NokiMo
longlivetheprincess
longlivetheprincess

patreon


Progress Report

Hi everyone!

I'd like to apologize for my radio silence over the last two weeks. I crashed pretty hard after last month's update, having spent almost all my free time for weeks to get everything I wanted into it within the time I had available to me. All this while I suffered from a cold. I didn't realize until it was over just how close I was to overworking myself and collapsing. These last two weeks have seen me feel a kind of existential dread every time I've thought about getting back to work, so I've been limiting myself to bug fixes and tweaks to last month's content. I'm only human (pixie), so I have to listen to what my brain and body tell me unless I want to get severely punished. I do feel better now, however, so I've picked up the proverbial pencil and gotten back to work.

What I'm doing right now is working on what is possibly the most requested feature in the game: an increase to your agility score. This means that you'll be able to spar with Samarra again. The last time we trained with her, she said that she wouldn't teach you anything else unless you could land a blow on her. Belle recommended cheating. We're now going to do both. 

This also means that I'm inevitably going to have to address the night scenes to make sure they work with higher agility scores. I can't promise that they'll get done in time for this update, but it's a priority. There is some other groundwork I'd like to set up as well for characters like Callie, but there are only so many hours in a day.

So, that's it for this update. I'm going to dive back into writing a new Remove Inhibitions choice right now.

Until next time!

Comments

Don't worry, I'll try not to push myself beyond the comfort zone this time around. If my brain tells me that it doesn't want to work, I won't push it (for now). Still, I think we're going to get some nice content for this update in the end, even if I might not be able to complete all of its individual parts. Thanks for your concern.

The changelog for the latest patreon-excusive version is always available at the top of the front page for this campaign. That's what the public release schedules that I post monthly are for.

Maybe I am blind or missing it but one other suggestion, I know you release first to the higher paying customers that is great and expected. But Maybe posting a comment of what we are looking forward too (changelog) that we can see. That would cover some of the letting us know what your up to part while we wait for it to hit the lower tier or public release. Thanks!

DVK

I agree - nobody wants you to work too much, Belle. And while there is a long list of things we'd LIKE to see (Primrose's and Evelyn's dark secrets, some progress on Callie's storyline, at least some hint what that "knock" spell we found is going to do, finally being able to take over the world... er... wrong game... ;-) ), I think we'd all rather have a small update with just some minor changes (Agility +, maybe a new conversation with one NPC) than have you try to meet some arbitrary deadline. ;-)

Firedragon

Remember breaks are good for you. Even if it’s just a day

I do try to keep things moderately under control, but sometimes I veer off in a harmful direction, such as last month. I got too ambitious and decided that I absolutely needed to get those four Primrose scenes into one single update. I did manage it, but in hindsight it seems the cost was too high. I'm being far more careful this month with my goals. I'll probably run into the same problem again at some point, but that's just the way I am. As long as I don't actually burn out, everything is fine in the end. I won't go away from the monthly releases though.

Some unsolicited advice from someone who has been involved in a lot of software projects (I won't be offended if you ignore this): I've patronized several promising games that failed because the developer basically stopped having fun creating the game. I have seen this come because (I suspect) the creator followed player input that led them deeply into a direction they just didn't feel, and I've also seen it happen because of overwork. If you're an ethical person you're going to pressure yourself to deliver to the people sending you money, but in the long run it helps none of us if you overdo it. Long radio silences tend to shed a lot of patrons, but in my experience a game that releases regularly (even if the releases often do not hit all their objectives) stays healthy longer than a game with very ambitious goals that has trouble shipping out large updates. I guess what I am saying is that so long as you regularly give us *something* with visible new content and in the long run maintain your reputation for delivering on promises, you can afford to have some goal misses-- some people will complain, but honestly most of us did not sign on expecting this to be the one software project in the history of the human race that suffered zero delays. In other words, if you're not going to get all your goals in by a deadline, then working a little extra is great, but working a *lot* extra is unhealthy for both yourself and the project. When designing goals, try to factor in some elements that can be easily dropped (or at least disabled if incomplete) . If you can hit them, great; if you can't, well, there's always next month. If I select a new higher-agility scene and some of the girls throw a "not ready in this version" message, I'll survive :)

Dubsington

Thanks for the progress report. It's good to hear that you are feeling better. Take care.

OpineegChipp


Related Creators