karrek wrote:All my favorite images would be super spoilery!

Haha! I was having the same problem, that's why I need help finding the non-spoilery ones.
Update from the front page.
Wolfschadowe wrote:I had forgotten how complex the bar scene was to render, especially with all the bottle and glass transparencies and such, so that has slowed down the renders a bit, and I've had to lower the image quality slightly as well in order to get reasonable render times. I've also played with camera angles a little more so there will be more images with just the wall as a background in the interest of time. Still, it's looking good and I'm making solid progress. A little slower than I'd hoped at this point so I've been working back and forth between the day 2 campus scene and the day 2 Bar scene. The reason for this is because I'm still story-boarding the bar scene, and it's a pain in the ass to scroll between tracking image renders and filling out logic and storyboard for alternate branches every 5 minutes.
It's a lot easier to have two files open (one for each scene) and do storyboard work on one, while the other is tracking rendering. That helps keep continuity flow through the images. As a result the Campus scene that was delayed due to writers block is getting good progress too, and will be released along with the bar scene for the next round of playtesting.
I'm also rearranging my road-map a little. Once I finish the bar side branches for day two I'll build out the one scene from Act 1 in day three. After that I'll loop back around and do the Strip club side of Day 2 and the resultant scenes. This is possible because the final scene in Act 1 only has a few branches, and the impact of the strip club side to the scene is relatively small and easy to account for and adjust. The result of this is that it will give the playtesters a chance to experience the full Act 1 sooner, at least for the Day 1 Bar -> Day 2 Bar paths, and provide feedback and input to the experience.
Also, it was originally planned that I would have five groups of play-testers on-boarding. I scaled that back to 4 groups of 5 due to interest levels; however, recently the wait list has grown to a length of five, so I've decided to re-instate the original schedule of 5 rounds of playtesting. So good news to everyone that is on the wait-list as of this posting, you are all now in Group 5. Once I nail down the new road map, I'll list the on-boarding schedule at the bottom of this post, As a result, Group 4 will probably on-board a little earlier as well. There will not be a 6th group. The purpose of the number of playtesters and staggered groups is to counteract burnout from the early playtesters and bring fresh eyes in for new looks at the earlier scenes. It is a balance because more playtesters add complexity and overhead as well, so each group brings diminishing returns. Because of those diminishing returns, I set the limit to 25 total playtesters from 5 groups. To be honest though, I'm humbled and amazed to have 25 people actually interested in the game, let alone interested enough to help playtest. That's not even accounting for the 1030 downloads that the rough demo has seen. Amazing. Simply amazing. Thank you all!
In spoilers below are a couple images from the unreleased portion of the game. If the links don't work, the images are available on my DeviantArt page.
http://wolfschadowe.deviantart.com/. Maybe someday I'll upload some of my other art there...not that I'm much of an artist.
From Day 1 if you choose to go to the Strip Club.
From Day 2 at the office.
Wolfschadowe