3.10 star(s) 14 Votes

str8up

Engaged Member
Jun 4, 2020
3,369
1,526
when ya first pop the game open in the character selection ya will see a triangle with a bunch of womans faces (no men)
no matter what ya try there (and ive tried everything) no matter what your stuck with jennifer
the ONLY way to switch characters is to start game select OFFICE then wander around until you see the dude and then you can possess him and be him instead of being jennifer and YES i used the pats code
 

Otaku111

New Member
Dec 20, 2021
2
4
Well here's a thought, maybe if you're a tiny indie dev team you shouldn't be trying to make an ultra photorealistic next gen graphics game??? It's still mind boggling to me that no matter how many projects go down in flames new devs never seem to realize that overambition is a fucking poison that will kill any project stone dead.
It's not a question of what graphics style you are after as a dev anymore. Engine's like UE5 make it quite easy compared to like a decade ago. Photorealistic, 2D or what ever you can think of, everything needs work. The other side is, there are already thousands of RPG maker games (or name the engine comes to mind) as a dev you are reliant on feedback, and it's arguably harder to get some people to play your game if you choose a graphical look already recycled over and over for many years.
And it's not like only "small dev's or teams abandon games in Early stages. Bigger publisher studios do it all the time, the difference is small devs go more often that not with previews and alike public to found that project, if it isn't a passion project all along. (Even those go public) That being said, there are also often reasons besides being "too big of a project" for the devs not continue development.
The most common reasons I've seen in recent years when, they lost direction and pause to maybe find back to it, they have started as sort of training in development that project blew up and start all over but with better practice standards for better performance/ spaghetti code etc., have another project they prioritize at that moment, or have personal reasons to stop like them/family getting seriously sick, being stuck in a war or people sending them via social media death treats or other ways of hate for some stupid reason, and they quit development in general due to bad mental health.

I mean what ever it is, in the end no one of us is being forced to play games in early development, we choose to do so. If you think you're being constantly disappointed by games being discontinued, use f95's filter prefix to only show completed games.
And who knows, may be another dev gets inspired by an abandoned project and starts to develop the next banger game or an improved version of it.
 

Sum Gi

Member
Nov 10, 2017
323
403
It's not a question of what graphics style you are after as a dev anymore. Engine's like UE5 make it quite easy compared to like a decade ago.
Engines like UE5 make is easy to slap together a worthless clump of premade assets. Making an actual game is UE5 is still infinitely harder than a sidescroller, or vn, or an rpg maker game. UE5 is recent but I'm already far more tired of the stiff, identical, uncanny mannequins almost every project made in it shits out. This project probably failed because there were like 7 other identical games that went into development the instant UE5 came out. Wild Life is the only good looking UE5 porn game I know of and it only looks good because it's been in development so long it predates the engine by years. Even then it veers straight into the uncanny valley the instant you zoom in on the faces.

You know, maybe if they went with something more reasonable in scope they could actually finish a project before some other bullshit comes up? Maybe the reason they all suffer from burnout after 7 years of development is that they chose a project that would take over 7 fucking years to develop? This isn't a complaint on my part, or me whining. I don't give a shit if some project I could instantly tell was destined to flop or flounder forever does so. This is my advice straight to all the would-be devs out there. Choosing a realistic level of ambition for a project is THE most important decision early on. It will make or break everything in the end. Unless you're only interested in developing a shitty cash cow to sucker in the "it will eventually be amazing" crowd on patreon, scope should be front and center in your mind.
 
3.10 star(s) 14 Votes