We need an adult game jamInstead of typing out a 1,000-word essay on why I think you're wrong, I'll just say this: I dare you to make a game. Any game. A tiny, small game, with only 15 minutes of content.
We need an adult game jamInstead of typing out a 1,000-word essay on why I think you're wrong, I'll just say this: I dare you to make a game. Any game. A tiny, small game, with only 15 minutes of content.
Oh god no, please no... Just imagine what kind of abominations people would spawn! Game jams run for like 5-6 weeks on average IIRC - people can't make a finished porn game in 5-10 years, they'd probably never get past the initial loading screen in 5-6 weeks!We need an adult game jam
No, games that don't feature the mainstream kinks aren't bad, they're simply not appealing to the taste of the main audience. That doesn't mean the game itself is bad, and it's not something that can be perfectly translated in F95.For many the ones that don't feature the mainstream kink are bad, nothing you can do about it.
Your gay game example wasn't a good choice as example because gay isn't a kink like incest and so on.
While I agree with most of what you said, I think gameplay is the easiest for an amateur and the hardest for a master. Engines like Renpy and RPGM allow pretty much anyone to provide a game with basic functionality. Standing out isn't necessary for something to be good, so this fundamental ability to run is all a dev really needs. It's only when you try doing something novel that it becomes much more difficult. Creating a new system that both works and is intuitive is incredibly difficult.Gameplay (coding, game design) is perhaps even harder than the writing to be good at because very few devs actually succeed in standing out in this category.
I think you are mixing skill and talent a bit. Like, reading your example, it seems like you think it is easy because it is possible with time and effort, even if you don't have inherent talent. In theory, you could be a complete amateur at all skills involved in making a game, and still make it, learning as you go. However, it still requires MASSIVE amounts of time and effort.No need to dare me, that's a challenge I'm already working on. This whole thread is kind of my little take as a inexperienced dev.
Moreover, I fully agree about saying that creating a good game require a gargantuan amount of work. What I'm unsure of is if it also requires a gargantuan amount of skill.
To simplify, I currently imagine that creating a good game is like having to fetch water from a well witch is 2 kilometers away from your home 1000 times.
It's something that will require a lot of efforts on a very long span of time, not everybody will even try to make it, but at the end, that's something a lot of people could achieve because the skill level to go fetch that water is kinda low.
I think it is both. Skills AND time and resources. You state the case when is a one-man-army and you only have one (or zero) of the 3 main skills (coding-writing-art). You have to start to improve not only the one you have, but since you don't have a team, you have to develop the other skills, and even if that's possible, you'll need a LOT of time, resources, patience, dedication and passion.I thing that creating a good game is not a question of skills, but more a question of time and ressources, which are in a way, easier to get than skill. (not for everyone, I know)
lol I separate learning skills in my head out in my head into 5 parts, im not sure if this will help people but it helps me simplify the process in my headTurns out, Took me a year and a half to have what you saw on my game's thread. One useful help I had, was having the discord and F95 users (on the dev thread I had here) giving me constant feedback for months and months. My skills programming, (and writing to some extent. that is my weak point) augmented, but it was an effort, and I don't think everyone is up for that.
Making a game is hard. The only thing I've actually released is a mod and that took me hundreds of hours of work. A full game would be thousands of hours. I am working on a game now and have already put hundreds of hours into it without being far enough along to do even an initial release. You think it's easy? Prove it. Make one.It's a bit of a daring title, so I need to explain myself first.
I will make a clear difference between quality and popularity, as I think it's way more difficult to make a popular game than to make a good game.
So I'm not talking here about having a ton of followers or having a successfull Patreon, those are things way more difficult to achieve and which additionally depends on many others conditions like reaching popular fetish, being skilled at communication or even having a bit of luck.
I'm simply talking about having a game that looks and feels good for most people. The kind of game which mostly receive very positive reviews and that when people doesn't want to play it, it's more because they're not into the content featured than it's a trash game.
The skillfloor of game making for H games is incredibly low. People don't need to be incredibly skilled in either coding / programing / writing / rendering to make a good game, The audience will often give you a pass about one of the three main pillars of H-game which are Gameplay / Writing / Visuals if the others two are alright.
You only need to focus on two of them to even make a great game and I think it's pretty easy to find good games on F9 that completely miss one of those pillar but succeed at the two others, and this for every possible pattern :
- Good gameplay and visuals but poor writing
- Good gameplay and writing but bad visuals
- Good writing and visuals but poor gameplay
I thing that creating a good game is not a question of skills, but more a question of time and ressources, which are in a way, easier to get than skill. (not for everyone, I know)
As long as people are willing to put time and ressources into the developement of the game, then they will be able to create a good H game, no matter what their game making level is, and this even if it's their very first game.
I'm curious to read what's your opinion about that.
We need an adult game jam
There is already an adult game jamOh god no, please no... Just imagine what kind of abominations people would spawn! Game jams run for like 5-6 weeks on average IIRC - people can't make a finished porn game in 5-10 years, they'd probably never get past the initial loading screen in 5-6 weeks!
To be honest your last point isn't far from reality. I think having a "stable" game with visually appealing sex scenes and a well-writen text, even if the scenario isn't outstanding, is enough to drag you some success on F95 and have a game which is considered as "good" by a large enough community.This is one of the worst takes.
If you mean it's "easy" to create a porn game, then you might be right. If you actually mean it's easy to create a good game, then the simple observation that the majority of porn games that exist at any moment are objectively bad says otherwise.
All 3 core aspects (writing, visuals, coding) of making a game is skill based. Right off the bat, the vast majority fail immediately at the writing part, in a visual novel. Gameplay (coding, game design) is perhaps even harder than the writing to be good at because very few devs actually succeed in standing out in this category. The renders/art is obviously skill based. There is a vast difference in cinematography between the talented and the average, even when you hand them the same machine/assets.
So you just mean that it's easy to create a game. Your idea of good might basically just be that it runs without crashing, has pictures, and is written in somewhat coherent English.
Out of curiosity, how far have you actually gotten with making your own game in the 3 main disciplines that you mention of coding, art, and writing?To be honest your last point isn't far from reality. I think having a "stable" game with visually appealing sex scenes and a well-writen text, even if the scenario isn't outstanding, is enough to drag you some success on F95 and have a game which is considered as "good" by a large enough community.
That's kind of difficult to explain but if you want a quick summarize here you go.Out of curiosity, how far have you actually gotten with making your own game in the 3 main disciplines of coding, art, and writing that you mention?
As long as youre making an effort I wont be too harsh. Most of us dont have a team and are just one person. What you said opening this thread is something everyone is on the same page with more or less, the problem is that it ignored something we all know, which is only results matters. I broke down how I learn things earlier but i truly believe that until you know what works, you cant execute to get the result you want, which is a "good game" in your case. The ability to know what to do, is the result of a number of projects and failures that were never good enough just to become functional as an individual creator. Actually succeeding is separate iterative process that requires feedback from the market, your peers , and yourself multiple times to specifically know the details required to get there.That's kind of difficult to explain but if you want a quick summarize here you go.
It's been two months I'm working on my game. I will need between 6 and 8 additional months to be able to release a first version of my game as I want to release a polished V1.
The scenario is fully set and I'm doing all the writing. It's 40 % done for now. I think it's my best skill as I have a lot of experience with that. My main drawback is that's the very first time I have to make a complex work in english, but I have a Proofreader to help me out.
My coding is "okay", but mostly because my game is really simple as I took the visual novel route. I think it would be a mistake to go for something really complicated for my very first game.
Regarding graphics I'm really lacking skills. I'm basically doing everything related to UI/UX but everything else is outsourced. This is where I'm using all the money invested into this game.
I hope this quick summarize is what you were waiting for.
Thank you for this message.I think it is both. Skills AND time and resources. You state the case when is a one-man-army and you only have one (or zero) of the 3 main skills (coding-writing-art). You have to start to improve not only the one you have, but since you don't have a team, you have to develop the other skills, and even if that's possible, you'll need a LOT of time, resources, patience, dedication and passion.
I started on November 2020, with ZERO knowledge of anything related to Twine/Sugarcube/JS/HTML to start developing. I am a programmer, but I never touched a line on HTML or Javascript. Writing? I don't write since I was on high school. Art? I can't draw shit, and my PC would explode with Daz, so I took the route of editing images/vids (thing that I know to do) with a text based Real porn game.
Turns out, Took me a year and a half to have what you saw on my game's thread. One useful help I had, was having the discord and F95 users (on the dev thread I had here) giving me constant feedback for months and months. My skills programming, (and writing to some extent. that is my weak point) augmented, but it was an effort, and I don't think everyone is up for that.
So yeah, I don't think it's easy to do a good game, at least if you're a one-man-army dev. Of course, if you get a team, this process is almost instant, the only skill needed is to actually have them working together -And that's a rare skill- .
Hmmm, nope. But I was close at first, when I was trying to make my "Hello world" project in Twine to even run, I had no idea where to code, write or anything in Twine, and the tutorials in youtube weren't clear enough. I almost discarded the project... but then I got it done, with my very first link . That helloworld screen is now the main screen of my game 1.5 years later.Thank you for this message.
Did you reach some point during the development of your game where you were completely or partially stuck without any help ?