It hugely depends on the project - drawn or CGI, Daz or Honey, animations or stills, Ren'py or Unity, solo dev or team, full- or part-time... A major factor is whether the update is new and original content, or just existing renders with new dialogue on top and a ton of grind to fill it out.To me 4-6 weeks is a reasonable target. A little more or less is fine but much less than that and you're wasting too much time testing. Much more than that and people start complaining about it being abandoned.
A big update might take longer if it's something that can't really be broken up into smaller chunks but 4-6 weeks is enough time to develop a decent chunk of content and then test it. I think once you get past about 2 months or so people start losing interest. If you're going to go 6 months between updates you might as well just wait til the whole thing is done and then release the final version. People are going to be constantly complaining about it being abandoned or whatever if your dev cycle is that long.
Yeah every project is different. I think the main point is you need it to be frequent enough to hold people's interest but long enough to actually put out a substantial update without wasting half your time testing. You also need to at least give your fans a ballpark for how long you expect your updates to be whether that's 4 weeks or 3 months. If you miss a target by a week or so that's not a big deal but if you miss it by 3 months that's kind of unreasonable.It hugely depends on the project - drawn or CGI, Daz or Honey, animations or stills, Ren'py or Unity, solo dev or team, full- or part-time... A major factor is whether the update is new and original content, or just existing renders with new dialogue on top and a ton of grind to fill it out.
For a solo-dev CGI project 4-6 weeks is more like best practice than a reasonable target - which is why so few devs manage it. Generally, players are looking for a substantial update with at least 300 new renders and maybe an animation, and around 3 scenes to make the download worth it. That's a lot to get through in 4-6 weeks - the rendering alone is possibly 10 hours a day with a decent rig - and you've got to have written the script, created the images, coded, soundscaped, done the variables, tested, packaged, marketed and released (all while running your sales platforms like Patreon and player platforms like Discord). That's before you account for having to design an unplanned character or location, or encountering some real-life variable like getting ill or moving house.
I keep myself to a 4-8 week schedule because I'm full-time - and it's still always a race! That's because I don't think it's acceptable for a Patreon creator to accept pledges for more than a month with no new content (and I try to fill in any dead-months with a Patreon-only comic, animation, or minigame). However, both creators and players need to keep realistic expectations if they want the releases to be of a decent quality.
That said, the mickey-taking from some of the big projects is shocking - I'm talking Summertime Saga and Milfy City, etc. With their money and teams, they should be able to put out a great big Dr PinkCake size update every month, or a normal one every week. I genuinely don't know why anyone would pledge to them after the last year or so - especially since the more money they get the less they produce!
True. It depends on the game, but even for a large Ren'py project there shouldn't be much testing (mine takes 1-3 days and I have a huge number of variables and paths and walkthroughs, etc.). That's unless your talking about test-rendering, which might add a bit longer, but is done as you go. Anyone saying that they're spending weeks in testing in probably bullshitting you or incapable of coding.Yeah every project is different. I think the main point is you need it to be frequent enough to hold people's interest but long enough to actually put out a substantial update without wasting half your time testing. You also need to at least give your fans a ballpark for how long you expect your updates to be whether that's 4 weeks or 3 months. If you miss a target by a week or so that's not a big deal but if you miss it by 3 months that's kind of unreasonable.
Haha, no kidding on the testing especially for a 1 man shop. I've only done modding so far but for me if I did a 1 month update for my mod that meant I spent at best 2 weeks on rendering, maybe a week on coding, close to a week on dialog, and at BEST a few hours testing. Testing ALWAYS gets the short end of the stick. Now in my case I do actually test each event as I'm writing it but I don't do any sort of exhausive QA testing just prior to release. I do 1 or 2 quick playthroughs, not reading anything, just testing each major path to make sure nothing crashes. Done. My fans usually caught a few crash bugs or broken image links I missed in each update and as long as they actually post the crash log I would fix it that same day.True. It depends on the game, but even for a large Ren'py project there shouldn't be much testing (mine takes 1-3 days and I have a huge number of variables and paths and walkthroughs, etc.). That's unless your talking about test-rendering, which might add a bit longer, but is done as you go. Anyone saying that they're spending weeks in testing in probably bullshitting you or incapable of coding.
Being upfront is the most important thing - if patrons know you take 2 months to update that's their choice, but if you keep missing it by weeks or months then it's the dev's fault. Unfortunately, newbie devs often underestimate the amount of time it takes for an update, and make unrealistic promises they're scared to admit they can't achieve... leading to a cycle of missed deadlines.
I’d agree with a lot of that (a part timer can at least leave renders going while they’re at work).Haha, no kidding on the testing especially for a 1 man shop. I've only done modding so far but for me if I did a 1 month update for my mod that meant I spent at best 2 weeks on rendering, maybe a week on coding, close to a week on dialog, and at BEST a few hours testing. Testing ALWAYS gets the short end of the stick. Now in my case I do actually test each event as I'm writing it but I don't do any sort of exhausive QA testing just prior to release. I do 1 or 2 quick playthroughs, not reading anything, just testing each major path to make sure nothing crashes. Done. My fans usually caught a few crash bugs or broken image links I missed in each update and as long as they actually post the crash log I would fix it that same day.
I suspect for 1 person doing a game part time, a 2 month cycle would probably make more sense as a minimum. For an actual team (like 1 person each for coding, writing, and art)? You should be able to do a BIG update every 4 weeks easily. That's equivalent to 1 person having at least 3 full months per update if they're doing it themself.
Yeah I could actually see a solo dev per branch model working. I hadn't thought of that before but you wouldn't lose much efficiency there other than the integration phase where you have to patch them all into 1 project.I’d agree with a lot of that (a part timer can at least leave renders going while they’re at work).
Teams are tricker - the law of diminishing returns will mean that a 3-member split responsibility team can’t do 3x the work of a solo-dev (they’d be lucky to manage twice the amount). I suspect the best way to work a team is for each member to behave like a solo-dev on one branching path.
Yes, I'm not sure if anyone actually does this. Lol, if any proven solo devs are looking for work - get in touch with meYeah I could actually see a solo dev per branch model working. I hadn't thought of that before but you wouldn't lose much efficiency there other than the integration phase where you have to patch them all into 1 project.
That seems to be how it's done - but I'm not sure it really works outside a physical office (okay, Tlaero and Mortze, but they were unusually good). The passing everything back and forward and giving one another instructions must be exhausting - I know that my own attempts to commission coding and art for SpaceCorps have been more hassle (and cost) than they were worth.I got the feeling that most teams were more along the lines of person A is just doing the writing, person B is just doing the coding, person C is just doing renders. Presumably each of those people are good at that 1 thing and might have little to no skill at the other aspects. With that model you're probably right that there would be a loss of efficiency. Each person finishes up their stuff and you don't necessarily have a 1 for 1 match as far as what each person thought should be happening. So the writer has to rewrite some dialog to match the renders and coding. The art guy has to add some extra renders to fit the dialog, etc.
That makes a lot of sense (although decent animations are typically a lot more frames than that!) One of the things to take into account is value added, tho - are you happy to hand over a grand or 2 a month for a few looped animations that make up a tiny fraction of the gameplay? And will your putative patrons see that as a good use of their pledges?In my case if I got successful enough to get a partner I would probably want to add someone who was good at something that I'm not so good at. An animator would be the obvious choice for me. So I might send him a few renders that show what I'm going for in the scene and then he does 50 or so frames per scene to turn that one image into an animation. That sort of thing. Very little wasted effort there. Or maybe I'm bad at writing so I send a very rough script to a writer friend who completely rewrites it and makes it actually sound good. Not as efficient as the animator but still not bad.
Totally. It makes sense for that to be the same person as the writer too, or you've got a lot of hands in the script and mistakes get made. I personally see the writing-coding-testing-soundscaping more as a single 'Director' role, with the art and graphics side as 'Cinematographer'. This is vital when it comes to editing the pauses, transitions and sound-effects.When it comes to coding I quickly discovered that it takes a lot less time to write a small section of code and test each little section and bug fix each section as I go than it does to write out a big section of code and then slog through the whole bug infested crashfest trying to figure out where it all went wrong at the end. So for me at least, the coder and the tester are always going to be the same person.
It totally depend of the ratio between the time needed for the update, the amount of content (both in terms of CG than dialog), and the quality of the said content.[..] to what most people feel is an acceptable length of time and how much content is needed to be considered a real update?.
Not a single developer is able to put out quality updates every month, not... a... single... one.A rare few developers are able to put out quality updates every month and others take 6+ months.
As long as I know the creator is working on the project. Interacting and communicating with his/hers fans/community. I don't really see any reason why not keep pledge even a month passes by without any update. I know its coming when it's done.I keep myself to a 4-8 week schedule because I'm full-time - and it's still always a race! That's because I don't think it's acceptable for a Patreon creator to accept pledges for more than a month with no new content (and I try to fill in any dead-months with a Patreon-only comic, animation, or minigame). However, both creators and players need to keep realistic expectations if they want the releases to be of a decent quality.
You make a good point. I, personally, feel uneasy going for too long without an update - but where creators are upfront about it, clear about what they're doing, and have a track record of delivery it is acceptable. A lot of my objection has to do with being burned as a Patron by promising creators who just suddenly vanish or slide.As long as I know the creator is working on the project. Interacting and communicating with his/hers fans/community. I don't really see any reason why not keep pledge even a month passes by without any update. I know its coming when it's done.
Use "Naughty Road with light of my life" as example. He release a full chapter at a time. Sure it takes months between releases, but they worth it too. So you mean it's not acceptable of him to accept pledges in months between releases? When I pledge to a creator I do it because I like his/her work and excited about next release, but the time schedule doesn't matter all that much for me as long as I know the project is being worked at.
I know people got more sceptic over time due to some creators that not exactly come across as "hard working", or just started to let it slide once they got a "comfortable income" through Patreon". I do look at that as "easy come, easy go" though. Because people will start vote with their money when things start to slide. Ruin your reputation take a lot shorter time than try to fix it again. Some creators seems to have core fans that stick to them regardless though, but that is nothing new when you look at fandoms and such else in the world.
I agree with most of your post - but I think that spending a quarter of development on test and correction is extreme (especially for a renpy game). Sure, it takes a day or two to test the code and typos, and a couple more for rerenders, fill-in renders, extra expressions and painting out poke-throughs in photoshop... but this really shouldn't be taking more than 10% of dev time.Then come the testing phase, and the mandatory correction phase that come with it. One quarter of the time between two updates is due to the test and correction process ; at least for those who effectively test and don't throw the update, crossing their fingers for it to more or less works, without too many typo in the dialogs, too many wrongly named movies or images, and too many bugs in the code.
Probably... no, in fact surely.[...] I think that spending a quarter of development on test and correction is extreme (especially for a renpy game). Sure, it takes a day or two to test the code and typos, and a couple more for rerenders, fill-in renders, extra expressions and painting out poke-throughs in photoshop... but this really shouldn't be taking more than 10% of dev time.