Saturday, January 31, 2015

I think it's about time I dropped OI as a dev name.

Someone pointed out that emails haven't been going through to the email address I had listed on the side bar.

Turns out the overtureinteractive.com domain expired, and I forgot to renew it, which effects the email, as well. Seeing as how it was kind of a temporary name anyway, and it would cost $200 to renew it for some reason, I think it's about time for a name change -___-

Since I don't really need a game dev "company" name, for now I'm just going to start using Kyrieru at the beginning of my games, since everyone identifies me by that name anyway.

Of course, when I work with more people, I'll have to do something else. Perhaps I'll just list each name somehow, since I like the idea of games being identified by who worked on them, rather than a company name that could be anyone.

If you've emailed me recently with no response, you can contact me at my new email address.
contact@kyrieru.com

Because kyrieru@kyrieru.com would have been a little absurd...

64 comments:

  1. Overture Interactive sounded cool. Try Prestige Worldwide next time.

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    1. It was okay, but it was long, and there's another company with that name, and both parts are common words.

      "Kyrieru" on the other hand doesn't bring up any results that aren't associated with me, so it's ideal.
      Kurovadis was a similar situation, where I made sure to use a name that returned 0 results.

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    2. Do your name have a meaning? How did you came up with the name Kurovadis?

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    3. It's a play on the latin phrase "Quo-Vadis", replacing quo with kuro, which is black in japanese, and kind of sounds like "quo".

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    4. As for my name, it has no meaning. Kyrie is a greek word, though, and it's just a variation of that, and pronounced in the same way

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    5. Ah thank you for the answers😋 Do you know the blogger and erowriter name manyeyedhydra? I ask him here did he came up for the name of his characters, he told he use words from dead languages.http://manyeyedhydra.blogspot.com/2015/01/hentai-game-review-monster-girl-summoner.html#comment-form

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  2. So you gonna do something like:
    -Kyrieru: Kurovadis
    -Kyrieru: Eurico
    -Kyrieru- "Noika"

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    1. I'd think it would be more along the lines of the Sid Meier's games. Kyrieru's Kurovadis, etc.

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    2. Well, Kyrieru would just be the developer name. So it would just be
      "A game by Kyrieru" before the title.

      If I had multiple people, than it would be like a quick credit screen, showing 2-4 names on the screen instead of just Kyrieru.

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  3. "Perhaps I'll just list each name somehow, since I like the idea of games being identified by who worked on them, rather than a company name that could be anyone."
    You know, even though it seems that this way of thinking is not very wide spread, I really believe that it is a very good idea for you to drop the "company" name and use your alias here.
    Maybe because this feels more personal and with you replying to comments all the time It feels even more like there is an actual person behind the games.

    Also I am wondering, does the name "Kurovadis" actually mean anything?

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    1. Well, when I look at say, Capcom in the Snes era, I don't like the idea that "Capcom" now is not the same as "Capcom" then. "Capcom" means little more than what properties it owns, because games are made with hundreds of people, different leads, and ultimately it comes down to their abilities. On the other hand, "Keiji Inafune" or "Shigeru Miyamoto" or "Hidetaka Miyazaki" mean more than "Capcom", because you associate certain things with their abilities.

      I think if I'm only ever working with teams of 2-5 people, then their names should be as important, if not more so, than a company name.

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    2. As for Kurovadis, it's a play on Quo Vadis.

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    3. That is exactly the reason why I like the idea.
      Giving credit to who made it, not to who owns it.

      Also, thanks for explaining the name.

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    4. I originally thought it had something to do with "kuro" the Japanese word for black

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    5. Well, it's a combination of the fact that Kuro means black, and that it sounds similar to Quo.

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  4. You might have to change the intro screens in Kurovadis and Eroico now that Overture Interactive is defunct.

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    1. I probably will at some point. Not because I need to, particularity, but just to keep things consistent. Plus it wouldn't hurt to go back and fix some of the problems those games had, when I have more time.

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  5. I don't know if it's possible, nor do I know if I'll have the abilities to do so but I'd love to work with you some day, Kyrieru.
    I know it's kind of anti-helpful to say this stuff in anonymous but I'd rather be confident with what I can do before anything. I don't know if I could ever join/form a "team" with you or anything to make games or what because the future's pretty unpredictable (plus on top of that I don't know how well it'd go being in different regions) but I've been determined for a long time that I want to make games. I'm possibly taking a Games Design course in University shortly after I finish my Interactive Media course in college and I want to learn as much as I can from it.
    Admittedly, the most knowledge I have on Games Design is the philosophy behind it and some currently improving art. One thing I'm surely confident in is my imagination and ability to come up with something new. I love discussing ideas if it's with the right people just to throw that in there.

    It's probably kind of random to say all this to you but I just want to express that I think it'd be a cool experience (or maybe further) to work with you. Keep up what you love doing though.

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    1. If you're going to take a college/university course, make sure it's a school with great teachers who have actually worked a lot, or schools that are guaranteed to give you a job afterwards, otherwise I'd say that isn't really worth it.

      Before I made Kurovadis, I took two college courses. One in digital animation, and one in interactive motion graphics. I dropped out of both. On a daily basis, I was surrounded by students who believed that taking a course was going to be enough to get them a job, and teachers who seemed content with letting them believe that. Between the classes with little more than information you could find online for free, and teachers who knew less about the subjects than people you could talk to on a forum, I realized pretty quickly that such a course wasn't going to create any opportunities. I'd have been better off seeking out information on my own, building up a portfolio, and gaining practical experience. Someone with a piece of paper and a portfolio of class projects isn't going to have much of a chance over someone who has trained themselves for a specific position, become extremely skilled, and amassed an impressive portfolio.

      But, that depends on you, and the school. If the school is exceptional, and you aren't confident in your ability to learn on your own (without direction, some people find it difficult), then it may be beneficial for you. Worst case scenario, though, you come out of the course in dept, and you have to get a minimum wage job for a few years before you're able to get a job in your industry of choice
      -___-

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    2. Well, being in dept shouldn't be a problem as long as I don't do anything to screw up my student loan otherwise that won't be helping me anymore. I'm not entirely sure how much different education is here in the UK compared to where you are but I see Uni as a side goal, honestly. I'm always working on my own stuff, and I'm well aware that this is confidence I'm building up on my own (with side thanks to other artists/friend encouragement).

      I used to be incredibly negative about everything. Jealousy turned into less production. Less production turned into depression. I pretty much saw no point in anything (although I still think that way on rare occasions or bad days).
      I don't know what it was exactly but something made me switch all that around. I turned the jealousy of others' work into admiration. Admiration into inspiration and so forth.
      It might have just been a collection of what I've already said: Friends and artists and such but my only lack of drive is the absence of any feedback on the work I do.
      Constructive criticism, compliments or pretty much anything will get me to work harder today but that's just it. It's not there. It might still be my fault for not being consistent enough though.

      When I think I have enough to show for, maybe then I'll try contacting you... out of anon I mean. I don't actually think I'm terrible but you probably wouldn't be impressed with the amount I've done considering how many WIPs I've just scrapped from before.
      I don't do that anymore but I regret the actions of my younger self because today let's me laugh back at him when comparing work.

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    3. If you go to college, do it because your career path 100% requires a specific degree. Be a doctor, a lawyer, a CAD Designer, etc. Don't go for art classes and be careful which programming and computer science classes you take. You shouldn't give anyone a single fucking penny if all they do is tell you to buy some supplies and stand in a circle while you draw for three hours and talk about it occasionally. You can do that for free on your own with better teachers found in books for around $15-30 if not absolutely free on the internet.

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  6. When it comes to sponsored names for a game, I like to look up the developer instead of the publisher. Just as you said, if I hear about a game from Capcom I'm like "oh it's just gonna be another rehash, cool" but if the game is made by Kamiya I will get hype over it, because people know that the companies aren't who make the games but rather the developers

    This is one of the reasons why I like companies like Nintendo and Platinum Games, they cut the middle man and let the developers talk about the games and ask for feedback on their own (and also troll followers on twitter). I think keeping your publishing game as 'Kyrieru' (at least while it's you alone) is a smarter idea, people will be more willing to contact you directly than rather if there was some company name in the middle

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    1. Even Nintendo doesn't develop all of their games, though. For example, Luigi's Mansion 2 was made by a Canadian Studio, with minimal input from Nintendo -__-

      To me, that's the same sort of problem.

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  7. I still say Boner Jams '98 is a classy name.

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  8. Well can we see some improvements or achievements of the new game? The last time it was like 3 months ago..

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    1. I need to second this. Some news would be nice.

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    2. I agree... Kyrieru, can I ask why there hasn't been any new posts about the game specifically lately? We know you're working hard but I think a lot of your fans would appreciate some kind of update.

      The only reason we're so anxious is because your games are such high quality standouts from others of the genre. Like many others, I pre-ordered your game, donating above what you asked for, because we believe in your products and because we want to help out! You're lucky to have such a dedicated and supporting fan base.

      That said, I'm sure that you realize that you the only reason you can do what you do, is because of your fans support. They enable your chosen career path, and they will continue to do so for as long as you let them, by releasing quality games and continuing to interact with them on a personal level.

      To that end, I think the lack of updates surprising, almost as if your fan base is being taken for granted. Your work isn't like that of a hobbyist (think fairy fighting, or slave maker), who releases their work for free, on their own schedule when time permits. If you really want this to be your career you ahve to embrace all aspects of it, and keeping your fans informed is an important part of that.

      Just my 2 cents, in any case. I know i'll enjoy the final product when it comes out and I know you're working on it hard, just can't wait to see what it finally ends up looking like. Best of luck!

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    3. Well, I haven't been posting many updates about it, because I don't see much point in doing so until I actually release something. I'm not one to stir up hype, and I don't particularly have anything interesting to talk about in terms of development. (Well, there are some things, but I want them to be a surprise)

      As for the game itself, as it stands, it will have about twice the content that was planned for it in the beginning. More than anything else, I want to make sure that this game feels more "complete" than my games have in the past, in terms of content. That's pretty much all there would be to say in a post.

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    4. Still, don't make it that big. I'm just an anon as you see but i follow many developers and so i can say that a small team or just even one person shouldn't really overdo it. I know this to well by drawing, i keep correcting myself when it's actually alright.

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    5. Well, the difference between this project, some of the other projects that I've abandoned, is that I "planned" on making them big, whereas this project is "already" bigger. It's not like some of my older projects where I felt like I bit off more than I could chew. In this case I've already come this far, and it's simply a matter of finishing it.

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    6. "The watched pot takes forever to boil."

      Do yourselves a favor and stop checking the forums weekly. Don't be like that guy who hovers, asking "how's it going? what are you doing? about how far along are you? when is it going to be done? can you guess?"

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  9. "It will have about twice the content that was planned for it in the beginning."
    I call that a good news. =D

    "I don't particularly have anything interesting to talk about in terms of development."
    Okay, if you think so. But can you, at least, say us what it remain to do before considering a release date. No need for detail, but just something like : It remain some bugs fixes to do, some animation to finish or a part of a level to complete ...

    Anyway, good luck Kyrieru. =D

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    1. All the CGs but one, almost all the music, quite a few sounds, quite a few animations, still a good chunk of level design, Two bosses, 3-4 enemies. A lot of testing, filling in the gaps based on the testing, then getting other people to test, and then making adjustments based on that feedback. Is what's still left to do

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    2. Ok.
      Thanks for your reply.

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    3. Well, we can scratch February off the hope list. Probably March and April too. See you in the Summer Noaika.

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  10. Ky, since there's not a lot in terms of a forum with you since you seem more interested in story/character/game development more than most, have you ever played the Viper series? I'd like a little insight from someone with a more analytical mind than the kind that simply drools at the sight of porn. I'm genuinely surprised that this company went under (though, it could have been from poor management), since they had interesting stories and amazing character development, even if the genuine gameplay was lacking.

    If you haven't played them... Well, you should. After you're done making Kurovadis 2... I mean Noaika.

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    1. Game companies going under sometimes just happens. Perhaps Viper overstayed its welcome or burned out and stopped delivering. Really, when the 3 part anime came out, it felt like a nostalgic throwback to a great but dying series. The Rance series, however, has thrived since the MS-DOS days and is the longest-running H-game series in existence. They set a name for themselves early on and kept the momentum to keep going for over a decade, which equal parts talent, popularity, and luck. But as the team changes hands and tries to keep up with the times, it too will probably eventually die out as well.

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    2. I'm not the guy you're asking, but what story or character development? In Sogna's or Kyrieru's games.

      Sogna went down because their creations were infamous for having unplayably godawful gameplay and obnoxiously crude stories that left a horrible aftertaste. RSR opens with your first mission being to monotonously grind using a cheap excuse for an RPG battle system for an hour. Then maybe the 'endearing' heroine will stop beating your ass unconscious. You wade through that while your brain dies of boredom, she gets kidnapped by monsters to be raped and humiliated for 3/4 of the game. You save her and...a regular sex scene with her never happens. Which would be understandable given the trauma, except she's in bed with you and offering. And after the monsters show they have no depth beyond being sadistic rapefiends, the ending is "the demon king kidnapped your country's princess and knocked her up against her will because he was so noble and wanted the war to end you guys, so all the fighting stops and humans and demons suddenly start living in harmony." Sensitivity and realism sure as fuck weren't part of the script.

      Even if you have a demon bestiality tentacle humiliation S&M fetish, the game's story finds a way to make you gag, all while forcing you to work your ass off for the privilege. The so-called battle system is a farce used to pad out the nightmare making you sit through the same animation sequences in an endless loop. The animations, especially for the H scenes, have a lot of effort behind them... but they are buried under some of the absolute worst, unnecessary, grinding, abusive, unrewarding, shallow, mind-numbing, vomit-inducing writing and gameplay imaginable. To paraphrase a Japanese review, "I won't ask for my money back. Just please let me punch whoever's responsible for this bullshit in the face."

      Ones like Viper GTB also suffer from needless shit "gameplay." The more light-hearted installments try to make rape funny, which doesn't actually make anything better. The sequel to that heartfelt slice of life drama with the kendo girl? Still spontaneous rape for drama. The games bleep out the words "cock" and "pussy," which ends up sounding hilarious rather than kinky. Or at least it would if they didn't do it so loud it hurt your ears, like they hated any semblance of mood or players getting to retain their hearing.

      In general, Sogna's animations were great, made by people like Kimura, Katsura, and that lady animator who did Macross Frontier's character designs. But then the people who designed the games shat all over them and tried to prevent you from ever seeing their work or enjoying it. The most popular H games tend to be the ones that actually have plot and character that don't suck, as if the people who play those aren't "the kind that simply drools at the sight of porn." But even ones into pure exploitation still couldn't stomach Sogna's intolerable bullshit. Sogna died because they were run by the dumbest assholes imaginable obsessed with squandering every golden opportunity they could afford.

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  11. Hey Kyrieru what do you think about this eroge?http://www.dailymotion.com/video/x2cxu94_malise-and-the-machine-adult-pc-rpg-preview-video_videogames

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  12. Mamono Assault ForceFebruary 8, 2015 at 11:01 AM

    Tentatively waiting to see what the big change is.

    Doo dee doo

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  13. So what will you do after you release Noaika? Are you starting right away with the next game or are you going to take a break? Also how much have you done on Noaika if you have to give it a % now?

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  14. Well, I listed what's left, in a comment above. Dunno about a %

    As for what I'm going to do after I finish Noaika, I'll be fixing bugs and what-not for about a week, probably, and then I'll be starting the next game right away.

    For the next game, I'm going to make something "simple", but with decent graphics, and twice the number of enemies and content that I'd usually plan on so that I don't feel like there's a gap in the game's design, like what happened with Noaika. It will basically be the game I use to make a template I can use from then on. (not in terms of gameplay, but programming)

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    1. Take care not to overwork the next game as you already did with Noaika. If you strive to make a simple game make sure not to add up too much stuff or it'll become a burden of it's own

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  15. Do you have a select group of testers available?

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    1. I generally just get other devs and artists on my skype to do it.

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  16. If someone were looking to hire you as a programmer for a game as part of a team for a good weekly paycheck, would you consider the position?

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    1. Whether I would be ideal or completely unsuited for the position depends on the project. However, I more or less have my hands full at the moment.

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    2. >my hands full at moment.
      Proof it. For like 3-4 months no update.

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    3. Why, can you prove you were too busy to learn not to sound like a caveman?

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    4. That's enough out of you, Kyrieru. You're spending too much time talking.

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    5. @Anon(6:01 PM)
      Wow this question is dumber than mine in every way. Holy crap.

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    6. You realize you're literally too stupid to know what a question is, right? Keep trying to sound smart, I need my entertainment til the next update.

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    7. Ky OP anon here, that's good to know, I was simply gauging interest.

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    8. you are having a good day here heh? xD

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  17. I've stumbled upon a recent game called Succubus and I was wonderign if you've seen it. I remember you saying several times that you wouldn't make a game were the PC is a rapist, however you never mentioned the possibility of a game where consex actually happens. Is there a reason for that?

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    1. I will make games with consensual sex, as well as games that have both. There isn't really any particular reason why I've never mentioned it. The reason why it hasn't been in any of my released games so far, is because content beyond rape (which is easy, because the context is established instantly), is generally more work, and I just prioritize enemy animations more.

      That said, there is some consex in Noaika.

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    2. I knew the lustful face after filling the pink bar was foreshadowing something, now I want to know how the hell it'll work

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  18. Do you think your perfectionist attitude helps you or hinders you more in game development?

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    1. Both.

      If I wasn't as much of a perfectionist, I would be financially better off, and I would have more games finished by now. However, I think the quality of my games will be better off in the long term, and I learn more when I take the time to do things right.

      I feel like it would be a funny experiment to work on a game for a few days, and be really lazy and half assed about everything, and then release it for free. Just to see what the result would be lol.

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    2. Probably better than half the games DLSite has on sale anyway

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    3. I can agree, most games I play before deciding to buy and honestly half of them aren't even worth half of what they are asking.

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    4. Same anon here.
      That actually might be a neat little idea for yourself. A weird little Ludum Dare thing. It'd be interesting to see what you come up with.

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    5. I'm reminded of Cave Story, the freeware PC game I bought for three Nintendo consoles and Steam.

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