NokiMo
Tropecita Games
Tropecita Games

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Today I come to ask you a question that I resisted asking for a long time.

You may remember that, when I started creating My Dorm, I promised monthly updates of 10,000 words and 300 renders. I swear I tried to meet those three parameters (time, words, and renders), but the last update has caused the average time between updates to exceed one month. 

I have separated the updates into three ranges (the first year, and the following 8 months divided after v.0.12 when I started to work from home due to my health problems). 

As you can see, everything has increased compared to the beginning, especially the renders, but the development time has also increased.

And you know I get stressed easily when updates are delayed. I get the impression that I'm deceiving you, although I know I'm not.

Taking this study as a reference, the average speed of an adult reading fiction in a book is 260 wpm, which means that the last four updates have provided between 85 and 105 minutes of reading (22,028-27,215 words). Yes, I know, due to branching you don't read all the words, but it's not a book either, so I think one thing outweighs the other. 

In fact, according to my tests and questions I have asked some players, it is about twice that time, because we also look at the images, right? The calculations are complicated and there are no studies about reading speed in AVNs.

Now comes the question:
Would you prefer that I stick to the monthly update cycle with shorter updates than the last ones? That will mean returning to the 10-15,000 words/update from the first months.

Would you prefer larger updates of around 20-25,000 words, even if I have to increase the expected time between updates? An estimate would be 40-50 days per update.

Or would you prefer that I forget about times and sizes, posting the update when it's ready narratively? This means that there can be some updates with 15,000 words and others with 30,000, and the time can range from 30 to 60 days. This is my least favorite option. As a control freak, I want deadlines to not meet them.

Note that I never talked about render count. The words are what moves the story forward, and it's easy to get one update with a lot of renders just by doing a lot of animations.

Comments

The idea is that having a longer deadline, I can do the same without the stress of a deadline approaching in my back mirror. I already have hard deadlines in my job, and having them also in a game I make for passion, is grinding a bit too much on me. If you vote for the 50-day development cycle, for example, I can continue doing big updates of 20-25,000 words and publish it when it's ready. If it's on day 49, good. If it's on day 42, great, and if it's on day 30, even better. I never kept an update until the deadline if it was done and won't start doing it now.

Tropecita Games

Be safe Young one

Tor Cha

I picked "bigger is better" but really my opinion is more in between that and "don't worry about time" -- Setting a time goal is a good thing ... being beholden to it to the point it stresses you out as it gets close isn't. I think it's okay to have goals, let people know what your goals are, but be willing to let what happens while developing the story (and any outside interference) that might effect those goals be taken into consideration and adjusting accordingly. Still, I understand the stress of approaching deadlines and not being sure you're going to make them (job-related). If I had control over those deadlines, I'm not sure I'd ever make one, so not sure how helpful my point of view is in the long run, but as long as your motivation is strong enough, I wouldn't let deadlines be in charge of your progress. I'd set them, strive for them, and let people know when you're not going to make them (and why if you want). Anyway, I'm just saying there shouldn't be anything wrong with letting the content be more important than the deadline.

Michael O.

I think everyone has enough worries and drama in their lives, so I only want to make a game that entertains you, makes you smile, and gives you good vibes when you finish an update. There is drama? Yes, Scarlett, Kiara, Samantha/Simone, Meemaw... but I try to not finish an update with something that leaves a bitter taste in your mouths. I could have done Kiara and Eileen's arrival (and Kiara explaining her story) as the final scene of 0.12. It only took three or four days to write and render, but it would leave that (even more) bitter feeling I don't want to finish an update with.

Tropecita Games

we actually feel this sensation of "feel good" and I think many of us feel it and I thank you for it because I think that my dorm is one of the avn with the best "production" a good balance between content and time of development

duvignard .

Words and renders aren't an indicator of quality, I agree, but they are the only objective checks for work done. The quality of sex scenes and the pace of story development, although more important than words/renders, are subjective, and every writer/artist thinks what they have written or rendered is state of the art. Luckily, my family (the first testers) doesn't hesitate to tell me "Rewrite that or re-render that" when what I've written/rendered is not good enough for them. If it's not good enough for them, it won't be good enough for you. Daphne's scenes in the next update took 3 weeks to write, render, rewrite, and re-render, and even then we are not 100% satisfied (only about 95%). The rest of the update took about the same time. I aim for quality work, not volume. I could fill the updates with inconsequential conversations to inflate the number of words, but then the update would be boring and people would skip the boring parts and, perhaps, miss the important ones.

Tropecita Games

I've tried to finish (almost) every update with a "feel good" sensation. The only ones that needed to finish differently were v.0.12 with Kiara's introduction and v.0.13 with Simone's arrival. I never shorten a dialogue or a scene mid-update because I don't know how much time I will need for the rest of the update, and the end scene (regardless of if it's a full scene or a teaser for the next update), is already fixed, being most of the time a mandatory scene. If it's a teaser, like Daphne's in the last update, it's something to let know the players what they will find in the next update. If it's a full scene, it's usually important enough to not cut it down because it will delay the release 3-5 days. I'd rather delay an update than publish a half-cooked scene.

Tropecita Games

That's the idea. Going for 40-50 days (6 weeks are 42) for the longer updates without feeling bad about it, and keeping the quality of the latest updates. With all the things that are happening simultaneously in the MC's live, sometimes I will need to go there.

Tropecita Games

Yes, the idea is to have some longer and some shorter updates, but getting your approval to not feel guilty when I go beyond day 31 is like lifting a weight from my chest. There will be updates published on day 50, but some others will be done on day 31 or even earlier (9 updates have been published with a development cycle shorter than 31 days)

Tropecita Games

My goal is to not leave anyone hanging but to give consistent updates in quality, size, and time. As it is now, I need more time to pack the story the story that is happening on several fronts for the MC. There is too much happening and I want to explain it all, but that means the updates get longer. I will keep you informed about every step of the trip as I've done until now.

Tropecita Games

Personally, I think the number of renders/number of words is fixated on by Devs way too much! My experience is that some Devs use that as a crutch, telling themselves that he/she has accomplished something based on hitting a benchmark that does not necessarily correspond to quality. (Your work is very good, and I appreciate it. I am not aiming that comment at you specifically). Another Patron already said what I think is the Key ~ end each update regardless of render or word count at an appropriate checkpoint (which means adequate story development+ adequate # of high quality sex scenes). A satisfying pace of story development is not #words dependent, it's quality of the writing and ideas. If I am fast forwarding through dialogue, you aren't developing at a good pace and I am bypassing the "noise". Adequate # of high quality sex scenes, I think can be determined by a subjective test: Was I satisfied? Did I go back and watch the scene again? Or do I feel compelled to fast forward to see if there is something better that scratches that itch? Maybe my comments are helpful. Maybe not. But I don't think I am the only AVN patron that thinks like this.

Seamus Wilde

I think the most important thing is that each update corresponds to a story checkpoint so if it takes more time for certain updates rather than having certain scenes or dialogues shortened to fit into the objective time or word, I think that just warning us in the "preview" of the length of the update is enough as some say we all take advantage of the development of each game to play others

duvignard .

A lot of devs go for a 6 week cycle. That should give you a nice healthy balance between the 2 other choices

OBE

I think that you should worry about Your Health First . then any other Person in your Life. and third or even Fourth worry about the Game/VN. Bit then I Love the VN and With the way things are going about the World, I think You should too! But Donar is Correct I think do a Month Update then the Next one is a two Month or three Month with More Content and renders. After the Last Month I had (no i'm not telling) Do what Feels Right!!

Tor Cha

I agree with _Loren_, as long as you keep us posted about what is happening. Other devs do take 6 months to update and leave us hanging the entire time.

William Karl

I agree completely!

JeffersonSound (El Jefe)

Thanks, DP. But you should play more often πŸ˜‰

Tropecita Games

That's the idea. If one update doesn't need too much work, to arrive at the stop scene, it can be published in less than a month. For example, a Daphne-less v.0.15 would have taken a bit under 4 weeks to do (with 17,000 words and 1,519 renders). Getting your greenlight for 40-50 days, doesn't mean that I will stretch every update to those development days if it isn't needed.

Tropecita Games

Thanks, Loren, I don't want to stretch development too much. Three months look like a world right now! And having so much time at the start of the cycle can produce a feeling of false security and of "I have time to do that". Also, having so much time, I would re-read and re-write too many times instead of the usual 4-5 times per scene. And don't worry, I will keep you informed about every week's done work.

Tropecita Games

I think the story is what should mark when an update should end, but not constrained to in-game days as I did previously. Imagine, 0.13 having to add Samantha/Simone's argument and Norah/Erika's scene. It would have gone beyond 30,000 words and over 4,500 renders. Then v.0.14 (without those scenes would have needed Daphne's date to complete the day) and so on.

Tropecita Games

i personally wait every 3 updates to play an avn , so do whatever works best for you

Deadpool

I think the most important thing is, you are feeling right about an Update. If it bigger or smaller. So sometimes you can release within a month, and next time you take your time and release after two months.

Donar

As long as you keep us posted every step of the way, doesn't matter if you will need even 3 months for an update. Of course, shorter times is better, but only if the overall quality doesn't get affected. Some devs take up to 6 months to release a lame update consisting of 50 renders and 300 words. As long as you keep up this magnificent work, the rest doesn't matter.

_Loren_

That is a really tough question. As a dev I would agree that deadlines are very important as you get a clear date to aim for and can plan accordingly, however your game has changed a lot since the beginning and maybe the monthly deadline is too tight. However however, as you say, word count is the most important in terms of dev time and if an update has double the word count of a previous one, then that is the nature of the game (pun intended lol) In a perfect world, without stressing about deadlines, I would say forget about size and time and let the story dictate the length of the update. But, ALL things considered, longer updates are my preference. You can always release a smaller update sooner if it doesn't reach those numbers though, depending on the story.

JeffersonSound (El Jefe)

lol! It depends. If we are talking about dessert or steak, yes, it matters 🀣

Tropecita Games

does size really matter?

Roger_Welco


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