NOMORECOCAINE

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A Straight Job

SO! I got a new regular job! Woo!

Boo!

Yeah. That means my game projects now are back to being just hobby projects that I will work on "whenever I got time". Which sucks... because I got a TON of stuff done last year. It was great. But... it paid pennies, as you'd expect for a hobby project that I did for fun.

But now I've got a full-time job, once again, I will have to adjust this Patreon thing. The unfortunate thing is that Patreon has been shifting their fees upwards as time goes by. I am grandfathered in to the older (cheaper) fees, but I can only stay on those if my Patreon stays up. So... yeah, my Patreon is now a tip-jar. I can't promise any regular releases or anything. I'll post when I do something worth seeing, and if it's adult only, it'll be only available to paying Patrons (Patreon Policy dictates that).

Other than that... I've been working a lot on the various game projects. I am working on an TTRPG (I have been, for years), a ... uh, sort of Pathologic style simulation game, with RPG features, and which is at all nothing like Pathologic. Yeah. That thing. I call it KURMU. If it ever becomes a real game, I you will be the first to know.

I am of course still working on UNFOR, but my one bottleneck on it is the graphics. Ironically. For ex-illustrator. The style & workflow I chose was fine for someone who worked on it 8 hours a day, minimum. It's way less manageable if I have 16 hours or less per week to spend on the game.

One solution would be to go 3D. Then, I do all the work ahead of time and keep reusing the work. Instead of how it works now: I do ALL the work again and again for everything, I can't reuse anything.

That would have slowed the game down a lot, though. I am not sure the first version would have even come out when it did, over year ago, if I had done 3D. All the goddamn work at first would have just slowed me down so much.

Well, nothing to be done about it now. I have to think about this.

I'll see you later,