Re: The Last Demonhunter - Remastered
Flexible survival, Nimins thingie, arguably Slave maker? Don't have an emphasis on story.
I haven't played Nimin in a long time, but Flexible Survival, CoC, and even TiTs emphasize the story through interactions. Part of what makes a sandbox work isn't simply the story being shoved in your face, but for the world to react appropriately to the decisions you make and the challenges you overcome. Saying "Hurr durr they don't have emphasis on story" is showing of your ignorance on video games in general. An example of commercial sandboxes in non-adult settings:
-The Elder Scrolls
-Mass Effect
-Grand Theft Auto
-Baulder's Gate
-Fallout
-Final Fantasy (Everything up until 10, and then 12)
-Legend of Zelda
-Assassin's Creed
8 Goddamn open-world franchises that emphasized story in one form or another, but
never put it aside as an unimportant detail. So please, tell me how open-world games "don't emphasize story". Oh, but play the "b-but they're triple A games!" cause my good sir, CoC, TiTs, Fall of Eden, Flexible Survival. Oh, and to namedrop sadtaco in your thread, LEWD.
That means you can have a character be male, female, demon or human without having to make completely branching paths for each, only change sexual scenes and responses.
I love the blatant ignorance you're displaying. You do realize that Flexible Survival recognizes every aspect of what happens to your character, right? CoC has characters respond, encounters change, etc depending on what your character does/turns into/etc. TiTs, to my knowledge, works much the same way. I recall some rpgmaker games that did this as well, though asking their names is like me finding that one pornhub video I found once and never could again.
(by no means do I say that this isn't a lot of work, because it is.)
Then you understand that by comparison, what you're doing is pretty much bread crumbs by comparison, right? Creating a linear narrative with a set number of important characters/areas isn't an easy task, believe me; but by comparison to Fenoxo, Alder, and others I could namedrop, you have it
easy. You don't have hundreds vying to write content, having to make sure that content fits in-universe, that it's content people will play through, and then sharpen it so players don't go to you and say "that's garbage, fuck you.". Do you understand how utterly wrong you are yet?
What CoC, etc, does great is having a sandbox character creator and dating. My game is not a sandbox character creator, and I don't try to make one. Its impressive and an insane amount of effort, but what suffers is actual storytelling.
Storytelling only suffers when the story tries to be as simple-minded and non-convoluted as possible while driving the player into the world with little to no context as to why they should bother experiencing that world. Skyrim was a testament to this. In no way does CoC suffer until
after the imp lair where it's clear Fenoxo stopped caring. Have you played TiTS? I doubt it. How about Fall of Eden? Again, I honestly doubt you have. Both have their own amount of good storytelling in places if you bothered to pay attention.
Just because your experience is (obviously) limited and you need some perspective doesn't mean you're any less ignorant. Really, this statement sums you up perfectly:
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CoC has exactly three storyline related dungeons, and, correct me if wrong, one of them hasn't been completed to date. You're basically comparing football with baseball and going 'Man, your game there is kinda nice, BUT you need better pitchers.'
That analogy is garbage and how you came up with it is beyond me. You've also confirmed what I figured out before, so great job there, champ.
It's almost as if those were commercialized games while mine is for free, pay if you wanna help out, eh?
Hey guys, guess what? Steam Greenlight games make MILLIONS in a month and those developers are totes not eating Kraft Dinner and beans out of the can. They have millions from all those record-breaking sales, so we should totally all call them out on their bullshit!
Except most indie stuff struggles to break even and in a market like adult-focused games, it's pretty difficult for a relative unknown to make money. Hell, there are a number of circles and small-time developers who either need to branch out into other territories (doujins, art commissions, collaborations, etc) just to make a profit
while their game is widely ignored. Have you ever wondered, with your limited understanding of the industry as a whole, why, despite there being 6 billion people on this planet, so few companies dominate parts of the industry? Probably because aside possessing resources and capital, they also managed to generate mass appeal. Toro Toro Resistance and Dieselmine are two major names in adult games, and for good reason: They have mass appeal.
I bet half the circles mentioned on this forum alone aren't even that widely known. You're assuming a lot of stupid things.
Yes, and my patreon is at slightly above 500$/Month. Thats enough for me to buy -some- pictures and dedicate some of my time exclusively to game programming, without fearing for my livelihood.
I could list a number of well-known artists who do commissions for less than $15 off the top of my head. Hell, here's a guy who is pretty cheap:
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But please, continue speaking out your ass.
It's not that much that I can just add naughtypics everywhere I want to, so I'm not quite sure what your point, or your logic here is.
Read above, also, you could if you wanted to bother making an effort.
2000$ sounds like a fair estimate to make some serious content with.
Okay, so, you didn't actually read what you quoted. See, this is why people are generally jerks to you and why, after speaking with mods elsewhere, you're not well-received. This is also why your patreon is pretty low even despite all the "effort" you put into your rpgmaker game. You take things out of their original context and, for some reason, assume that adding your own somehow invalidates the statement the other person made.
So, in the context of my original statement, swegabe manages to make a game for under $2000/month which, to my knowledge, affects his disability funding (yes, apparently a developer more successful than you is also disabled) and the rest is for living expenses. So let's assume swegabe's budget is like this:
Rent: $1000
Food: $200
Utilities: $300
Misc: $500
So, swegabe has a number of artists he comissions per month to draw up scenes and then he has to not only code them in, but write dialogue that fits and then work on the game's overarching plot. Oh, did I mention he's possibly disabled, making you look pretty lazy? Please, tell us all how "privileged" he is.
When I have that much at my disposal and still don't pump out fancy CG's all the time you can accost me once more, deal?
The point is, you
don't need that much money and there's really no excuse for this sense of entitlement you have. $500/month is more than enough to comission a guy like ChaosCroc or even Ero-Enzo into drawing up a few pictures. In terms of content, you're several bars below swegabe and not even close to guys like azurezero who still manage to outperform you in every way. Please, explain how all these one-man teams manage more content than you do with fewer advantages. Explain how, despite all the difficulties they may run into (swegabe had to deal with months of a construction crew working next door, lipucd is currently between homes while working on 3 games with full CG content, azurezero has a number of projects both complete and indefinitely on-hold, urielmanx7 took some time away from Mitsuko X for a side project he did art for), you manage to
still believe you're somehow the exception to the rule.
Because believe me, you look like a proper ass from where many of us are sitting.
I'm done here because any further effort on my part is pointless. You don't have any perspective or understanding of anything and it amazes me you could make a game without managing to strangle yourself with the mouse cord in the process. Peace.