Behind the Scenes - 05/28/2025 (Patreon)
Content
Leather Outfit
Hey, Candace in an all leather outfit? What's going on?
If you guys remember the previous behind-the-scenes post, I showed off Candace's BDSM outfit. After our writing phase, we actually took a completely different direction. We wrote the entire level to be about Candace having an anime-esque "battle" with some leather vendors in the room. It made Candace feel like she was a very powerful sales person and the BDSM outfit wasn't fitting the vibe. I didn't want Candace to dominate them in a sexual way, I wanted her to feel like she prepared for this very important meeting with a leather company and she makes a sale by simply being sexy. I think this next outfit has some great dialogue and we are doing something very funny near the end of it. No spoilers! I think everyone will get a good laugh.
Level 5 - The Convention
The theme for Level 5 - Monday is going to be a convention. Candace is attracting potential customers to her booth. She is going to have a cup as a prop, there will be liquid in it. Maybe it'll be fruit punch or something. Her goal is to get new clients. Everything in this level will be reusable. We're setting up the image layers so that we can change props, backgrounds, and anything else we would need to in order to drastically change Level 5 - Tuesday. For example, we wanted Tuesday to be in the office for the CEO's birthday party. Do you see how drastic of a change that would be for the art assets? It's not going to be easy, but we thought it would be very fun for this level. For Wednesday, I thought it would be fun for Candace for be at a University trying to get more interns to work at their company.
Project NextDoor (3D Game)
We're almost done with the line art for this game. I'm having trouble translating the vibe I want for this game into the gameplay. I want this game to be about getting freaky while hiding. Living on the edge of being caught. There is this super hot milf right next to you and you want to touch her and then fuck her any second you can, but her husband is constantly walking around, so if you know for sure that he's gonna be in the bathroom for the next 10 seconds then you're gonna strip down his wife and fuck her as fast as you can until he's done. I feel like that vibe is so exciting and fun, but trying to create the proper ques and patterns and have the player know what's going on is hard.
I also want the characters to talk, like Jennifer can give you a hint as to when her husband is gonna walk by. When her husband comes into the living room he'll waste your time by talking about his day or he's taking the dog out in the backyard or something. Anyways, it's tough but I'll figure it out. If you guys have any sexy ideas with Jennifer let me know! I like the concept I'm going for, but I'm open to things the characters could be doing or saying to each other.
More Games or One Big Game
There is one last thing I want to talk about before I conclude this blog post. I've had this urge to figure out what kind of games I want to make. With a bigger team, it opens up more opportunities, but there's always one big bottleneck, the idea and whether or not we should pursue it.
I like Queen's Brothel. I can put basically ANY type of story / quest into that game and make it work. I can not do that with Barely Working, we have a lot of limitations.
It makes me wonder if I want to make another grand RPG game with the ability to do whatever type of content I would like in it, or if we should break down every single part of a big game down into multiple games. Like this Project NextDoor game is a very specific idea with a milf character and a young university boy. I'm leaning heavily into the milf fetish and cuckolding and some hide and seek. But, I feel like I wouldn't want to make a 20 hour long game with just this one idea. I feel like I would be perfectly content with releasing this one level and calling it done. But that's not worthy of a product sale, I can't sell that for like $10 on Steam, it's just one level!
Which is why I have this feeling that I should give my team the tools they need to do more than I can. If I gave the team a theme and an idea, could they create enough content on their own without needing too much help from me? I'm not sure! That sounds like having another producer type person underneath me.
I'm not in any way slowing down with my desire to make games, but having a bigger team makes me feel like I need to go faster, when in reality Queen's Brothel took me a really long time before I was ready to hire people to help and Barely Working took a year of preparation and idea generation before I was ready to message an artist for help. And now it feels like I need to churn out new game ideas fast because the team is sitting idly by. But like what am I supposed to do? Churn out visual novels because the team can do 90% of it by themselves? It doesn't sound terrible, but I like providing players more value than visual novels.
Then there is one other really big concern for me which is that if a simple visual novel made us enough of a profit to grow then I should really really think about creating simple products so that we can eventually make something really cool and different. Barely Working is a great idea, but it took a lot a lot a lot of thinking to come up with that idea. If I spend that much time for every game, we might just run out of money.
It's funny how different these problems are compared to the problems from a couple of years ago.