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The Future of Eros Academy

🕑 Added 2017-07-03 02:54:22 +0000 UTC

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Novus

Thanks for the comment, Hnnah! I admit I'm personally leaning a bit toward the tip jar method, but it's also the biggest change for current Patrons, which gives me a little bit of pause. I have, in fact, considered making a less ambitious game and pausing Eros for awhile. I'm reluctant to do so, however, with so little of the central content in Eros actually present. It's something that has added to the frustration, that by allowing content to be decided by polls I've often been left tacking on a bunch of non-critical extras rather than adding core gameplay. Of course, at this point the fact that I've done that actually makes it harder to add said core gameplay. I'd like, at least, to get the main datable characters to have a couple of dates and some more dialogue before I shelved the project for any length of time, though. That way it would feel a bit more like a full core-game :-). On another note. Renpy is actually a lot simpler for me, personally, than RPG maker is. I actually have a degree in software design, which is why the coding aspect of the game generally takes only a couple of days. The coding side is never hard, just mildly time consuming. It actually takes much longer to write the dialogue than it does the code segments themselves. RPG maker on the other hand, at least the last time I used it, tended to be massively more involved when it came to creating each step. Each map, each animation set, etc. If I do stop and make another, less massive, game I'd probably stick with Renpy but take a cue from Vren's "Lab Rats" game(<a href="https://www.patreon.com/vrengames).">https://www.patreon.com/vrengames).</a> I didn't play the game until some time after I started Eros Academy, but it has a really nice balance to it. Using a combination of still graphics and minimal 3D assets, most of which I actually recognize, to produce scenes that evoke just as much intensity (or more) than my own much more time-intensive scenes.

Hnnah

Honestly, if the game's taking so much of your time and you don't feel like you're getting enough of a return, it's perfectly understandable that you wouldn't want to go on at this pace. $37 a month definitely isn't worth the headaches of trying to work a tight schedule and hitting deadlines. I'd recommend the tip jar method and just working at your own leisure. If you're feeling burned out, you might even consider putting this project on hold and working on another game for a bit? You could even use a simpler engine that requires less custom art like rpg maker or something along those lines.


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