Upcoming work on the game...
Added 2020-02-01 11:21:44 +0000 UTCA bit of a long read, but kind of important.
I've had a few very nice comments about how much content I've added to the game in such a short space of time. Since I started work on the game back in October, it's taken up just about all of my spare time. Which is cool. I've enjoyed it!
However, getting the February demo completed in time really felt like a chore rather than fun. Which isn't good. It was a real struggle to get all the images ready. My PC was rendering pretty much 24 hours a day and I was even getting up in the middle of the night to check renders and set new ones off. I didn't enjoy it. That's NOT to say I'm going to abandon the game. Far from it! I've already started planning out the next sequences. I just need to go at a slightly slower pace and get back to enjoying what I'm doing.
So, from now on, I'm not going to get a whole round of images readied in a single month. Especially as I'm planning on adding more scenes, which will mean even more images per round. It's simply not possible. Well, it's possible, but either I or my PC (or both!) will burn out at some stage :p
With this in mind, it seems to me as though I have two ways of going about future demos:-
Firstly, carry on with the monthly demos, BUT with a lot of unfinished stuff in there. Incomplete scenes and a lot of blank screens where the images aren't ready yet. I'm not sure this plan will work to be honest, as it'll be nigh on impossible to produce bug-free demos, but may give it a try.
Secondly, move to a bi-monthly demo. Or bi-monthlyish. Six weeks to two months. This will (hopefully!) give me time to add a full round of images and some more of the storyline to each subsequent version. You won't get to see what's happening quite so often, but when you do, you'll get to see more in one go. I think this is the way to go. We'll see how things are progressing nearer the end of the month :)
The hard cap seems pretty unpopular. And I'm honestly not really a fan myself. For future demos, I'll probably switch this to a simple message saying you've hit the end of the current content and you're on your own now! :p
Finally, after the Feb version of the demo goes public, I'm now going to be putting out the public demo one version in arrears. i.e. it'll only be released once the next Patreon version is ready.
Thanks for reading. And thanks again for supporting the game, whether it's with positive comments or financially, or both! Alice is already eagerly eyeing up new outfits and a couple of new locations to take her to. She's less eager to find out how much more weight she's about to put on, but I'm sure we can persuade her that it suits her … (I've seen the future in my crystal ball and, IMO, it definitely does!!!) ;)
As always, comments are welcome, whether positive or negative!
Comments
Oh... and I also cancel a LOT of my renders part way through. I'm an amateur at Daz studio, and often spot something out of place or some pokethrough on clothing that hasn't shown up in the preview :)
2020-02-02 10:29:45 +0000 UTCCloud rendering would be nice... but unless they're offering it for free, I'll carry on doing it myself. Ive already spent a small fortune (by my standards) on the assets for the game and I'm still buying more. The Patreon support (Thanks, guys!) is going some way towards covering this, but until and unless I break even, cloud rendering won't even be a consideration.
2020-02-02 10:26:02 +0000 UTCHey Tiggertoo, thanks for working through the difficulties and getting this out. It can be really stressful being a creator and you will always, always, have idiots that don't read and will always be upset. That will always be there, count their voices as invalid. As far as spending render time, it might not be a bad idea to invest in using cloud rendering farms, that way you can set up all your scenes and let the renders run off async and get the high quality you need without sitting around twiddling your thumbs. Keep up the great work!
Guy Fawks
2020-02-02 07:38:30 +0000 UTCI have... no problem with this.
Schattenjäger
2020-02-02 05:36:42 +0000 UTCThanks for the positive comments! And yeah, I definitely think a bi-ish-monthly demo is the way to go forward. I did some work on the game today and enjoyed it a lot more now that I'm not putting so much pressure on myself :) I'm actually quite excited at the prospect of being able to put together a more complete demo without so many time constraints. @Ducky... it's a nice thought, but I doubt I'll ever make enough from writing this to replace my full-time job :p But it's definitely a fun hobby! @eman... I actually started off doing exactly what you suggested. Static backgrounds with character sprites over the top. But I reallly wasn't happy with how they looked. So, I decided after about three weeks to move to fully rendered images. Yeah, they take more time to produce, but I think the different angles and changes to the backdrops add a lot to the game. Plus, I'm able to do proper lighting/shadows etc. I know it's going to take me longer to finish the game, but I think the extra quality of the images is well worth the tradeoff in time. And yep, it's going to be a big game. I'd be surprised if it weighs in at less than 10GB by the time I'm through, but just about everyone these days has terrabytes of hard disk space and a fast enough internet connection to download the game pretty quickly.
2020-02-01 20:30:27 +0000 UTCDon't burn yourself out over this, you are making lots of extremely detailed renders. I think having blank screens would be fine for upcoming demos, the content can always be added later so you don't push yourself or your computer too hard. Honest critique though, I think your method of doing every pic as a full scene render isn't going to scale up very well. The feb demo almost reached 1gb and you having to work around the clock to constantly make renders has to be a grind. Maybe keep the full scene renders only for special scenes and just stick to character models pasted over a single static background image for transitional scenes?
eman
2020-02-01 19:49:40 +0000 UTCSeriously take breaks as needed. You don't have the current funding to treat this as a full time job, so it shouldn't have to be that! It should be a fun hobby for you at this point! The update schedule you suggest is more than reasonable. And I don't think there's anything wrong with updating the non patrons with the previous version. Honestly the Feb demo by itself is more than enough to show the vision of your game. The idea of slowing down for bigger updates actually has me pretty hyped!
Ducky
2020-02-01 17:11:30 +0000 UTCBuilding a video game single-handedly is a lot. I think most sensible people will understand if you switch demo updates to 6 to 10 weeks. Personally, I think it will be good to pace things and then get more complete content wrapped up when that time passes.
Voca Labs
2020-02-01 16:21:06 +0000 UTCTake the time you need rest is well needed and deserved.
Angeloid
2020-02-01 15:36:24 +0000 UTC