- Jul 12, 2017
- 76
- 274
He said the same thing when he delayed the initial release, that it would be filled with content and would be worth the wait and to be honest it wasn’t

He said the same thing when he delayed the initial release, that it would be filled with content and would be worth the wait and to be honest it wasn’t
he just said he got sick, all of us does... whatever the reason... we can cheer him up or bring it down.He's not confident about this one and it shows. Imo, the intro is tonally broken and needs to be redone, he knows this but hopes he can stuff it later. Bad planning.
He's the incest gaming equivalent of a one hit wonder boy band. If a new dev had released this in the current market, he'd have 50 patrons at most. Sin is lucky to have his patrons credit cards plugged in, but all it takes is one little Patreon shakedown and its back to the start.
You want to know what's gotten to him?I personally think that everyone complaining about the first released got to him. I hope that's not the case tho.
He's using Unity because he doesn't want to code, which you have to do in Ren'py. He's obviously using some dude's latest, greatest attempt at a Unity visual novel development environment, where you clickity click everything into an interface that then converts it into C#. The key indicators that the game is being created on one of these Unity VN abortions is slowness and bloat.The more concerning thing is Unity, its a more difficult engine than Renpy. I have saw several games be ported to Renpy by the developer because the other engines didn't do well but Im not sure I have saw game ported to Unity. Its obviously possible to make good Unity games (Timestamps, MOH etc.) but its not better than good ol' reliable Renpy IMO.
But he's got TWO programmers. Fire one and have the other one implement the game in Ren'Py. It's a much better VN platform than anything on Unity. Sorry Aesouh, but that's my opinion.You want to know what's gotten to him?
You don't have permission to view the spoiler content. Log in or register now.
He's using Unity because he doesn't want to code, which you have to do in Ren'py. He's obviously using some dude's latest, greatest attempt at a Unity visual novel development environment, where you clickity click everything into an interface that then converts it into C#. The key indicators that the game is being created on one of these Unity VN abortions is slowness and bloat.
That MOH guy and Dark Silver both know how to program, so while their Unity implementations weren't/aren't all that great for VNs, they were at least really fast navigating areas and text.
Faerin from Man of the house do by weekly updates.His biggest mistake was setting release dates . He should do it like Icstor and DarkCookie, 2-3 months of developing .I don't know much about making games but No one can release a game with awesome renders(and animations) and good content every month.(Sorry about my English if I did a mistake)
Faerin makes bi-weekly updates, almost always. The update coming out this Friday is 3 weeks, since he got sick.Faerin from Man of the house do by weekly updates.
I agree, that Ren'py offers a better platform for simple linear VNs... But in terms of hybrid-sandbox-games with a lot variables and a little focus on customization , like MotH and a few other games, is Unity the better platfrom compare to Ren'py (ofc only as long as programmers/coders know what he/she/they do!)But he's got TWO programmers. Fire one and have the other one implement the game in Ren'Py. It's a much better VN platform than anything on Unity. Sorry Aesouh, but that's my opinion.
He was not sick. He had computer problems (BSoD, etc..).The update coming out this Friday is 3 weeks, since he got sick.
I said two conditions , yes most of the times he updates his game every 2 weeks , but does he release lots of content or add some event chain? I play Faerin's game every 7-8 updates bcs I want some content in a sandbox-free roam type gameFaerin from Man of the house do by weekly updates.
Look at Milfy City or Water World. You can do a good sandbox implementation in Ren'Py. Much easier than a good VN in Unity.I agree, that Ren'py offers a better platform for simple linear VNs... But in terms of hybrid-sandbox-games with a lot variables and a little focus on customization , like MotH and a few other games, is Unity the better platfrom compare to Ren'py (ofc only as long as programmers/coders know what he/she/they do!)
Just imagine Faerin and his engine would be used for Midnight Paradise together with Dr.Sins (aka Lewdlab) renders.. This combination would make Midnight Paradise an amazing outstanding game!
Btw, your preference for Ren'py is just because you use a Mac! Change your system to something better like Linux![]()
Oops. OK, his computer was sick.He was not sick. He had computer problems (BSoD, etc..).![]()
Well, Milfy City is not as complex as MotH in terms of programmingLook at Milfy City or Water World
True, true... and as you can see, even Unity's developer abandoned MacRemember, we established that Unity was Mac-only, back in the day...
Milfy City isn't as complex because Ren'Py makes it a lot easier to make a VN than Unity does. But they basically have the same structure - multiple threads, multiple locations, hidden secrets. Milfy City has some repeatable minigames, and MoTH has some repeatable events and stats to reach to get the next stage.Well, Milfy City is not as complex as MotH in terms of programming. About Water World I can say nothing, because I did not play it yet.
True, true... and as you can see, even Unity's developer abandoned Mac...
BTW.. have you seen Apples new product?
You don't have permission to view the spoiler content. Log in or register now.
Isn't that what Sony did when they were very successful with the PS2 and they became complacent with their next console?Here is what i think the problem is with a lot of people and i have even fallen into this trap personally in the past as well. Complacency, we get to a point in life where we get too satisfied with ourselves and our work and we think we are untouchable, nothing can bring us down. And then reality sets in and we are reminded just how fickle things are and how easily they can spiral out of our control. And new competitors emerge who are hungry and eager to prove themselves(Philly, DrPinkCake) and i guarantee you thats where most of Lewdlabs patrons are going nowadays. And who knows maybe there's a chance the 2 of them fall into this trap in the future as well and someone else comes along and the cycle repeats ad nauseam.
I say this not to bash Lewdlabs or to bring him down or to fearmonger anyone. But because obviously there is a way out of this. And unfortunately it's not the easy way out. You need to find new ways to improve yourself and your product, to challenge yourself and never be truly satisfied with the end results. Always thing i did a good job on this but next time i can do even better. Good products will drive traffic, lost patrons can be recovered, new patrons can be gained, but people need to put in the work.
Anyway i don't wanna sound like some armchair psychologist here. I just think people would benefit a lot more if they realize that no matter how well off you think you are, patreon is not as stable as your day job. It's not a fixed paycheck every month, your patreons don't have a written contract with you, they are no more than your costumers and you have to convince them each month(or in this case each patch release) why they should stay with you, instead of go to someone else who might deliver patches faster than your, or might have better animations/renders than you, or a more interesting story than you, or a less buggy product, or doesn't have many(or any) delays, etc... Every day new games appear on this site and while most of them are nothing to write home about, every now and then guys that could rival the best creators of these games will appear and then you might not be somebody's favorite creator anymore. Again this all is not to stress anyone out, if any creator finds himself in this position just adopt the same attitude and passion you had when you first started and how eager you were to prove yourself and remember how happy you were when those results payed off.
I honestly believe Lewdlab can and will recover, the first release was just a bump in the road the next patch is already looking promising with lots of improvements coming. Things are gonna get better.