Re: Monster Girl Island
Not everyone does art for the sake of money or prestige, they do it for fun, and that is always the right reason to do things including business. At the end of the day, people who do things just for money don't do them particularly well as they have the wrong goals in life. Those who learn to use capital wisely end up not just making a lot more money, but having a ton more fun and the people around them have more fun; eventually when trying to be great at something, you realize you reach a limit and need to start recruiting people to help. Try reading one of my favorite books: ISBN 978-0787987756. I guarantee you it will be the best $20 you ever spent; there's more business sense in that book than in most MBA Degree programs.
Point being, as a suggestion, you've got the crowd of perverts all riled up in here with suggestions. Obviously you have a project laid out. Set up some requirements so the work matches the art, anyone who wants to volunteer, assign some projects. $15 for a model here, $50 for a rigging there that sort of thing. Your patreon isn't a means to make money, it's a means to recruit perverts with skills and not feel guilty if the project goes nowhere. If you do decide to sell it as a fully fledged game and make some cash, you can always cut them in on a chunk and put a larger chunk of the capital in the "new project Idea I have for later" pile for your new hobby.
If you're doing it right the only thing you'll ever feel guilty about is letting down the team. The other thing you will notice and especially if you take a frameworkish approach, is people start populating your world with things you couldn't have ever thought of.
The progress on your game will go much faster so you will deliver more quickly. Yeah there's a few things you end up doing you might not want to, like offering a stripped down "demo" copy of the game or some such to drive people to patreon. Such is life.
If you do decide to take this approach, remember at the end of it you will have a library of assets and need to take on the framework mindset at some point. It's good to start out messy and suss out all the places you're going to screw up big later on. Just keep in mind, Ultimately you're building an artistically appealing story-driven world, and that's going to be very attractive to a lot of people.
<< Really bad Lurker.
Thanks
No % for next update, I'm nowhere near the phase of just adding content new yet. I still have to make the main areas and implement new mechanics, so it's hard to make an estimate.
About your offer, really appreaciate it! but I feel bad asking for free stuff...
Not everyone does art for the sake of money or prestige, they do it for fun, and that is always the right reason to do things including business. At the end of the day, people who do things just for money don't do them particularly well as they have the wrong goals in life. Those who learn to use capital wisely end up not just making a lot more money, but having a ton more fun and the people around them have more fun; eventually when trying to be great at something, you realize you reach a limit and need to start recruiting people to help. Try reading one of my favorite books: ISBN 978-0787987756. I guarantee you it will be the best $20 you ever spent; there's more business sense in that book than in most MBA Degree programs.
Point being, as a suggestion, you've got the crowd of perverts all riled up in here with suggestions. Obviously you have a project laid out. Set up some requirements so the work matches the art, anyone who wants to volunteer, assign some projects. $15 for a model here, $50 for a rigging there that sort of thing. Your patreon isn't a means to make money, it's a means to recruit perverts with skills and not feel guilty if the project goes nowhere. If you do decide to sell it as a fully fledged game and make some cash, you can always cut them in on a chunk and put a larger chunk of the capital in the "new project Idea I have for later" pile for your new hobby.
If you're doing it right the only thing you'll ever feel guilty about is letting down the team. The other thing you will notice and especially if you take a frameworkish approach, is people start populating your world with things you couldn't have ever thought of.
The progress on your game will go much faster so you will deliver more quickly. Yeah there's a few things you end up doing you might not want to, like offering a stripped down "demo" copy of the game or some such to drive people to patreon. Such is life.
If you do decide to take this approach, remember at the end of it you will have a library of assets and need to take on the framework mindset at some point. It's good to start out messy and suss out all the places you're going to screw up big later on. Just keep in mind, Ultimately you're building an artistically appealing story-driven world, and that's going to be very attractive to a lot of people.
<< Really bad Lurker.