What makes each content update enjoyable vs upsetting?

xort

Active Member
Jun 1, 2017
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A fundamental part of the answer is the nature of the work. Not content or fetish or that, but rather of an incremental project that is conducted with supporters funding a part of that. What this means is that you are offering an ongoing creation for end users rather than progress on a project that is slowly finished.

Before someone goes to making content releases they should optimally have created the framework and structure to allow content creation rather than organically growing their project and completing technical challenges as they arise.
Tools like RPGMaker and Renpy greatly reduce the time needed by for example doing a task like showing images to a screen. The prebuilt rendering engines with character assets and supporting objects and effects also saves time.
A developer should have collected, created and readied most of their art or at least the frameworks to make art before making a release. By the time they are making a release they should be able to turn out content by simply using their tools and writing it into whatever they are making.

When someone says 'This update is focusing on background mechanics' what they are actually saying is I wasn't ready to start making releases and now I'm spending time and effort doing things on a live project I could have done in the planning phase.

In short to make people happy you should be producing content that is finished and ready to be consumed as part of a ongoing production cycle. Build your tools, then create content. Tell your audience upfront what your plan is, not your wish list. Buy time by building a framework of play options for the players early on. Stick to your strengths of what you have already made that was popular.

Don't get lazy. If you think you are going to try and make a go of creating porn games then treat it like a small business and put in the 100hr weeks to get it right. If you are just part time because you're doing it for fun then be sure to set work time goal per week or else you will never get your end goal finished and you lose out on your fun.
 
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thecardinal

Latina midget, sub to my Onlyfans - cash for gash
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Jul 28, 2017
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Don't get lazy. If you think you are going to try and make a go of creating porn games then treat it like a small business and put in the 100hr weeks to get it right.
TIL that working anything under 14 hour days is lazy.
 
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Fliptoynk

Member
Nov 9, 2018
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Enjoyable update:
Another foxy lady introduced to steal your heart.

Upsetting update:
After waiting for a month, and a couple of weeks due to delays, there's nothing new in the update other than bug/typo/grammar fixes.
 

RanliLabz

Creating SpaceCorps XXX
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There could be exceptions like making a game that was specifically designed to be about characters expanding their horizons to include fringe fetishes but that should be clear from day 1 if that's what you're doing.
I agree, devs have to be clear about what they're providing. My game was upfront about the plan to introduce a load of kinks in the future as the MC's sexual awakening progressed - and that there would be optional gay and futa content ahead... Much better to put some people off at the start than disappoint loyal fans/patrons later. For those games that haven't, it would prob be better to oll before adding something controversial, or to complete the game and then go back to add in fetishes for those who choose to play (lol - the "NTR Cut" or something).

However, players are always going to be reliant on the dev's inspiration and creative vision - and shouldn't try to overly constrain that because it doesn't match theirs. Players might enjoy a formula - but they don't want to get bored, either, and devs do need to change things up and keep things fresh, progress the story and the character development, and add in new features that not everyone might want. e.g. did everyone want Summertime Saga to use valuable update time to add a fishing minigame? No :LOL: but it went down pretty well overall. Equally, players might have got tired of all those blowjobs and want the MC to start getting some pussy - and the dev should at least consider it unless is goes against the reasons they're making the game.

Don't get lazy. If you think you are going to try and make a go of creating porn games then treat it like a small business and put in the 100hr weeks to get it right. If you are just part time because you're doing it for fun then be sure to set work time goal per week or else you will never get your end goal finished and you lose out on your fun.
You're 100% on the time devs need to put in to get a project off the ground - I think more wannabe devs need to realise this and account for it before their first release.
 

Proto Persona

Active Member
Jan 23, 2018
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TIL that working anything under 14 hour days is lazy.
Not so much lazy as it is just a reality of life. Starting a business is hard as hell. In the beginning you kinda have to be on top of everything and be everywhere, but if you're not then things start to fall apart without you. Unless you've got a bunch of stored money you can't just hire the bodies you need to spread the work around. It's exhausting and takes a ton of commitment.
 

HarveyD

Member
Oct 15, 2017
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I'm with Khumak.

Know what you're making, stick to that and keep each update to complete pieces rather than adding something just so you can expand on it later.
 

Proto Persona

Active Member
Jan 23, 2018
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I'm with Khumak.

Know what you're making, stick to that and keep each update to complete pieces rather than adding something just so you can expand on it later.
In an ideal world that would always happen. In an ideal world people would also understand problems happen and some patience is required. Problem is we don't live in an ideal world.

Sometimes a feature you were sure would take a couple of weeks becomes a couple of months of debugging a problem that has seemingly no source. "So don't release the feature and just release the parts that work" you say? Computer programming isn't as modular as you imagine. Almost everything is tangled up with everything else. Making a program any other way usually makes the program run worse. So when you start to improve or add a feature and unsolvable bugs arise, cutting the feature back out can often be just as much work as finishing fixing it.

Also as many creators are charging people monthly for a product, to not deliver something in that time frame just makes people question what they're funding. People's patience and acceptance runs out a lot faster when money is on the line.
 

Avaron1974

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Aug 22, 2018
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Also as many creators are charging people monthly for a product, to not deliver something in that time frame just makes people question what they're funding. People's patience and acceptance runs out a lot faster when money is on the line.
Only in certain games.

Most of the big name devs don't deliver monthly, in fact most of them are at 3 month or longer releases.
 

mickydoo

Fudged it again.
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Jan 5, 2018
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I try and make the next one better than the last one, never knowing if I get it right or not.