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Oh you have no idea Sheep, this shit's gonna kill me.

Like I said, 8 cg to start. To START. Are there going to be additional update packs? Yes. So, so many.

Here's what's in the initial release (or will be):

1. Good path, beginning to end

2. Most rat stuff, including bad end and defeat stuff

3. Most wolf stuff including bad end and defeat stuff

4. One final bad end

5. Boar stuff in Haven.

Here's what's NOT in initial release, but planned:

1. Hyena stuff in Haven

2. Dating Scratch in Haven

3. MORE rat stuff

4. More wolf stuff

5. Additional final bad ends

6. Stuff with Farthing

7. Probably other things I'm forgetting

So yeah, support willing, I'm gonna be making content here for...a while. But let's just focus on getting the base out first :D.

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gosh, so exciting!! the content, I mean, not you being killed. It's pretty amazing that you can keep yourself motivated on one project for such a sustained period, honestly!!! I can't work on the same thing for more than a few weeks without it feeling dreadfully stale, with one notable exception. how do you not chase every hot idea that passes through your mind??

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I am bad at a lot of things, which is why I ended up making horny games for money and not working an office job or being a teacher or something normal. But three things I am, and always have been good at: organization, focus, and enduring pain over a long period of time. These have served me well in video game production. 

It isn't a trivial thing either: look at Itch, look at the "indie" game space in general. It's littered with gamejam titles, neat little toy projects, experiments, etc. And there's nothing wrong with experimenting, prototyping things etc, but eventually you have to commit and actually FINISH something, or you'll never get anywhere. And that's where I shine.

I'm not the best at art.

I'm not the best at game design, mechanics, etc.

I'm not even the best at writing.

But I am, absolutely, one of the best at FINISHING. May take a while, but I get there in the end, and the whole process is geared toward that end goal of ending up with a finished product. Steve Jobs was a douche, but he was also right about a lot, including this: Real artists ship. If you never finish, you have nothing.

In more practical terms though, how do I do it? How do I avoid feeling stale? I don't. I feel stale all the time. Real work, on a real project is like a long-term relationship: you're not in the honeymoon all the time. There's plenty of work to be finished that's mundane and has no bearing on whether you're thinking about her every moment of every day, or having passionate sex for hours until you pass out. Of course you still need SOME of that, or it's not really a relationship anymore, it's just an obligation. But part of both projects and relationships is being able to sense when there's something worth believing in there, some vital core, and then just continuing. When it's hard, when it's boring, when it's painful, when you're uninspired. How do I avoid distractions? How do you avoid cheating on someone? You believe more in the possibility of the bird in the hand than the one in the bush. Even if it's hard in the MOMENT, it'll be worth it OVER TIME. And I'm not some perfect person, I do see neat stuff some times that gives me ideas, and sometimes I manage to work those into the game as I'm working on it. But I'm not going to run off and do something else, because that won't go anywhere. It won't be satisfying. Satisfaction comes from commitment.

And not to be melodramatic, but I'm fairly used to dealing with pain in my life at this point, so I stopped trying to find uses of my time that are pain-free a long time ago. I just try to find things where that pain, that "blood and sweat" will actually purchase me something in return. There's a lot of suffering in working a fast food job, or a delivery job, or so many other things, but they're dead ends. You can endure that pain for decades and get basically nothing for it. The trick is to find the places in life where you can arbitrage your pain and suffering to your advantage, where the exchange rate is good. And build a set of steps you can climb, slowly but surely.

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...gosh. wow. incredibly sexy answer 

Pff. I mean "longwinded nonsense" might be more accurate. But this is how my mind works. Just hope there was something useful in all that.

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there absolutely is!! honestly it's a very grounding truth that's very easy to kind of skirt around with excuses like "I'm just learning" or "I'll come back to this." makes me want to pick something out of the backlog and really commit to finishing it. even projects that i've been pretty passionate about just have too much of the "work" part and i drop them in favor for lighter, faster projects. part of that it's not my job (sadly) so it's a lot easier to treat it like a hobby. but the singular major project i've actually committed to finishing is the thing i'm most proud of so gosh, maybe i should try treating it like work again and force myself to ship stuff!!

Ha, glad to inspire then. And yeah, I do have somewhat of an "advantage" in that this my main focus. Even with a hobby though, it's more fun to lock in and actually get something done. More satisfying. So definitely give it a try.

And the other thing I'll add, briefly, is that to some degree people don't want to follow things through to the end because they're afraid of failure. You can't fail if you never finish anything. But you also can't learn anything, or improve. It's cliche, but to some extent it really is true that you only learn the RIGHT way to do something by learning all the WRONG ways to do it first. If you're lucky you won't have to learn ALL the wrong ways first hand, but you do have to wade through a lot. But the result, eventually, is that you actually improve.

The first nsfw art piece I ever shared was a VERY simple Celestia comic. People liked it. The second was a multi-panel, multi-page Luna comic. People HATED it. But I just kept going. Making terrible stuff, and good stuff. And now, most of the time, people seem to enjoy my "style". Just takes a lot of misses to finally start hitting.

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very true!! and gosh, i don't know if it's more fun, but it definitely does make a difference in things actually getting made. when i pushed to finish my text game last year i was doing weekly sprints and meetings with my dev team and without that, i certainly would not have finished it by the deadline, especially since i ended up cutting it very close anyway!! i think it's interesting that, in my experience, "forcing" art vs making it when you're really inspired doesn't actually change the final quality all that much. the only way to set yourself up for making something low-quality is, in my opinion, refusing to experiment or challenge yourself regularly and/or settling when something doesn't feel quite right 

""forcing" art vs making it when you're really inspired doesn't actually change the final quality all that much."
Bingo. You have just cracked the code that many, many people interested in making art never manage to. Now, it is true that there are CERTAIN things, certain parts of the process that require more creativity, higher brain function etc, which is why I often won't even try to do those things when I'm braindead from massive amounts of stress, lack of sleep etc. There are, especially, certain times of the day where I just do other, non-creative things because I know most of what I try to make then will be trash. It's a waste of time. But the key is to not let that become an excuse. Some times are good? Fine. I better be working during those times then. 
But "Inspiration" is like "Passion", people get enraptured by these magic words. Making stuff isn't about "Inspiration". I had ONE bit of inspiration nearly 3 years ago now when I had a fucked up dream and went "Actually, maybe I can make this work for the third chapter". And occasionally little bits here and there as I work, most of which I throw out as they don't fit the flow of what I'm doing. But mostly it's not about "Inspiration", it's about tuning in to the general...vibe of what you're making, like tuning in a radio station, or floating down a river, and letting that pull you along. It's not some grand lightning bolt from above that gets you through 95% of it, it's just this calm, ongoing intuition of "yeah, yeah that feels right" or "No no, that doesn't work, throw it out, try something else." It's like anything else in life, it doesn't live in the grand and earth-shattering, but the practical everyday continuations, building slowly through trial and error till you have something. But I like it that way, it feels more real than if I was constantly getting revelations from the heavens. Because then my stuff would be written by the heavens. It wouldn't be written by me. My failures. My successes. 
But I've definitely enjoyed your stuff Sheep, and time allowing I'd definitely like to see a bigger project when you can manage it.

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i dunno if anything in my future will be bigger than shallowcreek!!! but i have been thinking about some ideas for a vn.....