What's the problem with that? Every big TV show hire different directors for different chapters and you can't tell the difference of quality between one episode and another in terms of visual aspects. There are even second directors too, who film scenes by their own in the same chapter. Every respectable animation studio has different animators and you can't tell the difference between one drawing and another. Avatar, one of the most successful movies, had like 1000 visual artists. Stephen King has a lot of his stories told in movies by others.L&P says in his patron page:
The only chance to speed things up is to give some of the events to a stranger dev to develop, which I don't know, and have to trust him/her parts of my story!
You are ignoring the fact that in the game right now there are a lot of renders with different quality. Sophia and the other characters have changed their appearence multiple times and still the people continue playing the game. If there's a game where you can see significant differences between renders is this one. Even the animations have been done different between each other, look at the second to last sex scene with Liam.Are those renders good? Yes. Is that render quality enough to make a game? Also yes.
Are those renders at L&P level? No. You put a render done by L&P and a render in the fan art page here and I think 99.99% of the times I'll guess which is which.
L&P should keep creating scenes, it's something he clearly enjoys doing and finding new ways of working.
What (in my opinion) he should do, is hire someone to prepare and scout everything for him. He needs organization, a final asset list, environments 95% done and a storyboard before each update.
The discussion was about L&P and Hemingway being "similar", as in their styles and approach to their work. There were no parallels drawn to AWAM and The Old Man And The Sea (with an a). That's your misconception and/or false assumption.Talking about Hemingway and his masterpiece "The old man and the see" and making a parallel with a silly porn game!!!??? That's just pathetic.
That's what I thought.
So can someone explain me why only the rendered scenes go up ?
Is he putting the batch renderer to work and takes half a week off? Isn't he supposed to have a rig by now capable of rendering on the fly while he creates the scenes?
Very simple!All things I knew but wanted someone else to confirm.
So the question remains, how come the created scenes % very rarely moves up together with rendered scenes if both jobs can be done at the same time?
Hey, L&P, I have a sincere question about the editing process. Do you cut any images from the game after you render them, or do you only render images that you know will make the final cut? There was some discussion that maybe you create/render many extra images that eventually get cut from the final version. I'm under the impression that you only render what makes it into the final game, but it was a curious idea to think about.Very simple!
1) Of course I'm rendering while creating the scenes! Creating a scene takes usually much longer than rendering a scene. That's why if you are working on a very difficult scene the rendering % can go up quicker since it works parallelly.
2) The % is anyway vague because the percentage of the events I made before I started with the actual creation of them. Why the created scenes give you the illusion as if I'd work slower at the moment? Very simple. I gave the 2nd side job 30%. It has 10 MS Word pages of text and 224 renders. The Aiden event I gave "only" 20%. But then I had to add some more dialogues and description into it which increased the MS Word pages for this event to 14! And it will have between 260 and 300 renders. Do you get it? While for the 2nd side job I had to render/create maybe just around 37 renders for a 5% jump, for the Aiden event I need to render/create around 70-80! Plus the scenes are technically more difficult to create!
L&P I hope you are not increasing the scenes in the Aiden event due to panicking (I mean changing the script and all at last moment). We trust your script and work and it works so well when we play the game.Very simple!
1) Of course I'm rendering while creating the scenes! Creating a scene takes usually much longer than rendering a scene. That's why if you are working on a very difficult scene the rendering % can go up quicker since it works parallelly. Plus, I always edit the scene before rendering it which also holds me back from working on the "creating scenes" part.
2) The % is anyway vague because the percentage of the events I made before I started with the actual creation of them. Why the created scenes give you the illusion as if I'd work slower at the moment? Very simple. I gave the 2nd side job 30%. It has 10 MS Word pages of text and 224 renders. The Aiden event I gave "only" 20%. But then I had to add some more dialogues and description into it which increased the MS Word pages for this event to 14! And it will have between 260 and 300 renders. Do you get it? While for the 2nd side job I had to render/create maybe just around 37 renders for a 5% jump, for the Aiden event I need to render/create around 70-80! Plus the scenes are technically more difficult to create!
Very rarely. Actually I already decide what I'm going to render during the scene creation process.Hey, L&P, I have a sincere question about the editing process. Do you cut any images from the game after you render them, or do you only render images that you know will make the final cut? There was some discussion that maybe you create/render many extra images that eventually get cut from the final version. I'm under the impression that you only render what makes it into the final game, but it was a curious idea to think about.
I always change things during scene creation because only then I get an image of it and see what's possible and what could work better. Every scene has a base framework where I write what should happen, how, Sophia's reactions, the sense, some crucial dialogues and description etc. Then when I start working on it in Daz Studio I'll do the fine tuning. I'll add and adjust the dialogues. Plus the narrator descriptions. That's why I also said a couple of times why it's difficult to help in this case because I never know 100% how a scene should look like. I got a picture of it and know what should happen. But the details I only know when actual start working on it. But that scripts get edited during a creation process is perfectly normal and happens everywhere in the showbusiness. There's no movie or TV show which doesn't get a bunch of changes during the shooting process.L&P I hope you are not increasing the scenes in the Aiden event due to panicking (I mean changing the script and all at last moment). We trust your script and work and it works so well when we play the game.
I say this because when we panic we sometimes spoil our own work.(Happens with me many times)
I snickered when I read, "Very simple". It turns out that was the only part of the explanation I understood.Very simple!
1) Of course I'm rendering while creating the scenes! Creating a scene takes usually much longer than rendering a scene. That's why if you are working on a very difficult scene the rendering % can go up quicker since it works parallelly. Plus, I always edit the scene before rendering it which also holds me back from working on the "creating scenes" part.
2) The % is anyway vague because the percentage of the events I made before I started with the actual creation of them. Why the created scenes give you the illusion as if I'd work slower at the moment? Very simple. I gave the 2nd side job 30%. It has 10 MS Word pages of text and 224 renders. The Aiden event I gave "only" 20%. But then I had to add some more dialogues and description into it which increased the MS Word pages for this event to 14! And it will have between 260 and 300 renders. Do you get it? While for the 2nd side job I had to render/create maybe just around 37 renders for a 5% jump, for the Aiden event I need to render/create around 70-80! Plus the scenes are technically more difficult to create!
I wish he would sell it to NLT-media. They would have updates every other month & the game would be finished in about 5 yearsI don't think L&P wants to build a team. This is his project and he wants to work alone. I made peace with that a long time ago. I think if he chose to he could build a team, which could proportionally raise revenue and could then justify a small studio. But that isn't his ambition. That's fine, but it comes with trade offs, namely in the form of long development cycles.
My fear is that over the next 12 months the growing complexity of the narrative, combined with his focus on both quantity and quality of renders, is going to result in development times steadily increasing. By 2022, two releases a year may be best case scenario. From there it's anyone's guess how patrons will respond. But I would hate to see the bottom fall out of his economic model and threaten the future of the game.
They will probly have a heart attack if they are taking viagara and shes giving them a sponge bath or leaning over them with major cleavage or rubbing against their bonerswe always see her into young boys and women we never see her into elder males i wonder what will happen with old gents
That's the problem with people who never worked on VNs of this kind. Do you think that rendering is the only thing I do? Do you know how much time it can take to fit the art to your script? How many times you're sitting there and trying to figure out how to visualize a certain part of your script the best way? How to express a certain scene? Editing and adding dialogues. Writing stuff in your script. Thinking about formulations. Do you think that every scene works the same way and has the same speed doesn't matter if it's rather a simple scene with just two characters outdoors talking or an active, vivid interior scene with many characters with hundreds of poses, meticulously adjusted and complex manual lighting systems? Doesn't matter if you have to create a completely new area which also needs to fit the scene or take an already used one?His position is still strong, the number of patrons is growing so nothing will change.
But when after 4 months you come up with 800 renders you don't explain 7days/8-10 hours.
You could work 16 hr. days, 7 days a week, and folks would still think you were out chasing rabbits.That's the problem with people who never worked on VNs of this kind. Do you think that rendering is the only thing I'm doing? Do you know how much time it can take to fit a scene to your script? How many times you're sitting there and trying to figure out how to visualize a certain part of your script the best way? How to express a certain scene? Do you think that every scene works the same way and has the same speed doesn't matter if it's a scene with just two characters outdoors or an interior scene with many characters, meticulously adjusted and complex manual lighting systems? Doesn't matter if you have to create a completely new area which also needs to fit the scene or use an already used one!
Creative work is not a monotonous thing like copying a text day by day! You cannot count the working hours just by the renders per day!
Oh that's great, happy to know that. Can't wait for the new updateVery rarely. Actually I already decide what I'm going to render during the scene creation process.
I always change things during scene creation because only then I get an image of it and see what's possible and what could work better. Every scene has a base framework where I write what should happen, how, Sophia's reactions, the sense, some crucial dialogues and description etc. Then when I start working on it in Daz Studio I'll do the fine tuning. I'll add and adjust the dialogues. Plus the narrator descriptions. That's why I also said a couple of times why it's difficult to help in this case because I never know 100% how a scene should look like. I got a picture of it and know what should happen. But the details I only know when actual start working on it. But that scripts get edited during a creation process is perfectly normal and happens everywhere in the showbusiness. There's no movie or TV show which doesn't get a bunch of changes during the shooting process.
Understood! Thanks for the answer L&P.Very simple!
1) Of course I'm rendering while creating the scenes! Creating a scene takes usually much longer than rendering a scene. That's why if you are working on a very difficult scene the rendering % can go up quicker since it works parallelly. Plus, I always edit the scene before rendering it which also holds me back from working on the "creating scenes" part.
2) The % is anyway vague because the percentage of the events I made before I started with the actual creation of them. Why the created scenes give you the illusion as if I'd work slower at the moment? Very simple. I gave the 2nd side job 30%. It has 10 MS Word pages of text and 224 renders. The Aiden event I gave "only" 20%. But then I had to add some more dialogues and description into it which increased the MS Word pages for this event to 14! And it will have between 260 and 300 renders. Do you get it? While for the 2nd side job I had to render/create maybe just around 37 renders for a 5% jump, for the Aiden event I need to render/create around 70-80! Plus the scenes are technically more difficult to create!