Update
Added 2019-12-13 23:14:09 +0000 UTCI'm still fucking around with the Operator+ sex scene Beta. I'm sorry for the delay, which is my fault. I've cleared out my weekend to work on the Beta, and I anticipate that the release will be Soon™.

Once that's done, we'll polish it up and release a polished version of the sex scene Beta to everybody on Dec 24th, Christmas Eve.
The Christmas Eve deadline won't be missed – we'll release the beta in whatever condition it's in on that day.
I plan to take a break from dev sprints between Christmas and the New Year – this will be a time for (a) user feedback and (b) me to reflect on our working practices and the next steps.
I think the new 2-week sprints are going to be great, but obviously this first one hasn't been an unqualified success, so I'll reflect on the reasons why after the Christmas Eve release. Comments from ammut, William Urquhart and xgrotesc feel like especially useful insight here, and I also have some changes I want to make to my personal work practices – more on this soon, once this thing is dealt with.
I also just want to say a quick thank you for the many encouraging messages I've received, both here on the Patreon and in DMs, in the past two days when it's been obvious I've fucked something up and the delivery has been postponed. I really appreciate you guys, and there is no danger of me burning out or giving up.
Once the new sex scenes are working we can move the story to Bangkok.
I'm going to get an early night and an early start tomorrow. I'll report at the end of the day. Hope you guys are having a great Friday night and I'll see you tomorrow!
Comments
Her look says: "After lunch, I am putting you in my dolls' house." The cat's look says: "Fifteen seconds and I'm out of here with or without this sprat's kidney in my jaws."
Jumpy James Johnson Junior
2019-12-16 15:47:27 +0000 UTCAlso, I completely understand the cat's feelings and imo it's very patient and gentle. I'd have claw-slain that creepy kid the moment it laid its sausage fingers on me.
Redric
2019-12-15 18:32:41 +0000 UTCKeep calm and use this to find where the bottlenecks are, as you can see people believe in your project and the support is solid ;) To me it seems more a "quantity" problem over your shoulders, the quality is there and the process functional. If the time invested now will help streamline and speed up the work later than it's a good investment anyway.
Enrico
2019-12-15 09:49:38 +0000 UTCSorry if I have to complain now, but ... You wrote on the 10th - tomorrow you wrote on the 11th - tomorrow you wrote on the 12th - tomorrow you wrote on the 13th - nothing you wrote on the 14th - tomorrow I appreciate it when you admit that you've overexerted yourself and can't keep the deadline. But don't put yourself under too much pressure and promise something several times that you won't be able to keep. Nobody would have been angry with you if you had written on the 10th that you are not finished and that it will take a little longer. But with your constant postponements to tomorrow, you only raise expectations that will be disappointed again. Say honestly, "Sorry, I'm not done yet and it will take some time." Nobody wants to get a faulty game, but nobody wants to be put off for several days. Don't put yourself under too much pressure with your release tomorrow, because that only produces mistakes. Just be honest with us and yourself in your assessments of the time required. 90% of your patrons and observers (I now say from experience from various threads) would rather have a flawless game and accept delays than a hasty and faulty version. But repeated promises that are not kept cost too much reputation - and you simply don't deserve that.
Falloutbabe
2019-12-14 19:22:43 +0000 UTCNot sure if it will help any, but I discovered that sometimes my breakdown list of storyline targets are bigger than I had originally conceived them to be and, as a result, I was unrealistic in my release schedule. Granted, our games are different in the manor of Art content creation process, but the premise is still alike, I think... where you see the entire thing in your head like a movie and then have to try and match it as best as possible. The trouble lies in the fact that, when we see the movie in our head, it doesn't take into consideration all of the words we have to write to describe all of that action... and as a result, we spend way more time writing than we originally planned to fully paint that scene to our satisfaction. Nor does it help, in your case, that you also are scripting all of it to be dynamic, which also adds paths and stuff that wasn't in the original movie in your head... we only saw it in ONE branch, but now must write it in several branches and make sure it doesn't bork the previous content or where you want the story to go in the future. My only suggestion, rather than worrying about piles and piles of content per release, focus on one string/character/event and just do that... let it go where you want it to go, we will wait... something great and beautiful isn't built in a day. But others said, don't forget yourself either in all of this.
ASLPro3D
2019-12-14 18:05:00 +0000 UTCmmmm tacos
Jax
2019-12-14 17:01:14 +0000 UTCSometimes sprints include stopping for tacos and crying in the bathroom. It's ok; we've all been there. You'll get faster and more efficient each time. Thankfully it sounds like you have a good team ready to help you and lift more of the work off your shoulders.
Toadsith
2019-12-14 01:56:55 +0000 UTCIt is tough to plan sprints at the start. Best to guestimate, but breakdown your tasks as small as possible. Then you can track how quickly you complete small takss. That can give you a sense of your true velocity and help you plan better later. We always overestimate ourselves in our plans. :)
Buster4MC
2019-12-14 00:15:27 +0000 UTCAnd don’t forget to take time for yourself
Matthew Cook
2019-12-13 23:48:25 +0000 UTCNo worries, Take yer time
Razgriz Gundam
2019-12-13 23:26:30 +0000 UTC