Devlog 2023-08-25


Another Friday has arrived, and with it comes news from afar...

I haven't welcomed the new patrons in a while, but you are celebrated and noticed! Thank you for making Infinite Stars possible! (Honestly, it would be nothing more than a little passion project without your kind and generous support!)

A special shoutout to Albedo, our newest Admiral patron. We've been cooking up a surprise Tabitha scene together, but Albedo has requested that I not share too much about it during my devlog!

We've all been busy!

Stoffies has finished the new hangar scene and is starting on Aeroponics soon.

Tae has been working her magic. Our next pinup will be the much-anticipated Lochem! She's also working on some more patron reward portraits, and the new aliens are looking spectacular!

A small sketch that has since been refined and coloured...


Crowbie and I have been having fun with the writing, and we came up with some particularly cruel routes for your mc to suffer through while finding a vital clue. Not all choices are equal; sometimes, choosing the easy way out leads to unforeseen but still deliciously angsty consequences.

I've also been working on the solar map. If you're currently on the Captain or Admiral tier as a patron, you should see a play on your name on the map as an extra reward. If you don't see it, don't stress; it's still a work in progress. I teased a blank prototype version of this a few months ago and have since refined it. Episode 4 will have you hopping around the solar system as you [redacted for spoilers]. Coincidentally, this is NOT the very cool navigation thing Trix has been working on, so you're in for more surprises down the line!


Look at all those places to visit... We'll be adding more soon.


It's also the Creator Day sale on itchio today, and we have some deep discounts on the character assets from IF THEN ELSE, the highest they've ever been. We've been experimenting with pricing, as I feel the current pricing doesn't align very well with our vision of helping other indies out with getting their game out there. If you do end up buying a few discounted assets, pat yourself on the back, as all proceeds go directly back into Infinite Stars.


That's it for me and the team. Have a pleasant weekend, and give someone you love a hug! <3

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Comments

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(-4)

AI tools helps indies the most

(1 edit) (+8)

As a small indie dev, I haven't been paying much heed to your regular comments advocating for AI over our hand-drawn assets on our devlogs, as I respect everyone's hustle. I did, however, want to highlight a few points that you might or might not have considered.

Other than the pending legal and ethical implications that I won't go into– it's been argued to death, and an internet opinion about whether it's right or wrong isn't going to sway anyone. The simple answer is, "We just don't know what's going to happen yet."

If I were going to invest the next three to five years of my life to develop a game, I would do it right the first time. It would suck to invest that time and effort only for the courts to definitively decide two years in that the use of 3rd party AI tools does infringe on Intellectual Property rights. They might end up doing so. They might not. Large stores like Steam are playing it safe by proactively pulling a large majority of games from their catalogue that were made with the help of AI tools. Is it fair? Depends on who you ask, but it doesn't matter. The core issue is, as an indie dev who hopefully has some business sense, would you gamble the next five years of your time and energy to develop a game with AI tools?

"But my time is free! If I lose the next five years, it didn't cost me anything as I used free AI tools." I hope you don't think like this, but if you do, there is an economic concept called "opportunity cost." Think of it like this: your time might be 'free', but if you had two options, one where you create a game that ends up being a flop due to AI assets, and another where you create a game with terrible hand-drawn scribbles that lead to $1,000 in sales, even though your time is still 'free', pursuing the first option effectively 'costs' you $1,000 in losses, as had you chosen the second option, you would have made $1,000. It's oversimplified, but you get the idea.

Secondly, AI art is very easy to spot. It has a certain 'look and feel'. It's the same with RPG Maker shovelware games. They all look the same, and people associate that with "low effort" or "terrible quality". Is it fair? Probably not. I can pour my heart and soul into the best-ever RPG Maker game, worthy of being the next moonshot, but potential players will barely glance at it before clicking away. Making a game is hard, but it's the easiest part of making a successful game. Marketing your game and getting people to play what you've made is infinitely harder, as I'm sure you've noticed with your own released games.

AI is great, but it's not "there" yet. You can't create nuanced and deliberate art or stories with it. It will improve over the next few years, and it will become more usable, but it won't ever be "intentional." Not until it advanced to a truly sentient and self-aware program. Until then, it's just algorithms throwing splotches of paint on a canvas until it resembles something that matches your prompt by referencing the data it was trained on.

Lastly, and I hesitate to mention this. I look for the best in people, and I ascribe your regular comments about AI on our devlogs to you just being very excited about AI, which is great. I have a tech background, and my day job is in tech, and AI also excites me. I can't wait to see what the future holds, but we need to be sensitive to those around us.

I hope you have a lovely weekend, and I hope you take my words to heart. You probably won't, but the optimist in me chooses to believe that you will. <3

(+1)

Hey!  your hand drawn art is amazing! Your UI for the map btw is so cool!! I will bookmark this devlog and Im looking forward to seeing the finished product.