. You mean props?, pff, m8 welcome to internet, there are tons and tons adn tons of meshes (Free, not even the need to go the paid way) to design everything. You just need a minimun of knowledge of level design, no well, Not even that, you just need a reference or just having a good taste to place things, since you aren't doing an actual level for a game.
As for the "low poly not suitable", meh... No, on both.
higher poly count on a mesh is not synonimus of quality, yes this don't apply to ps1 graphics, obviously duh. But to make things look fancy, you don't need a higher poly count. If you were referring to smoothness and detail, well I present you something called subdivision surface and smooth shading. (You don't believe me? lol look the poly count of the models of Toy Story had back in 1995, maybe shaders are a little bit outdated, but sure the movie looks great).
remember Makehuman (and programs alike) gives you a base to work on, a starting point, I not mean any of this programs outputs (models) to be used as it is. but For the price of $0.00 Is not bad at all. And Even so, they (Makehuman) also give you for free, the tools to make morphs, proxies and targets (means more poly and details for your characters)
For how I write, looks like I am here to preach about the good news about makehuman and anyother software outhere to make characters LOL.
There is no shortcut to success, that is true, but if you take it too literally and never go the smart ways you will forever be stuck in a road that only has the promise of success.
All major devs improve as they go. I personally and the ones I know.
But why waste time on learning to make a chair when you can get the assets. Change the texture of it easily. Change the shaders etc.
No reasons to go overboard learning stuff that takes away from the project.
Oh no, you did not say that... did you read what you just wrote?. "There is no shortcut to sucess, that is true, BUT... why waste time on learning to make the assets? when you can get the assets. Change the texture of it easily. Change the shaders etc.".
That is just unprofessional. (...)
Okay, stopping being sarcastic; Knowing how things work does not mean that you always have to do them from scratch. I know how cars work, yet, I do not make my own car everytime I need to go to a far place. I just call an uber.
Knowing alot of different things about game dev, doesn't mean I must make my own game engine from scratch everytime I start a new project. But guess what, That does help me to be more productive.
you are saying that "... if you take it too literally and never go the smart ways you will forever be stuck in a road..." at the same time you are is somewhat way trying to justify why most of the NSFW game devs barely make a profit out of their "long hours" of work. hmmm... just to remind you, I was the one that bring that up, and i said "they need to optimaze their workflow". also, high poly meshes increase the time of renders unnecesary. that is all I gonna say. :|