Bear Unfiltered ep01
Heya gamers! Bearcore here!
For those who don't know me, I'm one of the 2 lead developers working on Third Crisis Neon Nights. c: I just wanted to reach out unfiltered like this and give a little update about where we're at with 0.3 and how things are looking!
Tldr up front: We're content complete for 0.3! Currently we are waiting for the voice actors to record the 2624 lines of excel sheet we exported from Unity. While that is happening, our sound designer is going through every level, making them sound immersive. Lastly, we are working through a backlog of about 50-100 bugs and minor improvements to the game.
From experience, the VA's take 3-4 weeks to complete recording, after which we still have to take the raw .wav files, post process, cut and get them into the game. If things line up great, we might have the full 0.3 release out by the end of November, but from experience, something always goes wrong, haha. We will do our best to get it into your hands as fast as possible!
With that out of the way, I wanted to just dump my thoughts on how things are going. Here's some music: https://www.youtube.com/watch?v=zLQ6Qv393mw
Owners
We have grown. A lot. From just me, Vils and Rated to a team of roughly 25 people. The amount of organising it takes to make sure that our studio runs well has increased by an insane amount. In the past, we usually didn't have a plan beyond a 2-page word document outlining the rough story beats for the entire game. Nowadays, planning has evolved a lot to feature things like flowcharts, progress trackers and more.
I didn't want these things at first. My ideal version of a dev team was a bunch of friends cracking away at a fun project, piece by piece. We tried that. It didn't go well. While it's amazing to work on a project with friends, when there's disagreements and no structure in place to help solve them, it is fertile ground for frustrations. These in turn makes it impossible to be productive.
A very simple example of this: An artist posts something in their channel. Three developers chime in and give different opinions. What should the artist do? No matter what ends up happening, someone's opinion needs to not be acted on, so that some decision is made at the end of the day. Who makes this decision?
This is easy when there's only 3 people on the team. If 2 have a disagreement, it's solved by talking a few sentences in the voice chat you're hanging out in anyways. But when there's 25 people, those who disagree likely don't have that luxury.
It only gets more difficult with a hierarchy in place. What if you disagree with your boss? While I like to think that hierarchies are rather flat in our team, I have seen this happen first hand.
To try and ease these issues, we're trying something new next update, which is having "owners" for pieces of content.
The idea behind this is to have someone who's tasked with bringing a part of the update to a releasable state. Someone who is looking after and keeping track of a piece of content. Not to make solo decisions on everything, but to compile the feedback and help the team make decisions.
It's completely new to us to have workflows like this, but I hope it helps with staying on track more.
Quality
Looking at the game we are creating makes me incredibly proud. The jump in quality from TC to TCNN that the team is pulling off is insane. From environment art over dialogue sprites to overworld sprites, writing, UI, sound, music, stability, user experience... While in TC we learned skills, we are now using them. Seeing gameplay of Third Crisis feels a bit surreal by now.
And yet, all this quality has its price.
I worry as likely almost every creator on Patreon worries: are we doing enough? Do we release enough content to keep you all happy? Are we doing the right thing in sacrificing some speed for quality? We are blessed with you all being such a stable and positive community supporting us. I know gamedevs in less fortunate positions. Tight deadlines, publishers, money people. In comparison we live a much calmer life.
In the later stages of creating Third Crisis, we were in a rhythm that allowed us to release nearly monthly. We did sacrifice quality for it. Often times content was basically unfinished before a later update would clean it up. We cut corners, almost always unintentionally. We just wanted to make story and lewd content and followed our instincts.
Now, our priorities have shifted a lot. Updates feel almost like DLC. Everything is playtested by many people over many iterations. Professionalism comes to mind. What we do now feels professional. It's nice to know that what we release is in a different universe when it comes to quality. But there is less of it. I hope you all supporting us are happy with what we are creating.
This update is only the second content update yet, so we have a lot to prove still.
I do believe that we will get faster as time moves on. Can we get back to a monthly release schedule? Probably not. But I do believe that it is possible to be faster than what we manage now. Especially once we reach the state in the story where we are planning to have a much more open experience in which adding smaller chunks of content will be much easier.
There's a lot more thoughts in my head. I've been thinking about recording devlog videos. But I do worry that my time is better spent creating content. Either way. Thank you for reading this collection of unfiltered bear thoughts! <3
If you have any thoughts, please leave them in the comments. I will read every single one.
Comments (16)
Back in the TC days I usually waited a few months between playthroughs to let the content build up, so TCNN's release cycle is what I prefer anyway.
Well as a studio, as long as you're generating enough revenue to support your people, you can work however you think is best! It's been awesome watching you guys grow into a real-deal Professional Game Studio, and every month I feel like I'm contributing to something legendary.
This is a very pleasant and cool post. When I opened the demo, I was so excited. It seems to me that with your approach, the game is something revolutionary in the genre. And in the gaming industry in general. You are doing an amazing job. Thank you for it and for such posts, which show how you feel about your fans.
You're absolutely right about the difference in quality between the games; itts quite staggering to play NN and go back to TC. There's no shortage of games (lewd or not) that release buggy, janky, and unfinished these days, so NN's quality now speaks volumes to the team's efforts, new processes, and care for the new game. I can see the appeal and benefits monthly release have for community engagement. I'd rather the team be happy, healthy, and doing their best work so not only do we play the best game, but the team can look back on the release fondly and with few regrets. Y'all are doing great. Good luck.
Dont sell TC short, it was also pretty incredible in quality. I think the difference is as you said, new content in TC was far less tested and buggy in the initial releases. Personally I am okay with that considering how much longer it takes to get everything properly playtested, though others may not be. On the other hand, I dont want to see the team push too hard for a regular bi-monthly release schedule and have the quality of the actual update slip. Guess that means I'm okay with more bugs during new releases if it helped increase dev time elsewhere. I think a quarterly release schedule would be incredible if doable, forget monthly. With everything having VA now I dont see how monthly would be remotely possible.
In all honesty, you and the team are showing a lot of improve work and passion from the previous TC. I remember seeing in a post that it took the team roughly 7yrs to complete TC, and it already shows that the new team is helping the progress go by a lot quicker. Regardless on how long it takes, the quality is the most important thing and so far it seems everyone is pleased with the direction. :D
I love how passionately y'all are working on this project and I'll gladly wait for a great game
I don’t mind waiting for quality, release when it’s ready! Very excited
As a long time fan of Third Crisis, I had been content with just playing that for so long. It had high quality for a Lewd game imho; and, I was quite satisfied. Somehow, I didn't even hear about TCNN for awhile. When I did eventually hear of it and play the demo... I was absolutely shocked. I couldn't believe how much higher quality and just... better? everything seemed. That was with JUST the demo. The project ya'll are working on now is amazing. Work at the pace that feels right to you all and speaking from experience... you can be safe in knowing that you have one of the highest quality lewd games out there. We appreciate that you are concerned in making us happy, of course. But please don't overly stress yourselves. Ya'll are amazing!
For me personally i don't mind if there are barely any releases. as long as you keep us updated on what you are working on, even if it's not going well. that being said i absolutely love reading the anduo reports. Thank you all for your work!
Honestly, don't worry even one bit Each step taken in TCNN feels like a step on a polish marble tile from AAA game at least, which is, well, completely bizzare and surreal feeling for an adult game :) Being able to consume such tasteful media, with all the cherries on top in form of art, story, UI and UX is a blessing, and personally I wouldn't trade it for a hasted development with frequent updates. Also, dev logs are awesome already c: They are helping a ton to get in touch with your work, and they really make me feel like peeking through the curtain to see all you hardworking lot doing your magick. I'm getting excited each time I see a new update in my email Just keep up what you are doing, guys, you're doing amazingly <3
I personally absolutely adore the amount of effort put in, as someone who loves game development and has dabbled myself i see how much time every aspect must have taken, the effort behind it all and the rate youre putting it out even as a team of 25 is impressive beyond measure. Quality will always trump speed in my eyes, after all when the full game is out it won't matter nearly as much how fast every iteration came, but how cohesive and defined the quality of the game is. All in all to say, amazing work and you are appreciated!!
Even if it's not possible to do a monthly release schedule, a 3 month release circle would be fine too in my opinion, just don't overwork yourselves and continue to have fun making these games!
While I am excited for more content, I also appreciate the level of detail and just how much stuff is going on in the backend. The team is doing fantastic work and it's awesome to see the different approach from TC to NN. 💕🎉
I believe in u all ur doing fantastic
Thank You for Your Hard work
