Monday, February 4, 2013

Added a work log.

Lately I haven't been working on the game as much as I should be. Yesterday I only worked on the game for three and a half hours, for instance. Not nearly enough.

So, I'll be updating a work log and keeping time each day in an effort to stay more focused, and on track. I'll also be adding goals for the following day.

That's about it. *Starts stopwatch app.*

28 comments:

  1. This will be interesting to observe if it doesn't become to much hassle for you to update the log on the website all the time :)

    I can attest that tracking one's time certainly helps. I started using a tool called Grindstone (it's like a TODO list with record/pause/stop button) and turning this into a habit more or less saved my first few freelance projects.

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  2. "Only" three and a half hours... you're a dedicated guy if you consider that "only", Kyri! xD

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    1. All things considered I should be working a least 6 or 7.

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  3. Happy day it is to know how you're doing on the project, thank you!

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  4. Have you thought about announcing your new game on Dlsite yet? Kurovadis did great there, so I'm sure that it would start a good buzz.

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    1. Unfortunately it isn't really all that simple to deal with DLsite. Basically everything is done with a middleman through email, so it would be more trouble than it's worth. Plus, I don't really like hyping games, and I'm pretty sure it will find it's audience anyway.

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    2. That's one topic I'm really worried about for my own game. I've seen you announce Kurovadis on a few forums, but nothing I would consider aggressive advertising.

      I assumed that without getting the word out, a game would hardly do any sales at all. More so for adult games were word of mouth is severely handicapped for all but dedicated H-game forums.

      If you ever feel like writing a post about what your approach to marketing and publishing is, that would be an incredibly interesting read. Though I'd understand if you rather keep some secrets for yourself ;)

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    3. I never announced Kurovadis on any forum, actually. Other members of the forums did that on their own.

      The thing about action H-games is that there are so few of them that word will inevitably get out about it regardless of what you do, just introduce yourself as a developer on a forum, start a blog, and that's about all it takes. Furthermore, on Dlsite pretty much everything is shown on the front page, and action games get a lot of attention anyway.

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    4. @Zikare: Speaking of which, the only reason I haven't mentioned or posted a link to your blog yet is because I was waiting for you to release something with some adult content in it, so that people would hopefully be a bit more interested the first time they see it.

      If you haven't already you should start a topic on ulmf or Ryonani, and introduce yourself as a developer. People like being involved in the design process and giving feedback, and if their interested enough will tend to spread the word for you.

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    5. Yikes, it really underlines your point that you already noticed me (and Urielman as well - surprised the hell out of me) :)

      But now that you say it, indeed, all those threads were started by someone else who already knew your game. Incredible!

      I'm just one or two weeks away from having some actual adult content to show, so I think I'll just heed your advice and then announce myself on ulmf and Ryonani.

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    6. Sure thing. And once you have some adult content I'll be sure to make a post about you. I also want to talk about 3d H-games in general and what I might do in the future. (Not getting fed up with texturing is my biggest hurdle at this point -__-)

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  5. Thinking about releasing a demo? I'm getting pretty psyched about trying a new Kyrieru game.

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    1. There will be a demo. I'll release it once I finish enough of the adult content that will be in the first level.

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  6. Honestly, this will make or break you. You've kept a lot of people waiting for your next game, and so if this doesn't meet up to par, you'll find yourself with a lot less people following you afterwards. Not sure what your long term goals are, but as you've stated, you really should be working to get this out as soon as possible.

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    1. I don't think it's something I need to worry about. Stuff happens, and people may get fed up with delays, but ideally I'll be developing games for years to come. As I improve and become more consistent, with a couple dozen games under my belt I doubt that people will be feeling bitter over the dumb mistakes of an amateur game developer making his second game.

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    2. I think you're overestimating things, Katawa Shojo was in development for years and it still kept a steady fan base.

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    3. to Anon that is

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    4. I've found as a designer/maker myself that us H game players do tend to give people second chances, unlike kyrieru I consider my first two games flops, first game because of bugs and second game because it was too small, i havent received enough feedback for them but the sales dont lie...
      either way people are still willing to discuss my future projects with me, so i dont think kyrieru needs to worry about anyting, he's proven his work is of a high quality and we're gonna keep coming back for more...also because he sells his games cheaper than dlsite would allow he gets a lot more sales and revenue...


      ...p.s if i had ten percent of his skill and technical knowledge id have dropped out of uni to do games full time by now

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  7. Progression on game development depends on the quality of the time spent not the quantity. I can spend 6-12 hours working on a game and accomplish very little, compared to 2-4 hours spent during my freshly waken hours. When we wake our minds are the most attentive especially after having a dream.

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  8. I would not worry too much about time spent, some times you need a break, creativity often needs time to grow, unless you really need to get some cash for living expenses I would just go with the flow. Taking adequate breaks will will pay off in the long run.

    Don't forget you can always reuse tile sets you made in other games so even if you just get one tile done it will pay off in the long run if you put effort into it.


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    1. Forgot to add that as long as you do at least one thing each day its not like its wasted.

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  9. We dont want you to overwork so dont force you to do it

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  10. When you start working on drawing, perhaps post some tutorials for line art, coloring and shading?

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  11. I just saw that you're just about to implement fall down mechanics and rape scenes, and wanted to say that I was really hoping you would not include struggle meters and damage tied to how long the PC is in the rape scene. I mentioned way back when you were making Kurovadis this as well. At the time it was too late in development to completely remove them, but I was very glad that you removed the damage from most foes that didn't rely on grapples for damage.

    Since I find that the best action sex games avoid the sex or action get in the way of the other, so players that want the sex can watch it as much as they want without being penalized, and players that want to play the game can do so without having to wait for sex scenes to go through or constantly have to struggle out of rape scenes. The exception to this of course is when the sex is the action.

    The best example of what I think is the ideal system that I've seen to date is still Milia Wars. You take damage if you're hit, but there is nothing stopping you from just watching the PC get raped/eaten for as long as you want. As soon as you hit a key after being hit, you break free and can continue to play the game freely.

    Please take this into consideration when you're designing the rape scenes and mechanics for this game.

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    1. Yup, that's pretty much the plan.(no damage)

      I'm trying to decide what it will do, at the moment. Chances are it will effect the ending.

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    2. I'm very glad to hear that.

      Second part sounds intriguing.

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  12. Did you happen to see the fan art of your character from Kurovadis on ULMF yet?

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    1. Indeed I did. I'm going to respond to it after I'm finished working today.

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