Thursday, January 1, 2015

Note to self:

My future self is not somebody I can trust, and my past self is somebody I need to prove wrong now.

That said,

New years resolution: 
-Get shit together. 
-Release three games. 

Two of those three games aren't much of an issue, the other one is another story. More on that later. Other than that, thanks for a supportive year, considering the lack of content so far -__-.

Now, back to work.

(You can stop laughing at the three games part now)

185 comments:

  1. Aint gonna laugh, actually taking ya seriously, but no pressure ya games are fun and i dun think anyone argues against that point. So i´m just gonna hold my thumbs and wait for em ^^

    ReplyDelete
  2. If you actually pull it off, I'll love you, Kyri. With lots and lots of love! :D

    Just remember that my love is entirely conditional. :o

    ReplyDelete
  3. For no reason whatsoever, I feel the hype. And I like it.

    ReplyDelete
  4. I'm going to restrain myself from getting excited about anything on this blog and just be patient. Then I shall be pleasantly surprised when it does happen

    ReplyDelete
    Replies
    1. Probably for the best. Although Noaika will happen no matter what, since obviously I have an obligation to those who pre-ordered it.

      Delete
  5. No laughing from my side. I know how it can be really problematic to get shit together. Especially if you have some kind of standard of quality. Of cause there are also other reasons that are able to block yourself and not all of them are easy to work around. That said, I wish you a very happy, good, healthy and successful year 2015! ^ ^

    ReplyDelete
    Replies
    1. Well, it's more or less been 25% health problems, 25% mistakes, and 50% indecision / suboptimal dev speed. The most frustrating problems are the ones where you keep telling yourself "just do it dammit!", yet as simple as that is..it's never that simple. (and yet it is...)

      I really want to finish what I'm working on so I can take a short break, focus on sleeping/eating properly, anything that can help me focus, and hopefully become more consistent through some live-streams, even if it's only during the beginning of a new project.

      Delete
  6. I have a friend who works in game industry, he said his boss would force someone to take a week off if he/she hasn't had a vacation for a while. This might sound strange for a company but there's reason behind it. This is to prevent burn out and maintain sustainable creative efficiency, basically work less hard can actually get more things done!

    I'm sure you are facing a very different situation from my friend, but dude, I do think take time off regularly will help you be more efficient and enjoy a better well being generally.

    So please do take your break seriously, and I wish you a great new year :D

    ReplyDelete
  7. Hyped and depressed at the same time.

    ReplyDelete
  8. hopefully one of the 2 guaranteed games is more like eroico. not graphic or quality wise but more the type of content

    ReplyDelete
    Replies
    1. I liked the "Go forwards to advance" of Eroico too, also I liked being chased by cat girls but that's something else entirely.

      Metroidvania isn't my cupt of tea.

      Delete
  9. Dude I gave Game Maker a try, it's fucking brutal. I tried making a game like Adventure for Atari and even that's a fucking nightmare to figure out.

    ReplyDelete
    Replies
    1. Well, like a lot of software, in the beginning even simple things are frustrating, and so it's tough to get started. However as you use it more, you run into less "how do I do this?" and more "this should be working, why isn't?" kind of mistakes, where the problems are flaws in your own logic or typos, rather than not understanding how certain functions work.

      I don't really think I have any excuse, in that regard. Sure, it's common to run into problems that set you back a few hours, or even a good part of a day, but that's just a part of programming.

      Delete
    2. When you stop counting what works and start counting what isn't working it means you are making progress in development

      Delete
    3. So about how much syntax memorization did you have to go through to get started making games, and do you have any good resources to learn it if so? Right now I feel like I'm trying to join a debate team when I don't even know the words or grammatical structure, therefore I should hold off thinking about how to manipulate whole sentences to form concepts and ideas til I know the words and how they go together.

      Delete
    4. If you want to make a game and know NOTHING about programming, you're going to have a bad time.
      Understanding basic if/else conditions, while loops and variables is indispensable if you want to make something relatively competent, even if you're making a game with RPG Maker (which turns the coding into clicking on menu options).
      Game Maker simplifies a lot of stuff, but in the end it's just an engine.
      You can find a TON of information about A LOT of programming languages online. I usually recommend Python to beginners, since it's really simple and easy to use. If you want to do things a bit more efficiently, Java is good because there's a TON of information on the web, plus a lot of libraries designed to make games (libraries are like pre-baked code that takes care of stuff for you. For example, putting an image on screen in C would probably require you to write the code for reading the image, creating the window, and printing every single pixel on screen with a loop. With a library that takes care of it for you, all that could be resumed in 3 lines of code).
      There's merit to doing things yourself, but if you want to make a spaceship you shouldn't be thinking about reinventing each screw: Keep the ones that already exist unless you find a need for a new one.

      Delete
    5. I'm a programmer and I gave drawing a try: it's brutal too. Proportions, stylisation, color theory, pixel arting and stuff... that's just not my job.

      Game makers softwares are simple enough for me (and better than doing from scratch) but I'm used to think in dev mode. I guess they can be pretty intimidating for newbies

      Delete
    6. Mr.Kyrieru did Evey try an other game engine like construct 2 or clickteam fusion 2?
      These two engines are more powerful then game maker and easy to use.

      Delete
    7. There isn't really any reason to switch to another 2d engine at this point. Anything I can think of that I want to do, I know how to do in GM. Beyond that, it just comes down to my own day-to-day programming errors, or flaws in my logic.

      The only time I'll use something else is when I make the jump to 3d, at which point I'll probably take up Unity.

      Delete
    8. This comment has been removed by the author.

      Delete
    9. What about time those 2 engines I mention or more easier to use then gm thus saving you time. Unity is good engine if it wasn't the 5% royalties I would say ue4 is a better engine. well ether-way use what every your comfortable with,your the Game Dev not me;)

      Delete
    10. They may be easier than GM, but they wouldn't be easier for "me" than GM. At this point, I've been using GM for around 8 years, and only in the last 3 or so have I really gotten more into GML, and started to feel like I could do pretty much anything with ease.

      Using another program would mean essentially starting over from scratch, taking time to learn, and would also render the code I have from previous projects useless. It doesn't really matter that it's easy to use, because for me, GM is already simple to use. The mistakes I make in programming would happen with any language.

      I would be using Unity for the simplicity. The games I plan on making wouldn't be graphics intensive, or have exceptionally complicated code, so whatever is easiest to work with for a novice such as myself would be ideal.

      Delete
    11. You don't really need to know coding. Pretty much all the stuff you know on Gm can be easily carry over to click team and construct2. But I have to admit it pretty much my opinion,and at the end of the day your the Game Dev(probably one of the few in this world who actually a true Game Dev) not me;)

      Delete
    12. Not quite sure if you mean that the same concepts apply in both languages, or if those programs don't have scripting languages.

      If you're saying that it's all drag and drop, then realistically there's no way that they would be better for development than GM. Scripting gives you more control, and the better you get, the faster and more imperative it becomes over drag and drop.

      Delete
    13. To put it another way, if I wrote something like,

      with enemies
      {
      if place_meeting(x,y,other)
      if hit_id !=other.id
      {
      hit_id = other.id
      hp -= other.atk
      hit_flash()
      instance_create(spark_ob,x,y)
      }}

      Or something similar, it takes less than a minute to write. To do that in drag and drop, not only would it be more clunky, and slower, but it would also be more difficult to organize, manipulate, and fix.

      Delete
    14. Ah I see. Let does this answer your question?http://www.slant.co/topics/341/compare/~construct-2_vs_clickteam-fusion-2-5_vs_unity3d

      Delete
    15. Well, from what I'm reading, the event editors are cumbersome for large projects. (which mine are) and Construct only makes HTML games. So..

      Neither are really an option...

      As for Unity, like I said before, it's what I would probably use if/when I try and make a 3d game for the first time.

      Delete
    16. Ah I see thank you I did not look at it that way😲 Can I ask you one more question? Can I have your opinion on sprinter pro? http://store.steampowered.com/app/332360/

      Delete
    17. Well, it's designed for large, or vector based graphics, and uses bone based animation and tweening. However, it isn't really designed for pixel art, which is done pixel by pixel, and using such a program for it wouldn't look very good.

      So, fine if you're going for that style, but not so much if you're doing pixel art.

      Delete
  10. You're one of the few people that make H games that can actually pass as REALLY solid games in their own right. Be proud of that.

    ReplyDelete
    Replies
    1. I mean, that's not really saying much when it comes to H-games. That's like saying I'm one of the few bakers who makes edible bread. Bread is supposed to be edible. That said, I don't think I make exceptional bread yet, and that's something I'd be proud of.

      I think I'll also have a higher opinion of myself the day I finally finish a game in under four months.

      Delete
    2. Noaika, even in the demo stage, has a HUGE amount of crushingly alone atmosphere. The lighting, music, I do mean everything adds to that massive level of atmosphere. You are accomplishing something the triple A industry is failing to do. Eroiko and Naoika, even without the H content, out perform SEVERAL platformers I've seen greenlit on Steam when it comes to atmosphere, gameplay, and control you put in your games. Eroiko was a lighthearted adventure, and you nailed that concept in spades. Naoika, I would assume, is a call back to the crushing feeling of being completely alone in an Aliens/Metroid sort of way. And guess what. You're doing it and doing it better than most I've seen. At this point, the H content isn't what really impresses me about your work. Your ability to have strong controls, great art, great music, and a superb atmosphere is what impresses me about your work. And while I can't divulge who I am publicly due to the ramifications of what stupid people would spread, I'm a huge fan of what you do and tell people about it when I can.

      Your games, regardless of H content, are stronger than most platformers I've seen to date. Please take that to heart while you soul search.

      Delete
    3. Well, I appreciate the feedback, and support.

      The way I see it, I'm still very much a beginner. While there are a lot of things that indie devs, and even AAA developers get wrong, I don't don't think that the absence of those mistakes makes a game exceptional. Modern game-design education is still very much in it's infancy, despite game-development's now long history, and I think that as good, free sources of information become available to young devs, we'll see some of the more common problems disappear, and their absence will be normal.

      My games are, at their core, the basics, and I still made some bad mistakes here and there. I think I'd call my games exceptional when I really have mastered the basics, and have moved on to include stuff more common in full releases. (more enemies, levels. music, items, background elements there for the sake of improving theme and character, content in general)

      Delete
    4. I think a reason why your games are so popular in the eroge community, and also regarded as great games without the sex is because they fill up two spots at the same time: Both are fun adult games with good animation and CG, and really good gameplay; At the same time your games fill the void that game franchises like Metroid and Megaman left.

      I myself am a fan of Castlevania and Megaman, so I really appreciate the effort you put in your games when the AAA companies forgot about these genres, and it looks like a lot of people think like me.

      In regard of completing your game you should remember that a game full of stuff isn't automatically a good game. Simple games like Nidhogg and Super Meat Boy are huge booms in the indie community because they keep the game simple, and the game's challenge comes from the player's ability to use the resources they have at hand.

      Anytime yo review your games you should take time to zoom out and look at everything as a whole so you know when to stop adding stuff.

      Delete
    5. I was mostly refering to the kind of stuff that was in a lot of older games that made them feel "complete". A good example would be the eight bosses/levels and mini bosses in megaman. As a game, on it's own, I really don't think that 3 levels is enough.

      Delete
    6. Thundragon hits on a point... Make a game as hard core as Castlevania: Symphony of the Night. Will pay $30.

      Delete
    7. You may have missed the point because SotN is the opposite of those simple Indie games. It doesn't have the best gameplay, so what makes it "hardcore" is being a vast, sprawling behemoth containing a giant, ornate, 2000-screen map filled with 150 painstakingly handcrafted enemies and truckloads of items and powers accompanied by a lavish soundtrack. Even cutting corners and simplifying, it'd be pretty dumb to attempt without a team. Your $30 aren't going to fund a decades long existential crisis.

      Delete
    8. Keep in mind that SOTN did use graphical resources from a previous title. Not that it changes what an accomplishment that game was, and how much work went into it.

      As for the viability of a game like SOTN, the number of enemies and the graphics are the only part that would be tough for a single person to handle (in terms of time). A vast number of items, armor, and weapons would be pretty simple, since pretty much all of them are based on the same underlying systems, and require very little graphics. In general, the level designs are also pretty simple, relying on the enemies, rather than platforming, for the most part.

      Of course, with a large amount of content comes difficulty in design, and laying it all out in a way that not only works, but works well, would be pretty tough.

      If I made a game like SOTN, with the same amount of content, it would probably take around 4 years. On the other hand, a more focused game at half the size would probably take much less time, and would be the type of thing I'd tackle with an artist handling half of the graphics. However, I probably wouldn't attempt a huge game like that until I've reached a point where I've become more consistent.

      Delete
    9. Also. just to clarify, when I say "with the same amount of content" I mean "at my level of quality and skill". Making a game with graphics and programming exactly like SOTN would almost certainly take far longer.

      Delete
    10. I'd wait 4 years for that. In fact I'd wait 6 if you released things in between. Even if you cheated. No, ESPECIALLY if you cheated, like using the resources for the game's different sections to sell as smaller, separate titles. Once you rack up 12 thematic areas or more, combine them into a giant Metroidvania with previous playable characters. Bring back most of the monsters, with some bosses downgraded to midbosses and whatnot.

      It would be the hypest h-game crossover of all time. A gargantuan, gestalted labyrinth for characters to conquer and get molested by. Feel free to cheap out in places, like not every monster gives everyone gameover CGs, or change how those are earned altogether (repeatedly dying on purpose for completion was never the best system). Streamline the characters' abilities so they all have to go through the same sequence. Reuse or remix old music tracks for nostalgia because we honestly like your past work.

      Make it and you will make history. Your talent will show porn game creators what they are capable of and change civilization for the better. Remember the wise words of your father: "They can be a great people, Kyri-El, if they wish to be. They only lack the light to show the way. For this reason above all, their capacity for good, I have sent them you... my only son."

      Delete
    11. Well, part of the problem is that given the choice, I probably wouldn't make a game like symphony of the night in the first place. To me, SOTN is very much a case of "quantity MAKES quality". It's all solid, but if you just played a room or two of it, it wouldn't really be that fun. It's the adventure in it's entirety that makes it great, the progression, and the huge variety.

      For example, in the original Castlevania, you only had one weapon, but the level design made it work. With SOTN, going through the whole game with a single weapon would be pretty boring. It's a matter of having something simple, but changing what that simple thing is really often in a cohesive way.

      For me, I don't know if I would be able to invest a lot of time into a game like that. Much like how I found it difficult to make a game where you only have a gun (Noaika), I tend to lean towards games with more moves, and I focus a lot on the level design. A game with progression AND true level design is a lot more difficult to accomplish, because it depends on the player being a certain level of power at any given time.

      When I make a true metroidvania in the same vein as SOTN, it will probably be less than half the length, but with more player-driven game mechanics. I don't think I would be able to dedicate myself to a game where you merely have variations of the same attack animation, so I would have to change that, or make up for it in some other way.


      Also, talking about progression just gave me a good idea...
      I could make it so all areas have a set-level, but upon entering, you have the choice to increase the challange and rewards by scaling everything in that area to your own level, or making it higher. (including items). Hm...

      Delete
    12. That's cool, I'm mainly suggesting accumulating and combining past resources for a future project so you don't have to invest as much time. What style of gameplay you give them is up to you as long as you make glowing Marlon Brando proud.

      Delete
    13. Well, I'll certainly accumulate programming resources, though I probably won't re-use graphics very often. Though I can see re-using tilesets if something was set in the same place but with new areas, and re-using enemies if I was working on a very iterative game that re-used some.

      Though really, I feel like in most cases, I enjoy the process of doing new graphic styles and sizes each time.

      Delete
    14. Actually Mr.Kyrieru i agree with everyone you should be proud. Think of it you this way you made Kurovadis,Eroico and your new game by yourself. BY YOURSELF!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This might not mean anything to you,but to me and every one else that damn impressing. I'm learning how use Ue4/clickteam fusion,but at the end of the day i need to get a team. I need an artist,a sound engineer,and some one who can code. Mr.Kyrieru on the other hand master those skills you don't need a team develop a game. So what more impressive the baker who needed five assistance to bake exceptional bread(and probably couldn't do it without the assistance),or the the baker who bake edible bread(who possibly can gain enough experience to bake exceptional bread)?

      Delete
  11. I think your games are great and your problems with motivation are.... understandable for the most part.

    In the end, you just have to power through it. The most efficient way I've found to that with myself is by creating a habit. Create a schedule using google calendars and don't let yourself deviate from it. If you really want to put the pressure on yourself you can make the calendar public... though... I could never do that.

    Even if it doesn't really feel like a 9-5 job i think it's good to have in your mind that things should be getting done everyday.

    ReplyDelete
    Replies
    1. Even if not much of it has an effect on gameplay decisions through polls, I still think that working on stream for an entire game would be a fun experiment. Plus, it's less an issue of when I work, but rather what I do when I work. I have a tendency of over thinking things to the point of being indecisive, when I could just be working on stuff I need to do regardless.

      On a side note, I've found this kind of stuff usefull. A good way of filling silence without being distracting.
      http://rainfor.me/
      http://mynoise.net/NoiseMachines/osmosisDroneGenerator.php

      Delete
    2. I must thank you for the MyNoise link.

      I suffer from Tinnitus that's strong in the morning and nights as the day passes and it gets trivial to only use a rain backdrop noise, so the osmosis one is a nice change of pace of mingle with the rain :)!

      Also glad for you that you've decided you want to get rid of the knots that you're experiencing for yourself. From personal experience I've got to share, and without necessarily applying it to you personally - not saying it's the case;
      One must be careful that one does not end up planning to make plans for plans. Sometimes it's best to take a little leap, see where you end up, plan accordingly from there and set out guidelines instead of route-maps!
      A niece of mine has been ''planning'' to follow a second education for almost 15 years now!

      I think you'll be fine in this regard, however. Just did not want to make a too boring reply :)

      Delete
  12. I know this question is annoying but personally i have more if it's true that way.
    Has one of these games a male protagonist?

    ReplyDelete
    Replies
    1. Eroico has a male protagonist.

      Delete
    2. Oh, sorry. I missunderstood. Thought you were doing 3 games in the same time.

      Delete
    3. What I meant was that I'll be trying to finish three games this year. When you said "has" I though you were referring to previous game.

      That said, one of the games will have a male protagonist.

      Delete
    4. Ever thought of doing a game with both sexes? Make a duo gameplay mechanic?

      Delete
    5. Well, I talked about an idea I had for a game with gender bending in one of the recent blog posts. (not sure which one)

      As for separate characters, like say, Portrait of Ruin I don't really think I'd do something like that, nor would I do selectable characters. (You never know, though.)

      Delete
    6. It's because in most cases, I'd want to focus on one or the other.

      Delete
    7. I remember Aquaria had the last transformation using a nice fused-duo system. Each side of the 'coin' had its uses given each situation, and you could swap whenever.

      Delete
  13. As someone who does his own share of creative work I think I understand your indecision. Like especially since people are expecting just much more from you the longer they have to wait, the pressure just keeps on building. It's also very easy to cop-out of many ideas just because there is an easier way.

    Well, if you just need to vent for a bit, I'd be happy to talk to you about that stuff, otherwise stay strong and try to find a balance between high ambitions & a steady working process.

    ReplyDelete
    Replies
    1. Yeah, the fact that pressure builds is kind of stressful sometimes. It's made worse by the fact that I'm just as annoyed with myself for my delays as the players are, all the while knowing how much more I have to do, and knowing that the frustration will only get worse.

      I don't let it get to me too much, though. All I can do is work as well as I can, anyway. All you can really do is say "work hard now, and just don't put yourself in this position ever again"

      Delete
    2. Just think of the relief you'll have and the pantsu-fest you'll cause once you're finished. This is the H game community not the FPS game community, so while I may not speak for everyone I'll still say. It has some humour, respect, gratitude and patience for these things, for they're what ultimately fuels their joy and one can't really easily get mad or ungrateful about that ;)

      Delete
    3. Well, at least you seem to stay level headed and haven't lost hope yet. That would be really bad. As long as you can still pick yourself up after a bad week and continue to power through you should be able to use that experience to better yourself.

      Delete
  14. I'm getting Karkatian vibes from your past/future-self descriptions.

    You need some sort of Fruit Rumpus Asshole Factory to get your stuff together.

    ReplyDelete
  15. I just wish people hadn't helped you with pre-orders. That would have given you the swift kick in the ass you deserve.

    ReplyDelete
    Replies
    1. A NEET need its fun, man. Let him.

      Delete
    2. He would have been force to rush out a game loaded with bugs and faults -_-

      Delete
    3. Well, I would have just gotten a day job, basically. I wouldn't rush out a release.

      Delete
    4. @Kyrieru

      That's even worse.......

      I'm trying to make my own game and my day job takes so much of my free time and stamina, production pretty much comes to a screeching halt at times.....

      Delete
    5. Yup, a day job would be much worse -__-
      I did home-based customer support while I was working on Kurovadis. The lower number of hours helped a lot, in that case. On the other hand, physical jobs would make it difficult to work optimally, given how tired you would be when you got home.

      Delete
    6. But do you at least do some sort of exercise? I find it demoralising for not moving much for 3 weeks straight

      Delete
    7. Well, I go out pretty much every day. I don't have a car, so when I have to get groceries I walk to the store, and sometimes when I'm brainstorming or when I'm tired I'll just go out and walk for a change of location.

      I'm not in good shape athletically, but it's not as though I'm in poor health physically. After I finish a couple games, I do plan on taking a couple months just to try and get in shape, though, because I feel like it might help me be more productive in general.

      Delete
    8. Fitness is entwined with that feeling of being drained all the time. Taking some time to do some small exercises (for example, say 10 pushups) during the day will get you started. I know from experience that being seated all the time leaves you feeling tired and unwilling to do anything, Instead of waiting to try and get in shape at some nebulous point in the future, do some small things while you work. Changing what you're eating is about 80% of the battle with fatigue as well. My rule of thumb is if it comes in a foil bag or a box it's probably not going to cut it, nutrition wise. Good luck with your development!

      Delete
    9. I wonder what you look like irl now... hmm..

      Delete
    10. @fox: Well, I still eat fairly healthy, and I get a lot of light exercise. However, I want to go from average shape to decent shape, and I think that would require some commitment and some tangible results to help keep myself going down that path.

      @Anon: I look pretty average. Short brown hair, clean cut most of the time. I usually wear blank clothes devoid of patterns or imagery. I'm kind of just "default guy 23".

      Delete
    11. start going to the gym.

      just trust me on this. if not me, then trust the BILLIONS of others who parrot this all-important mantra: start going to the gym.

      you will feel it in as little as a week after starting; your body responds to the need for more energy with a need for more food. you'll answer that call, and your body will respond by granting you more energy, and again asking for more food. you have to understand how to manage this cycle if you want to live your life well.

      what happens is, once your body 'trusts' that you can sustain it with food and sleep (ie. you consistently take vitamins, eat large amounts of food at the same time every day, and USE all the calories that are in excess of what you need to stay alive), it will crank up your metabolism. you get stronger, faster, smarter, wittier, more focused, and more motivated. every so often when i stop going to the gym because of stress or whatever else, and i start again, i am fucking awe-struck at the acuteness of this feeling. it serves to remind you that you actually have slipped down to living at a 2 out of 10, and have merely forgotten what it is to live at 8, 9, or 10 out of 10.

      when you look at others like, "how is life so easy for them? why can they just be like, 'i need to do this', and then do it? what lets them stay so focused and driven?" they're healthier than you. if you aren't healthy, you aren't smart. your brain is running on fumes, and your highest faculties are disabled as it tries to conserve energy.

      get healthy. how do you get healthy? eat better and exercise more. "but eating better is hard and complicated though, and i'm just not hungry enough to eat much more than i do..." yeah, i know. that's why you start with the exercise; go to the gym 3 times a week and the hunger will come.

      go to the gym.

      Delete
    12. You don't need a gym, just do a set of pushups & a set of crunches 3 times in a row every day. I'm not saying pounds will start falling off or that you'll get ripped, but you might be surprised at the difference it makes.

      Delete
    13. I just run with Kurovidas "Mansion" and "Factory" music and pretend everything is there to rape me

      True Story

      Delete
    14. A gym isn't necessary, and neither are crunches. I would say running isn't necessary either in terms of losing fat but getting your heart pumping isn't a bad thing. I would suggest checking out Nerdfitness.com for some excellent tips on getting started and more importantly: maintaining a routine.

      Delete
    15. I second Anonymous @ January 7, 2015 at 4:15 PM advice.

      You don't even have to do full pushups, you can just lean a good deal into a counter top edge and get fairly good force that way without killing yourself doing full pushups.

      Crunches are a must in my opinion. Working your abdomen will work a lot more than just muscle, your overall blood circulation will be better and will tone some of your "lazy organs". I have my bed near my computer so I can watch tv while I lay down. I got into the habit of doing sit up/crunches while the intro to my shows plays.

      Delete
    16. 100 push-ups
      100 sit-ups
      100 squats
      10km of running
      EVERY SINGLE DAY

      Delete
    17. Sounded pretty doable until the 10km.....

      Delete
    18. Yeah, you could go bald from that kind of stress.

      Delete
    19. On the plus side, you'll become stronger than ever.

      Delete
    20. Ky, I'll be honest, the workout is brutal, but you have to push through it and not slack off for a single day. Even if your legs don't want to move, your arms are cracking or you're even spitting up blood you just go through with it. But after three years I felt like I could punch a fucking meteor. I highly recommend it.

      Delete
    21. I got that reference.

      Delete
    22. that is an amazing reference

      Delete
  16. I LOVE your games x3 Running around as a cute gal, finding a new enemy, "Ooooh! Time to be defeated~" ryona and cute girls being ravaged, love it <3 and then finding awesome new weapons and secret powerups, yay!

    ReplyDelete
  17. I wonder, if Noika gets really popular (By H-game standards) will you make it a series? Or will it be a one off phenomenon?

    ReplyDelete
    Replies
    1. I doubt it would be really popular. While I see it being a big success for myself, I think it lacks many of the elements that would make a game "explode" into popularity. Plus, there isn't really anything unique about the gameplay, and the setting is pretty basic, so there probably wouldn't be much reason to re-visit it, rather than just making a superior game that has some of the same elements that worked.

      Delete
    2. Ahh, but you are forgetting a few factors. (Consider this to an H-game scale.)
      While many H-games exist, few are in English. Well, few GOOD ones in English.
      That aside, that puts you on the corner for the H-games market. Many Japanese ones are difficult to understand, so the interest level drops.
      2nd: Sheer effort alone. I say this, as many H-games are either mindless polygons crammed together, or some idiotic "puzzle" game with hentai stills, daring to call itself a "game".
      YOURS has a CRAPLOAD of effort put into it! I guessed that it is because you developed it in a gameplay stance before you developed the hentai content. Admittedly, the instant I first booted up Noika, I was APPALLED at the beauty of the lighting, the effort put into the animations, etc,etc.
      I have seen very few H-games with glorious animations that wasn't based ENTIRELY on the animations. EX: A game in which you click and point. Based on stills.
      I digress. Yours is one of the handful of glorious H-games on the market.

      Delete
    3. Well, when I say it wouldn't be super popular, I mean it wouldn't be like say...Monster Girl Quest. The kind of games that can generate a large fanbase.

      To make a really popular game, I would need to vastly improve my art, and make a game with more of a focus on characters, and a great setting. When people remember my games, they generally remember the gameplay, and the protagonists are only remembered because they were along for the ride. Not because they were good characters.

      Delete
    4. Well, it's pretty hard to build a character-driven fanbase with platformers - as example, Samus was way more popular before they started fleshing her out (just compare super metroid and prime 1 with fusion and other m).

      I think you're doing a good job as it is. Just keep some sort of continuity (a game connecting kuro with noaika, or kuro 2) and fans will build the characters they're interested in.
      If you add enough characters interacting with each other with continuity in mind you'll send a touhou-ball rolling.

      Delete
    5. Yehah, just imagine the fanart! As well as the fanfiction.
      Yaknow, if you generate a fanbase that does that.

      Delete
    6. I don't think it's difficult to make a good character driven game (even platformers), but it is more time consuming. It's something I'll pursue more in the future, when I'm not in an iffy financial situation the way I am now -__-

      Delete
    7. Meh. Do or don't, simply remember one thing:
      "You could have a cult following. A CULT FOLLOWING. Like james and the giant peach! Or dungeon keeper! Or... Klonoa... "
      Hang on, I'm off to my childhood.

      Delete
    8. Well, having an even slightly likable character does make an immense difference in H appeal. It's why there's a million times more H fanart of non-porn characters than porn ones, besides simple exposure. Being part of an actual situation with a sense of stakes makes the sex far hotter than two, identity-less bodies fucking for no reason. You don't even have to fill your game with dialogue, just have an intro and ending blurb with simple nods and hints in the game. I'd call the hour it takes to do that a worthwhile investment.

      Like what happened with Kurovadis, some of us can and will theorize a plot in the time it takes to write a throwaway comment just because we feel like it. Take advantage of that. Make a thread with a disclaimer saying our suggestions there legally belong to you, or do it over email so you want to tell who's who. You could even turn it into a contest where the winners get to have their ideas applied We'll make your game better for free because we also want to enjoy it more.

      Delete
  18. I'm really looking forward to the completed version of Noaika. The Pre Demo itself was pretty nice, and those empty equipment slots, as well as the Do-Not-Enter blocks have got me begging to enjoy the full game when it arrives.

    Your two previous games were really entertaining. Your work's pretty nice so take pride in it, and keep your mind at peace.

    ReplyDelete
  19. Crouched shooting animation for Noaika looks derpy in comparison to the standing shooting one.

    Btw, how do you manage the lighting. Is it just brightness adjustment with regards to the proximity of the player sprite and bullets?

    ReplyDelete
    Replies
    1. I just cover the screen in a dark color, and every object that produces light "cuts" away the dark color in the shape of it's light, and also colourizes or brightens everything within that area. Every object produces light slightly differently, though, since objects are different shapes, and brightnesses.

      Delete
    2. The large dark colour isn't a single sprite, is it? I don't quite understand how to code it.

      Delete
    3. I used surfaces.

      Make a surface that's a solid color, and fills the screen.
      Drawing a white sprite over this surface in a subtract blending mode will make the area it covers transparent.

      Now when you draw that surface over the screen, all the places where there isn't shadow will appear to be emitting light.

      Delete
    4. I'm assuming it's a shader. Could be wrong though.

      Delete
    5. Aaand wrong. Heh.

      Delete
    6. I couldn't understand shaders to save my life.

      Delete
    7. I think that method is more of a mask than a shader, you are using a black image with a mask and then mess around with it to make the light/dark parts in the game without messing around with the shades

      Delete
    8. Ah, I wasn't saying it was. Just that I don't really understand shaders in general.

      It's more than just a mask, though. I mask out parts of the (dark blue) surface, but then I also add lights over top with color, and different blending modes. But yes, the important part of the effect is done through masking surfaces by subtracting colors from it with white sprites.

      Delete
    9. Oohh, I haven't fully understood GM surfaces yet.

      Delete
    10. I need to find a Fusion 2.5 equivalent of this. Sounds neat.

      Delete
    11. I thought that's how you'd do it. I agree that shader's are really hard to learn as well btw. Plus they're dangerous to use since you dont know if the PCs hardware can do some of the stuff it asks for.

      Btw, all of this doesn't need to be done on a surface. It's good practice to do it on a surface... for many reasons but it doesn't necessarily need to be.

      Basically what you have to know about blend mode subtract is it allows you to cut a hole into an image. What Kyrieru is doing, is making EVERYTHING black/dark and cutting a hole into the black where the lights are.

      Delete
  20. Sorry for taking your time, but could you give some advice when it comes to enemy design and placement? I've noticed you rarely have large amounts of enemies or variations of an enemy with different properties.

    ReplyDelete
    Replies
    1. Well, the enemies in past games weren't amazing, but some of the enemies that people haven't seen yet are pretty good, and I feel like I've improved in that regard, so here's what I think is important.

      First, know your protagonist, and what they can do.
      -How fast can they move?
      -How high can they jump?
      -Can they crouch?
      -What moves do they have?
      -Are they a melee fighter?
      -Do they have ranged weapons?
      -Can they destroy projectiles from enemies?
      -What does hitting an enemy do?
      -How much health does the player have?
      -etc

      After you know what the player can do, then you can figure out what the enemies have to do if they're going to be a challenge. For example, if the player can jump really high, then you might want to have some tall enemies, or enemies that have attacks that make the air more dangerous, to prevent the player from just jumping over everything.

      You want the player to utilize all of their moves, so try and come up with enemies that make each move more useful than another in certain situations. For instance, if your player has a short ranged attack and a long ranged attack, than you could make an enemy that's risky to face at close range.

      Also, know your project. How many enemies can you make? I tend to go with around 4 per level. From there, what do those 4 enemies do, and how can they compliment each other, or the level? Generally you need to cover your bases, so a basic setup would be,
      -Weak enemy
      -Melee enemy
      -Ranged enemy.
      -Air enemy

      But within those, they could be anything. Ranged just means it attacks from a distance. It could shoot one bullet towards the player, it could shoot in a shmup style pattern, it could shoot something that goes above the player and falls, it could shoot something that goes along the ground, it could shoot something that bounces off walls, it could shoot something that bounces towards the player in arcs, it could be something that appears somewhere around the player before going towards them, it could be a big beam that makes them crouch, or a small attack that makes them crouch, if the player can't jump high, or an attack that makes them jump multiple times...

      It all the depends on what the player can do, making enemies that compliment each other, and making enemies that work within the level.

      Beyond that, there's some extra stuff. The more character you give your enemies, the better. Do they laugh when they hit you? What do they do when they're standing still? Do they pace back and fourth? Do they interact with each other? There's a lot of stuff that isn't really a requirement, but helps to breath some life into your enemies.

      In terms of design, well, that's different. You need to think about level theme, what fetishes are possible with each enemy, and what the game is lacking in that regard. Then it just comes down to character design, which is it's own thing entirely.

      Delete
    2. Whoa, wasn't expecting a big post! Thank you very much, Kyrieru!
      I hope I can learn more from you in your games and postings. :D

      Delete
    3. In this time you could already finish a lewd animation

      Delete
    4. H-animations take a few hours. Writing a post like takes like...20 minutes,

      Delete
    5. It's not even that big. Haha

      Delete
  21. can we get an idea of how far along the game is?

    ReplyDelete
  22. How'd you get voice actresses? especially for earlier games. Just connections? And what stuff do you use to record the voices?

    ReplyDelete
    Replies
    1. I just went to voice acting forums and posted in the sections meant for finding voice actors for projects. I basically just explained that I was making an action game with hentai elements, and that I needed fighting game esque voices, but that they would also be used in a sexual context.

      With VAs who do indie work, most of them are going to have their own microphones. I assume a lot of people end up getting yeti or snowball mics because they don't require an audio interface.

      Delete
    2. Is it a hassle? Any legal stuff to take care of, usually?

      Delete
    3. Oh yeah, and how much money do you spend on such things? Sorry for asking so many questions.

      Delete
    4. Legal stuff? Nope. They're responsible for dealing with self income taxes if they make enough money from their VA work. Simple commissions like that aren't really on paper. You might need personal information if you were writing off such a thing as a bushiness expense, though.

      As for how much money, many VA's don't ask for money, since they're often just doing it for practice, or don't see it as a big enough job to take money. But I think it's good practice to pay them anyway. With Kurovadis, the VA didn't ask for anything, but if I recall I paid her $50. For Noaika, I paid the VA $100, since I had more money at the time. (A different VA, but again, didn't ask for payment.)

      Delete
    5. Ahh, thanks for answering. This is cool to know.

      Delete
  23. Random question but have you ever fapped to your own works?

    ReplyDelete
    Replies
    1. Nope. Things that I draw myself don't really have any effect on me, much in the same way that I can't play the game the same way a player would.

      Delete
  24. Oh Kyrieru can I be bold to ask you another question? Have Evey thought of releasing censored kurovadis on steam? The reason I'm asking because a lot censored eroges heading to steam.http://kotaku.com/the-sex-games-that-steam-censors-1680718912

    ReplyDelete
    Replies
    1. I wouldn't, for a very specific reason.
      There's a big difference between releasing a game that had consensual sex, and censoring a game that had rape. If I released a game like Kurovadis, and it achieved any sort of success, I think there would be a pretty big backlash once it's history as an H-game with rape came to light.

      That said, as sadly hypocritical as it is, it's more likely that I would release a game with themes like Eroico, because there probably wouldn't be much of a backlash.

      So, if I wanted to start releasing games on Steam, I would,
      1. Release a game with monster girls and a male protagonist, but with REALLY, REALLY good gameplay and presentation. Establish that it has merit as a game, is all in good fun, and I think the backlash would be fairly minimal. Any attention it got would probably just help it.

      If that works, then it would set a precedent that "There was a game that had rape in the original version, and most people were fine with it when it came to Steam."

      2. Next, I would release a game with a female protagonist (Or, maybe a male AND female protagonist). Because of the precedent set earlier, any backlash would be colored by the fact that there was already a game with rape, but with just a male protagonist. In addition to good gameplay, however, this would be the time to include some social commentary, so that amongst the resulting backlash there might also be some legitimate discussion. It would be an honest attempt on my part to try and make people see H-games, and the people who play them, a little differently.

      Of course, the thing about releasing a game with a female protagonist and rape, is that I would have to make sure to side-step the monster/monster girl comparison. If you play as a male protagonist, and you get raped by attractive female characters, then in a game with a female protagonist, I couldn't make the enemies ugly monsters. It might even make sense to make it literally a "Monster-Guy" game, as silly as they may sound.

      Alternatively, in the Monster girl game, some of the monster girls would have to straddle the line between attractive and monstrous. (Some of the enemies in Monster Girl Quest do this). However the important part is making it truly equal. If it isn't, then the precedent would be ignored because of the difference in tone and subject matter. In that case, the social commentary would have to be very well done, and in a way that isn't condescending to the average person.

      Delete
    2. Ah I see! But then can be argue on the fact that your character kurovadis is not a human women,but a robot and enemies that are raping her are not human,but simply zombies,mutants, etc... But still I do get your point. It shame really if kurovadis go on steam it going sell😎 How I know once people find out you have uncensored patch on your site you could charge of $5 a pop for it;)

      Delete
    3. She's a cyborg, so he's part human,

      Also, do you really think that people who are opposed to a sexual act in a video game (not real people) are going to care that said fictional person isn't technically human? Even if she were human, she's still not real, AE, not human, so it's no different to them -___-

      Delete
    4. I guess one of the reasons why MGQ caters to so many people is that there are a lot, and I mean A LOT of variety when it comes to monster girls and rape scenes, this is also expanded by having different concept artists for different kind of games (like frfr for cute stuff and setouchi going for the weird angle).

      Unfortunately we live in a society where male rape is seen as hilarious or at least weird while female rape is something horrible and disgusting. I see why you would take that kind of approach to the public market, though it's a shame people should have to do that in the first place

      Delete
    5. MGQ also characterizes everything instead of just making avatars for you to put yourself in. Even the setting has depth put into it. The games on Steam have all of this (albeit not the most... exciting kind of stories and settings all the time), which allows them to be normal releases and acceptable by the sane public seeing it as just another genre.

      Also, LMAO: https://www.youtube.com/watch?v=NcGPYxpPt6Q

      Delete
    6. Ah she a cyborg! Yeah the social justice warriors and feminist will jump on your throat for it.

      Delete
    7. @AnonymousJanuary 25, 2015 at 5:24 AM

      I bought that game 2 days ago, and it's a really nicely polished simple sim date.

      Delete
  25. Be advised, at least two adult game blogs on Blogger have been taken down automatically on the grounds of, "Other abuse" recently. I don't know if you will be hit or not in the near future, but it basically wipes everything. It may be a good idea to back up everything if you haven't already.

    Breeding Season: http://breedingseasongame.blogspot.ca/?zx=9fd94143247be3db
    http://s-purple.tumblr.com/post/109067976216/this-is-what-happened

    Tainted Elysium: http://atticus-arc.blogspot.ca/

    ReplyDelete
    Replies
    1. Well, I'm not too concerned with losing stuff. And in my case, I pay for domain names, so if I had to move my blog somewhere else, people wouldn't have to work to find it.

      Delete
    2. The nanny state hard at work for their satisfaction at your expense.....

      Not really a fan of Breading Season, but I still feel for them. I kind of had to shake my head at "OTHER_ABUSE". To me that pretty much translates to "we will ban you based on our own arbitrary opinion" regardless of logic or reason.

      Delete
    3. Maybe it's time to move somewhere else like Wordpress, where the ground is much more stable. Shame on the BS crew, blog sites lately are taking down blogs without even a warning

      Delete
    4. Dark master do you know where I can find breeding season,and tainted eylusim?

      Delete
    5. Weird, the breeding season blog looks like everything's still there, and the journal you link to doesn't exist. He must have worked things out

      Delete
    6. Update:

      Breeding Season has been restored, but they haven't made a post explaining what happened.

      The author for Tainted Elysium decided to not bother fighting the takedown, so it hasn't gone back up.

      I'm a frequenter on Fen's forums, so that's how I found out about Tainted Elysium.
      http://forum.fenoxo.com/thread-10070-post-274048.html#pid274048

      Delete
    7. The only rule that puts me in any danger is the rule that states that a blog can be taken down if it contains content that "encourages" rape. While my blog obviously doesn't "encourage" rape, it could easily be interpreted by someone as a rule against rape oriented fantasy of any kind.

      Delete
    8. Atticus actually had the site restored and posted about it, but it got re-deleted.
      I hope he did backups of what he said he would have greatly missed...

      Delete
    9. Bye bye bondage blogs.

      Delete
  26. I just tried out the demo for Noaika, I have to say it's seems amazing so far to me. I've bought both Eroico and Kurovadis in the past and enjoyed both of them immensely. I'm not able to give much but I can pay 20$ for the new game, I hope that it really helps you and makes things a little easier for you :) I really hope things go smoothly and the game doesn't give you too many problems while you make it.

    ReplyDelete
    Replies
    1. Thanks, I appreciate the support ^_^

      Delete
    2. grr Paypal is being a butt to me today, I'll have to try another day but I will be buying this I promise ^^

      Delete
    3. No worries. Now, later, when the game comes out, $5, $20, support is support regardless.

      Delete
    4. well it turns out it did go through :) and I hope this support helps! Was I supposed to get a link to download a code like with the other games? or is that not a thing yet since this was a pre-order? sorry I'm just worried because the pay-pal messed up yesterday.

      Delete
    5. He hasn't sent out any codes for the new game, it's not out yet.

      Delete
    6. There was supposed to be a download link, actually. Send me an email and I can give you the link.

      Delete
    7. To clarify, it's just a code like with the other games, that will unlock the full game once it's released.

      Delete
    8. Mr.Kyrieru have you ever though releasing one of your games on the android market?

      Delete
    9. Nope. I don't really see much point.

      Delete
  27. Guys what do think of this eroge?http://www.dlsite.com/ecchi-eng/work/=/product_id/RE146252.html

    ReplyDelete
    Replies
    1. It looks like a nice LEGO creation.......

      Maybe the game play is more fun than it looks.

      Delete
  28. Are you, uh, gonna do another progress report?

    ReplyDelete
    Replies
    1. At some point -__-

      Trust me when I say that the fact that it's taking so much time is stressful for me too. There's the ever present "I'm not going fast enough" stress, but with pre-orders, there's an added level of stress because you know that to accomplish what you're doing it's going to take more time, at a point where people are already growing impatient, and rightly so.

      I'm just looking forward to the point where I'm at 0 again, have no obligations or debt, and can just make a game from scratch with what I've learned -__-

      Delete
    2. What part of the game is taking so long?

      Delete
    3. A lot of new features, level design, financial reasons. I'll probably go over it in depth when the game, or an updated demo is released.

      Though I will say, this is the first game I've worked on that will probably feel more like a full game, when compared to the content of Kurovadis and Eroico.

      Delete
    4. I know, I'm one of those preorders, but I don't mean to be a weight on your mind.

      A single new post on your blog, even one with very little real data, would likely do a lot to assuage the worries of others who may be checking in here, every so often. How about just telling us how many MB the game data is up to?

      Delete
  29. I should expect this game to be out around end of March towards early April. Considering this was supposed to be a short intermission game into the real one originally planned, I'd say quit this business. Now, what I mean by that is go on a hiatus in particular and focus on your health (physical & mental) while searching for a less stressful job. It's a bit harsh to consider but think back to when you first created a game or had an idea for one and remember those feelings experienced then an compare it to now. If I were a betting man I'd say 'now' wold probably feel less satisfying than before. Whether it's a hobby, killing time, job, and/or career whatever it may be, the most important thing that should be consider is if you're truly in a happy state when engaging in the behavior. Based on personal experience as well as outside context from others, mental issues often display themselves into the work and more often than not it's easy to figure out quickly once you learn there is a problem. Maybe it would be sad if you did decide to take my advice but I believe it's better to invest into the future than constantly focus on the present at hand. To many people focus on the present and live in the moment and often get lost in the noise only to find themselves in despair. In your case I'm sure there are many other things beside game development that surround you leading into stress but that isn't my business nor one that should be discussed openly over the internet. I may be a bit presumptuous in much of what I've said but I have been watching this forum since Eroico debut, popping in every few months to see if there is any new progress. I love the style and design of games you create in addition to the serious thought for not only challenging players in the realm of fantasy and imagination but game play and level design as well. Then again I'm a bit bias when I do mention this because hentai + monster girls + ACT's are one of my favorite genera nevertheless; it clear you put an honest and decent amount of work into each game. So it's not surprising to find others interested and supporting it as well because given the past games that have been released over the years, some have horrible game mechanics (not going to mention any). Anyway, I digress, whether I'm a bit off in what I've said so far or hitting the mark the important thing and this come before anything else is maintaining your happiness. What you decided to do and how to proceed forth from this point on, I wish you all the best and good fortune. In addition, I've included a video that would definitely alleviate stress as well as motivate oneself. Also, always remember, goodbyes don't have to be forever; just until the next time right? ;)

    https://www.youtube.com/watch?v=aV805a2XJgA ; <3 Take care Kyrieru,

    Sincerely,
    a nonexistent youth just passing by

    ReplyDelete
    Replies
    1. Dude post some sprites or whatever. Just post something or i call the cops

      Delete
    2. @First anon: To be honest, my mental health is fine. I'm not really the type to get depressed, or sit around feeling sorry for myself.

      The only time I've ever been what I'd call depressed, and truly stressed, was while I was in college, and then just after I dropped out of college (It wasn't a very good college, and provided no real opportunities). Like I am now, back then I was a jack-of-all-trades, master of none, and I knew that to get a job in any artistic industry, I would have to choose one thing, and dedicate myself to it, The problem was, I couldn't choose one thing over the other, and so I was in a perpetual state of not knowing what career path I was going to pursue, or what my future would be like. Every day felt like wasted time, and like I was falling farther and farther behind what I "could" be, if I chose something. But I couldn't.

      Jump forward to now. Every day, I work on games. I know exactly what I can do, how to do it, I get to utilize and improve all of my skills. While the future is still uncertain, the path to each possibility is simple, and clear, and they are not mutually exclusive.

      I enjoy making H-games, and I have tons of ideas for H-games that I want to make, and I look forward to working on all of them. These first few games, especially the failed ones, have been good learning experiences, and the things I've done so far have merely been the first steps towards what I think I can really do, if I give it my all, and know "how" to give it my all, and how not to "try".

      Compared to how I was when I didn't know what I was going to do with my life, my stress now is nothing. The only reason I'm stressed at all, is because I put myself in a bad position financially, and I've been in a constant state of feeling like I don't have enough time for like...3 games straight. Like I said before, above all else, I look forward to being at square one again, but with everything I learned.

      Stopping now would be crazy. For me, nothing is more stressful than feeling like I'm wasting time, and even though I messed up a bunch of times in the past year, none of it was a waste.

      Delete
    3. @other anon: I hate to break it to you, but law enforcement isn't going to care that you pre-ordered a game with no set release date, and it's taking longer than anticipated to be released.

      If you pre-ordered the game and curse the ground I walk on at this point, then email me with your purchase information, and I'll be happy to give you a full refund.

      Delete
    4. Unless you were being sarcastic, in which case, I think I might take things too seriously -___-

      Delete
    5. I think he meant, he'll call the cops to check if yer alright. Basically a form of "are you dead?" joke.

      Delete
    6. ...
      ...
      *writes down in notebook*

      This should help with misunderstandings in the future.

      Delete
    7. This is why I usually ask "what do you mean by that?" before giving my long-winded speeches.

      Delete
    8. Yeaaaahhh...I've got to watch that...

      To be fair, I didn't really even consider that it might be an "are you dead?" kind of joke, because I respond to comments on a daily basis -__-

      Delete
    9. Oh it was his folly for bad wording, I've done that on many occasions. I know in my head what I mean but I forget that toning is mute in a text-only medium.

      Delete
    10. Well, communication is 50/50. Even if something is clear, and specific, people can still misinterpret it, and in my case it was almost like a form of confirmation bias. Because I'm taking so long, I just sort of assume that comments are going to be negative, and about how I'm taking so long, and my perception may have made me assume the worst..

      Delete
    11. "This comment may or may not be negative."

      Delete
  30. Is it still possible to preorder or is that closed up now?

    ReplyDelete
    Replies
    1. I don't think he ever closed it.

      http://overtureinteractive.blogspot.ca/p/noaikaunreleased.html

      Delete
  31. I personally dont even want to know release date, its much more fun to do daily check after work for all projects im following =D

    ReplyDelete
  32. I do hope Ky is doing alright, eating well, not letting his work get him down.

    ReplyDelete
  33. If this keeps up you'll have to retitle it Noaika Forever.

    Hey ooooH!

    ReplyDelete
    Replies
    1. It's crazy how fast our culture moves these days. The original release date for this game was August 2014. We're not even 6 months into the delay and you're already grouping it into the same category as a game that spent 14 years in development. I get that you're going for comedy, but don't you think you're jumping the gun a bit?

      Delete
    2. I know they say slow and steady wins the race but this is ridiculous.

      I'm giving kyrieru shit and nobody can stop me!

      Delete
    3. How many Kyrierus does it take to screw in a lightbulb?

      Just one, but it takes forever!

      Delete
  34. Not saying this to imply anything regarding time, I don't really care as long as I live to see your neat ass games.

    But I was wondering if I / we could do anything to provide you some assistance now / in the future, when it comes to development and such. Can we pitch ideas / sketches / sprites / music / backgrounds / etc anywhere?

    Thanks in advance, thought I'd post something worthwhile between a few of the meh comments lately.

    ~ Once a real fan, always a real fan

    ReplyDelete
    Replies
    1. He said it a couple times already, he'll hire someone to work on the CG's, animations and sounds in the future. For this game, he's working alone. And nobody ever wants fans to pitch them ideas.

      "I have some great ideas for a game!"

      Unless you're paying someone to make a game for you, don't try to get someone to make a game for you. I'm sure he would look at sprites and art you have, and if it's really great he may invite you to work on the next game, but he's probably not going to consider using anything other than his own assets on this game.

      Delete
    2. Well, there's two sides to it.

      One is that ideas aren't really that important. For example, I have plenty of ideas like "I should make a game where every weapon you find has a female humanoid form that you can build relationships with in order to build their power!", but that idea in and of itself probably isn't that unique, or hard to come up with. Rather it's the execution, and in-depth practical design that would make or break it. The point is, though, that I have more than enough initial ideas, and practical design and execution is generally only going to happen through actual development.

      The other side, is that I would only use content if it were better than what I could do, and if I was paying the person. I wouldn't want to accept free help.

      Delete
  35. Yo, just noting that e-mails I'm sending you are bouncing back. Dunno if anyone else has the same problem. Thought you might want a heads-up, since e-mails programs can be messy.

    ReplyDelete
  36. Ky I don't doubt for a second that you're saving your progress every day to a flash drive and to the cloud but just in case; it's time to save your backup.

    ReplyDelete
    Replies
    1. I recently bought a solid state drive, and I've begun backing stuff up on cloud services.

      Delete