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Upcoming Release Information - MV Artwork

🕑 Added 2021-05-25 23:58:09 +0000 UTC
Upcoming Release Information - MV Artwork
Upcoming Release Information - MV Artwork

Comments

YummyTiger Gaming

Just stare at her boobs and you won't notice. I will say, the next stage of this CG is WAY better. I am quite pleased with how her boobs look hanging free. :-)

Curly

Ah, don't sweat it - leave it for after 5-7 releases, you'll see it more organically

YummyTiger Gaming

It's the face, and it's been bugging me as well. The body is definitely improved, the hair is improved, although I don't love the top. The face is off, especially the eyes. It was a tough pose for my limited artistic abilities.

Curly

Second one is cuter tho

Dumai12

At the very least I can't be disappointed anymore. Hopefully you'll surprise us though. I'll always be rooting for a release...but just in a very guarded non expecting sort of way. Good luck Yummy.

Reginald The Seventh

You shall have my one dollar (minus the various fees) Still, be careful to not break a hip with this sudden burst of fast action.

YummyTiger Gaming

There will be no charges run until the end of June, which would then bill at the beginning of July. If all goes well, you'll have two playable releases before then to make an informed decision. If not, you can always choose to not pledge for that charged post (unless Patreon took that option away, I don't think they did). Maybe I wasn't clear, but I'm not running a charged post this month. Ultimately, I don't really understand what you are trying to say because I'm not charging you without letting you confirm the state of the project. I'll also point out that I've never once ran a charge for nothing. There has been one total charge this entire project and that was for a completed translation. EDIT: I updated the post to try and be more clear.

Flying Lizard

Let me be frank, I will unsubscribe before the billing period. Here is why: I do completely agree, that the amount of work you put into the game will probably warant to be billed for. But I have no way of confirming the state of your project, and don't want to give you any more money out of the blue, without at least some idea, if I will regret it. Here is what I believe you should do: Compartmentalize your release. Add breakpoints to what the player can do, and realease that beforehand free of charge. Afterwards, release the "full" paid for development version and post a list of everything that is added compared to the sneak peak. (Your post wasn't clear if the actual release will be patreon only or public... But let's be frank, even if it was patreon only it will probably take about 2 days for it to be shared anyway >_>) That way, people can actually make an informed decision if your work up to now is worth paying for. Adding breakpoints shouldn't be that big a job either. I do want to pay for your work, but the way things are right now, I simply don't trust you.

Starfish

Beautiful.

YummyTiger Gaming

Thanks for the comment. This is my plan, to just release what I have at the end of each month. If it's worthy of a charge, run a charge. Trying to build a complete chapter for some massive release just didn't work. Granted, there were a bunch of other things too. Still, I feel like I've got things rolling a bit right now and I want to do it right this time around.

YummyTiger Gaming

Adjusted her face, it seemed a bit off. Now, I think it's pretty good. Don't love her forehead, but I feel like the best bits turned out nice!

Miles Shadow

Look's pretty good \o/

PaddyOFurniture

Looking forward to seeing more of her.

Nine Horse Hitch

Nice. The background is good too.

OhioOkie

Very nice artwork. An Yeah!! I get to spend some money here.

Dubsington

She's gorgeous :) If you don't mind some unsolicited advice from a guy with about 20 years working in software-- you're on the right track with "more and smaller". What you want to do is make time the "independent variable". That means that the one thing that never changes is the release date. You can release more stuff or less stuff, push objectives from one month to the next, etc, but you can't miss a release date. The way you do *that* is you break the work down into short little sprints that you can knock out in a few days. When you finish one, you tag & bag it, then start on the next one. When the time comes for release you just grab the latest tag, prep it and ship what you have. Any work you did since that tag ends up in the next release-- you don't rush it to make a deadline. Part of the trick is to be very conservative with promised features. A week before the release you can post a changelog with the stuff that is already done. Maybe an extra item or two will make it out, maybe they won't. The hard part of all that is breaking all the work up into bite sized chunks-- it seems like you are spending too much time planning. But it's definitely worth it if you can find a rhythm and let your backers know that the release schedule can be relied on.


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