Thinking out loud: Summary of the past development year and answers to frequently asked questions. (Patreon)
Content
One year ago I published the first demo of TLB.
As you may have noticed, the current support of the project is more than 250 people, at the moment and this is a huge number!
Thank you for this, I appreciate each of you.
Thanks to your help, I can continue to develop this project, becoming less and less dependent from the freelance job which I hate.
For this year, I have pumped well my UNITY skills and the game has a lot of changes.
I am confident in my skills and at the moment I clearly understand my strengths and weaknesses in order to continue creating new LEWD features.
I try to be open as much as possible to your questions and comments, and I think it’s time to answer frequently asked questions which I get in personal messages and forums
Will TLB be on sale?
Yes, it will be. I haven't chosen yet, where it would be. I believe that the game should be a completed product rather than an endless cycle of demos.
Top supporters as well as participants of special offers will receive the full version of the game.
When? I think until the end of this year.
What will I do next?
I will start a new project. Thanks to TLB, I’ve learned my lesson, and won’t repeat the same mistakes again.
I have a few great ideas, so I’ll conduct polls and discussions to determine the direction of development, which fit to my audience.
What I know for sure, it will be a quest game.
How much time do I spend for development?
At this moment, I work 8-12 hours per day. Patreon is my only stable source of income.
Sometimes I get involved in freelancing projects to pay my extra bills.
How many people are in a team?
I work alone. I had a partner earlier, who was worked on marketing, but we broke up 6 month ago, because our vision of the project was very different.
If patronage of my work grow, I will hire a team. I have a good experience in the team management in my past life.
Will there be an android version?
No. I decided to make a game(s) for mid-end PCs and Mac. Porting the game to android devices affect the development and quality.
Bad English
I wrote earlier that I hired a personal English teacher, and of course I am working on my grammar. Also, many of you asked me about the translation into other languages.
I plan to share all available dialogs and maybe someone from the community can help me with the translation.
What do I plan to change and add to the production version of the game?
- Filling existing locations with content
- fixing bugs
- Implement all improvements that have been tested in the latest releases (new camera system, liquids, etc.)
- sfx reworking
So, don’t hesitate to ask me questions