Progress Report
Added 2018-10-17 19:58:22 +0000 UTCHowdy!
Since last week, I've fully implemented and playtested the new night content for Evelyn and have finished posing (but not rendering) the new images for Primrose. I expect implementing her new content will be relatively straightforward since I can reuse a lot of Evelyn's code. It feels great to have fully wrapped up all aspects of Evelyn's scene before moving on to Primrose's. It'll keep my stress levels down at the end of the month for sure.
There are some extra things I would like to add for those two girls concerning the night scenes, but I'm not sure if I'll be able to fit it in this month. I'm certainly going to try. There's some other, more important content that I wish to add before the end of the month first, and that takes priority.
In other, exciting news, I have a brand new Geforce RTX 2080 Ti on the way and should have it within the next day or two. I'm really excited about this since it should likely at least halve my rendering times and increase the complexity I can add to scenes without running out of VRAM on the card. If I'm ever going to add threesome scenes (of course I will!), I'll need this. It's thanks to you guys that I can afford one of these hideously expensive cards. I'm really looking forward to doing some of this month's renders with it.
Until next time!
Comments
I agree that the static content is somewhat more important (as enticing as the animations are). I am playing another game that has relatively low-res images, 800x600 or so (would have to check for the exact properties), and while the author seems to put an awful lot of time into producing smooth animations, I'd rather see a better quality in the still images. He isn't able to afford a new graphic card apparently, which is the main culprit for his low res and a real pity.
Steven W.
2018-10-18 13:12:55 +0000 UTCRendering time is one thing, but it's setting up the animation itself that is time consuming. Studios spend millions upon millions of dollars merely creating short animations. What chance would lone developers have? You might as well give up on seeing games like this with real animations because it's just not practically possible. If I had a team of a few dozen animators, sure, but that wouldn't be economical for a porn game. The reason I go with 3-5 frames of animation per action is that I've found it's the sweet spot between looking reasonably okay and not taking too long to set up, and even then it can take days just to pose those few frames.
2018-10-18 04:33:02 +0000 UTCI follow several projects that animated some scenes, and then stopped (with vague assurances of getting back to it "when the game is done") because it is apparently very very time consuming for the artist (as well as the GPU). I'm fine with that; I'd rather have more static content than less animated content.
Dubsington
2018-10-18 01:34:46 +0000 UTCIt would be cool, but I suspect the rendering time involved in a scene like that would be prohibitive.
Omelet
2018-10-18 00:12:07 +0000 UTC