- Feb 17, 2019
- 3,365
- 9,479
Yes but nothing drastic Braindrop gave her a bit of a nose jobI might just be repeating a question, but did Rachael get an overhaul on her looks?
Yes but nothing drastic Braindrop gave her a bit of a nose jobI might just be repeating a question, but did Rachael get an overhaul on her looks?
The game is silentIs there no sound at all in this game?
i honestly played this for 3 days,not straight.
and finished a while ago,i have to say,what a total underated game this is.i literally fuckin teary eyed(tears of joy) when ethan found her sis Willow.i played mostly the famous games around here,but this is the only game that hits me deep,idk but Braindrop,hands down to u man,u should have more patrons.thank you!!!
It blows my mind the amount of huge money making stuff like this where the dev doesn't have any support staff. Use some of that money to take some of the burden off your back. Going at it alone will never be an optimal choice.
Yes, just say no to all the other girls. (If you are talking about Jamie and Shauna)Is there a path were the Mc could only be with Jamine and Shana
I thought they meant Jasmine and Shawna which, as you know but they apparently don't, is impossible.Yes, just say no to all the other girls. (If you are talking about Jamie and Shauna)
There's actually nothing dismissing my idea in there at all.If you bother reading the most recent public posts on his Patreon page you'll know exactly why he's already dismissed your 'idea'
He already said why he doesnt want to hire other people to help him.There's actually nothing dismissing my idea in there at all.
"When I began I told myself 80-100 renders was my goal for every week. That was a good balance but due to me feeling like I didn't deserve what I had and constantly hearing complaints about "short updates" I kept pushing myself. 120 became the new goal and I'd also have weeks where I'd hit 150+. To accomplish that it was honestly working every single day from the time I woke up to the time I went to sleep.
The pressure to deliver not only quality but quantity only rose. Despite working nonstop every single day I was never happy with the amount of work I had accomplished. "
Instead of hiring some help the dude's mental health has deteriorated due to the heavy stress placed upon himself to increase the quantity/quality of the work. It's not a bad thing to want to increase the quantity/quality, but it sure as hell is if it takes a toll on the dev. Getting help/staff is the logical solution to this.
No, the answer is not hire others.
This is a solo project and I have very few skills in managing others.And it's very difficult to find people that can handle my schedule.
And what if they fuck up? There's way too many ifs involved and way too many potential headaches for it to be heavily considered.
My bad, it was actually a post in this thread where he indicated that getting help would probably create as many problems as it'd solve since he'd need someone with his work ethic (impossible) and capable of matching his standards (difficult) so a stress relieving solution would make matters worse.There's actually nothing dismissing my idea in there at all.
"When I began I told myself 80-100 renders was my goal for every week. That was a good balance but due to me feeling like I didn't deserve what I had and constantly hearing complaints about "short updates" I kept pushing myself. 120 became the new goal and I'd also have weeks where I'd hit 150+. To accomplish that it was honestly working every single day from the time I woke up to the time I went to sleep.
The pressure to deliver not only quality but quantity only rose. Despite working nonstop every single day I was never happy with the amount of work I had accomplished. "
Instead of hiring some help the dude's mental health has deteriorated due to the heavy stress placed upon himself to increase the quantity/quality of the work. It's not a bad thing to want to increase the quantity/quality, but it sure as hell is if it takes a toll on the dev. Getting help/staff is the logical solution to this.
The key sentences, in the words of The Almighty Braindrop, being...There's actually nothing dismissing my idea in there at all.
No, the answer is not hire others.
This is a solo project and I have very few skills in managing others.And it's very difficult to find people that can handle my schedule.
And what if they fuck up? There's way too many ifs involved and way too many potential headaches for it to be heavily considered.
RomanHume tired doing this. He commissioned some people to make some renders for Dr. Amana, Sexual Therapist, in the end it didn't work out for him as the time he could have spent working on his game was instead taken up by checking and correcting what they did.That's not at all a valid reason. Pay by the render, make sure each render is checked and approved to meet BD's standard before paying. If they 'fuck up' then BD does the render anyway so there's no difference.
You seem to be implying that checking and correcting what they did is not spending time working on his game? Unless what he commissioned was something that wasn't going to be put into the game, I'm not seeing how that makes sense. Though granted, freelance is hit and miss. With something of the size of the money that WVM makes though, there should easily be able to attract the best of the best freelancers by offering a good rate per render/scene.RomanHume Tired this. Commissioned some people to make some renders for Dr. Amana, Sexual Therapist, in the end it didn't work out for him as the time he could have spent working on his game was instead taken up by checking and correcting what they did.
So from re-reading the patreon post it seemed like it worked out for RomanHume in the end, but he had to take time out from development to check over the artwork.You seem to be implying that checking and correcting what they did is not spending time working on his game?
Anyway the point is WVM is a solo project. Paying freelancers is not the solution to a non-existent problemromanhume said:So, remember when I was all excited to tell you that I had hired on four new artists to help with the game?! Turns out, I bit off a lot more than I could chew. Besides having to take development time away from building the infrastructure to manage this new crew, I also had to take some time away from development to reformat my scripts and generate production notes to help steer the artists towards the vision. This has caused a bit of a delay.