Dev Update #278


Despair and suffering.

It has been a very painful and frustrating week.

I spent about three days with Blender, trying to get my set and my characters to work properly on that software. And I kind of succeeded. But kind of only. The results are not close enough to the original look and feel of the images I render with Daz and Iray. The light and the textures look different, everything looks different, and that difference is jarring. I believe that it's something that can be worked on, but that would require a knowledge of Blender way deeper than mine, and most likely, a lot of time. So I can't use Blender for my animations and I'll have to work with Daz.

I don't feel like I have wasted my time, however. I learned a lot during these three days and it made me want to go further. I will most likely keep trying stuff in Blender. Eventually, someday I'll know enough to use it properly. If not for the animations of Summer Scent, perhaps for a hypothetical next game.

After that defeat at the hands of Blender, I switched stance and got into the Daz animation wagon. And it's excruciating, as expected. However... I managed to do something. I invested two days of work into that thing, and it moved. It's not great, but it will do.

I'll consider it, and most likely all the animation I'll come up with in the near future, as placeholders. Until I get better at this or find a better technological solution.

I will also have to find another way to post-process my images. 10 seconds of animation means about 300 images. I plan to have three, maybe 4 animations in this update... So a lot of renders to edit and I refuse to do this manually anymore, as it's a painfully boring process. I will have to find a way to automatize the process, and that most likely means changing the software.

Anyway, my first animation is posed, and I have yet to render it. I need to run some tests to define some appropriate settings. Rendering that thing will take quite some time.

Steam.

As I already announced, the game will be available on Steam on January 2nd. This will have some consequences on the price of the game. On Itch, I will raise the price to match Steam's. On Subscribe Star, I will have to change the perks. The full game will no longer be available for the Gunners, and maybe even the Sailing Masters. They will however have access to the update files.

I'm not yet sure how I will price the game. A lot of voices are advising me to price it higher than what I initially planned. I'm going to look at what other games do and see.

The quick sum up :

  • Day 6 Part 6 will contain 3 new scenes: scenes 30, 31, and 32.
  • Day 6 Part 6 will contain 1 reworked scene: Day 2, scene 3.
  • 5060 words of new content so far.
  • 149 shots are planned, 70 are posed, 64 are rendered.
  • 1 animation has been posed. 10 seconds, 300 frames.
  • I'm currently posing scene 30.


You can follow my progress on this Trello board.

You can also add the game to your wishlist on Steam !

https://store.steampowered.com/app/2994790/Summer_Scent/


Thank you for your support!

The Naughty Captain

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Comments

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I'm not sure where your price point is going to be, nor where you would like it to be, but I think the game is worth $15-20.  A price as high as this might make some potential buyers think twice before purchasing, but the ones that do put down their money will surely be happy with the game's quality.  The fact that it is also in Early Access will also keep some customers away, as we have all been burned by a game we invested in being abandoned before completion.

I would advise you to think carefully about adjusting you Subscribestar terms, and I say this as one who is NOT one of your patrons.  Even a $2 a month patron will send you $24 a year, and changing the terms at this point may alienate some of those folks that have been supporting the game to this point.  Or maybe they'll see the logic in your decision and take it in stride, who knows?

Of course, I really have no idea how the economy of adult games work, so you should listen to the advice you get from other (successful) game devs more than you should listen to the words of a fanboy like me...  I just want you to prosper enough from this game that you would be inclined to create another.  You've made a fine game, one of the best that I've had the pleasure to play; I look forward to more.

That's pretty much where my dilemma stands. I initially planned to go for a 9.99 dollars price tag, but I have been told that it was pretty low, especially for a game that, once complete, will be a standalone without any need to buy a "season 2" or whatever. I've been told that 20 dollars would be fair. However, I find it a bit expensive for a game that isn't complete yet. So I'm thinking maybe 15 dollars ? or 14.99?

And I won't really have a choice when it comes to editing the tiers of my Subscribe star. Steam requires that wherever you are selling your game, you do not sell it cheaper than on Steam. I will have to comply. I can only hope that my subscribers will understand.

Well, from all I have read, Steam offers your best chance at realizing a lucrative payday from your efforts.  I think your game is worth $15 or more and I think the majority of players would feel the same.  I'm sure that most of your subscribers would understand making changes to the terms, especially when you explain your reasons.  You've always been prompt with updates and dev reports and that generates a lot of goodwill.

If you don't make money from the game, there's little chance for a second (or third or fourth) game, and I believe that most players, especially the type that buys into Subscribestar and early access games, want to see their favorite creators make additional works in the future.

My favorite example is Eternum, which I think is one of the finest adult games around. His previous work was good, but Caribdis truly came into his own with Eternum.

Then there is Mundo Games with Above the Clouds; it's a great game, but after the release of the first season on Steam, he seems to have gone silent, even on his Patreon.  Did he see a big payday and lose interest in the second season? Or was he disappointed with the sales and decide that it was not possible to continue the project? I don't know...

Whatever happens, your core fans will support you. You may lose some along the way as you navigate the road ahead, but most will remain true.  It's the larger pool of consumers of adult games that you really have to worry about, who will make it a success or failure, and Steam is likely the best way to get your game noticed by that group.

Anyway, I do hope it works out for you, and that you make mad amounts of money in the end. I really want to see a future project!

I didn't know about Mundo games. That is kind of sad.

Motivation is very important, and let's be honest, Money can be a very powerful motivation, and make the creation process a lot easier. Especially if it allows you to spend more time creating.

I don't think that steam will bring me millions, but if helps me finish the game it will already be a success.

And if it can help fund another game, that would be great.

I've got my fingers crossed!

Thank you!