I am with you regarding achievements. Personally, on most games I play I shrug them off and mostly ignore them. The initial reason that I included them in BEW is because I received a few requests for them. Since I started using them anyway, I also use them as content flags, simply to let people know that there's more to see. That's the purpose of the ending and activity achievements. Decisions made at the bar have significant impact to what happens later in the game. Also, as the game progresses, different paths get different bits and pieces of the overall story, and different insights to the characters. The achievements help let players know that there is more content there than they probably expect.Comis wrote:...So, in one sense they're annoying. On the other, I wouldn't have explored as much of the game without them, and I wouldn't appreciate how much work you've actually put into it and how many branches you have planned. My sojourn in the code only added to my appreciated. I definitely look forward to the next public release.
If you get the Intro Mastery, Office Mastery and Bar Mastery achievements, then you have indeed found all the achievements available in the demo. Hopefully they are all working.Comis wrote:For the record, I was, after the edit, able to get 100% complete for the office and bar, with 17 out of 26 achievements for Wednesday. So, assuming the other 9 are for the strip club and diner, you can at least be confident that those achievements all work.
I love suggestions like this. I ignore half of them, accept half of them, and the last half makes me think about the game and make related changes, usually after one of the playtesters corrects my math. This is indeed a continuity error, and a great find! I'll add it to the playtest bug list to be fixed in the final version.Comis wrote:If you don't mind a suggestion, there was one other thing I noticed. It isn't so much a bug as a continuity error. If you are on the Emily only path, after you stroke her leg in the bar, Brad wonders if Faith was fondling herself.
Wolfschadowe wrote:May 9th, 2014 Wow, when did I move from an update every couple weeks to monthly updates? Maybe I'll step it up a little.
As of this moment, I have 7 renders remaining to finish the missing path for the day 2 office. The transition is fully storyboarded and the corruption path meeting is about 50% storyboarded. Considering that the missing path had about 150 or so renders to do, and the other two branches for the next version have, maybe 40 or 50 total renders between them, this release should be pretty quick. Maybe ready within the next month or so. Maybe. It should be obvious by now that I'm notoriously bad at estimates.
The broken model hasn't been fixed yet so I have three choices. Either create a new model and re-render all the affected scenes, Wait for the model creator to fix the model, or learn how to fix it myself. Since the main point of the game for me is to learn 3D art, I'll probably try to figure out how to fix her myself. I have discovered that the problem is that her bones aren't linked properly. That means when I try to pose her, for example bending a finger, or an elbow, the part pivots around its center instead of the joint. This leads to...mildly disturbing results. Note the fingers below:
Anyway, I'm making good progress on the rendering, and incorporating the playtester comments, bug finds, and suggestions. I think I've lost about half my current playtesters, which is expected considering the duration, but the next group (Group 3) is coming in with the next release. Thank you all for your patience and continued interest! I hope the game will be worth the wait!
Yup. He's quick. Sometimes it seems like he has 20 bugs listed in the tracker just in the time it takes me to hit Submit on the new release announcement and load the bug page. He must have racing stripes on his mouse.karrek wrote:Haha, I feel like I haven't been doing my playtesterly duty, but ExLibris beats me to everything!
I don't mind questions at all. The more, the merrier.ares wrote:Wolf, hope you don't mind me asking but have you thought about getting someone to help you with the game?
Thanks! I like to think I'm getting better, although I know overall the quality of the images will be inconsistent. Unless a render turns out really bad, I won't generally re-render an image, mainly in the interest of time. If I re-rendered every image that I wasn't happy with, I'd never finish. heh. Instead I'll make adjustments for the next image in the series. Fun fact, many of the renders in the demo took anywhere from 20-40 minutes to render, especially bar scene renders. The image above took about a minute and a half to render, although there's not much in it. Currently my average render time is closer to 7 minutes for full scene's. This is mainly due to better understanding of lighting, which I still suck at, and what render settings give me the best balance of quality and speed.ares wrote:By the way, even with the hands of the woman all fucked up, the quality of that rendering you posted seems to be much better than those we saw in the demo.
She is at the forefront in Act 2 & 3. She does help drive the story forward in Act 1, and we have a few opportunities to learn more about her, and directly interact in some of the strip club branches. On the bar paths, we won't know much about her until the Act 1-2 transition.ares wrote:And a question, is the plot with the mysterious woman going to be advanced in Act 1?
Thank you ChadOchocinco! I am glad you enjoyed the demo. I wonder how many people play through it once without realizing that there's actually several different endings and a lot of content that can't be seen on a single playthrough. One of my goals is to make a game that actually has significant replay value. Just Act 1 alone should be playable a dozen times while still finding significant amounts of new content, and occasionally things found on one path will bring understanding to why characters behaved a certain way on another path. Another goal is to make the story and characterization as engaging as the eroticism, and vice-versa, so it makes me happy to hear that you were enjoying those parts as well.ChadOchocinco wrote:I stumbled across this today and lost quite a bit of time playing it.
I don't know if I've seen a better executed, more ambitious game than this demo. I can't wait for the complete game. I thought it was a bug when I wasn't showing any accomplishments on the bar scene, only to find out what I had been attempting on hard was a fraction of everything. I was just anticipating day 1 setting up more stuff on day two, and was enjoying the characterization and story line.
Wolfschadowe wrote:Fun fact, many of the renders in the demo took anywhere from 20-40 minutes to render, especially bar scene renders. The image above took about a minute and a half to render, although there's not much in it. Currently my average render time is closer to 7 minutes for full scene's.
Not really. I do the rendering on my gaming system, and it's pretty hefty. It's a watercooled 4 core, 8 logical core intel i7 with 16GB Ram, GeForce780 video card, and a SSD. There's faster stuff out there, but the high price for a minimal boost to performance isn't really going to be worth it. Since I use Daz characters, there isn't really a way to queue the images. I have Poser Pro as well, but the Poser queue renderer doesn't render Genesis/Genesis 2 characters properly, so offloading some to the other gaming computer isn't really an option either. It wouldn't make a huge difference anyway. while images are rendering I fix bugs or work on future scene storyboards on my laptop. Besides, I'd feel bad taking money to buy myself a faster gaming computer.hrmf wrote:Just out of curiosity, would having faster hardware improve those times much?
Wolfschadowe wrote:Not really. I do the rendering on my gaming system, and it's pretty hefty. It's a watercooled 4 core, 8 logical core intel i7 with 16GB Ram, GeForce780 video card, and a SSD. There's faster stuff out there, but the high price for a minimal boost to performance isn't really going to be worth it. Since I use Daz characters, there isn't really a way to queue the images. I have Poser Pro as well, but the Poser queue renderer doesn't render Genesis/Genesis 2 characters properly, so offloading some to the other gaming computer isn't really an option either. It wouldn't make a huge difference anyway. while images are rendering I fix bugs or work on future scene storyboards on my laptop. Besides, I'd feel bad taking money to buy myself a faster gaming computer.hrmf wrote:Just out of curiosity, would having faster hardware improve those times much?
I played with LuxRender a bit when I was looking for a good way to queue renders. It can produce some great images, but those images take forever and an hour to hit the quality mark with complex scenes. Plus lux renders continuously until you stop it. I find that the 3delight render that Daz uses is a good trade between speed and efficiency. I can hit the same quality render in 10 minutes with 3delight that takes close to an hour with Lux. Granted, if I let lux run overnight it does produce an amazing result, but getting settings right in Daz, I've found that I can get very similar quality results in less render time. Although with Lux, I can carve off a processor for Daz and work in it during renders, unlike with the built-in engine. Really though, if I wanted a true-life render, lux would be the way to go.ChadOchocinco wrote: I tried using LuxRender through Reality for Daz Studio. I liked it because I could export my scenes from Daz, queue them up in Lux, and let it go. It was really resource intensive, but when I finally got a feel for the lighting in Daz, the quality of the pictures was amazing.
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