- Feb 14, 2018
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And then a preview of them walking insure.one of the preview was sophie walking to Sam´s house![]()
And then a preview of them walking insure.one of the preview was sophie walking to Sam´s house![]()
Because you probably didn't choose Patricia too. It's mentioned in the help button next to the Sam's choice.Why can't I trigger the Sam & Sophia new scenes when I started a new game without saves from part 1 but answered questions that Sophia interested in Sam
So even in part 2 there's not really anything beyond teasing yet?If the game is not abandoned, then it will definitely go far enough along many routes about which there are only hints now.
Another thing is that it will take quite a long time to wait for this.
we have had handjobs and fingeing with Dylan and Amber, Groping with the schoolboys and the last one making out sucking tits while Sophia was getting herself offSo even in part 2 there's not really anything beyond teasing yet?
Not quite like that! The plots move much further, for example, with Sam, Sophia brings herself to orgasm.So even in part 2 there's not really anything beyond teasing yet?
Sophia can also watch a 3some rape of Jennifer with Aiden and Dr DreSo even in part 2 there's not really anything beyond teasing yet?
I don't think it's a good idea to even mention a second game to L&P.Hi!
Since a heatedly discussed topic which goes on throughout the development of AWAM is the development times, how fast or slow the progress of AWAM is.
I have some interesting new points. Oceanlab, the dev of "Where it all began" and "Summer´s gone", talked a bit about life as a single person game developer.
The important thing about his speech is this: In the beginning he underestimated how much impact even hobby development had on his life, how close to burnout he was and that he worked 12-14 hours daily on his 2 games but still had far less output to show than today.
He recognised that something had to change and that was a) his mindset and b) to start developing games the smart, efficient way. For one of his early chapters it took him 9 months to produce 1400 renders (of considerable quality, while inferior to his current pics even his old ones outshine many other games on site), the current youngest update released not long ago took 3(!) months for 1520 renders of even higher quality plus several animations! And he works on both games.
An interesting tidbit about that: These two chapters (old and new) were made on the same render PC, his hardware had not changed. But he will upgrade his render machine soon, because becoming efficient and effective lets Ocean create pics faster than his current PC can render! What an upswing from muddying through at first.
For comparison:
Old render (early development chapter)
![]()
And a new render (not the same person, just to show the quality jump)
![]()
It is obvious Oceanlab learned the right lessons. He got faster, he makes gorgegous renders and works on two games.
It remains to be seen if L&P can do the same just for AWAM. I doubt it, because L&P becomes only slower.
That is why I wrote it remains to be seen if L&P can do the same JUST for AWAM.I don't think it's a good idea to even mention a second game to L&P.
Greetings to you! A wonderful post.Hi!
Since a heatedly discussed topic which goes on throughout the development of AWAM is the development times, how fast or slow the progress of AWAM is.
I have some interesting new points. Oceanlab, the dev of "Where it all began" and "Summer´s gone", talked a bit about life as a single person game developer.
The important thing about his speech is this: In the beginning he underestimated how much impact even hobby development had on his life, how close to burnout he was and that he worked 12-14 hours daily on his 2 games but still had far less output to show than today.
He recognised that something had to change and that was a) his mindset and b) to start developing games the smart, efficient way. For one of his early chapters it took him 9 months to produce 1400 renders (of considerable quality, while inferior to his current pics even his old ones outshine many other games on site), the current youngest update released not long ago took 3(!) months for 1520 renders of even higher quality plus several animations! And he works on both games.
An interesting tidbit about that: These two chapters (old and new) were made on the same render PC, his hardware had not changed. But he will upgrade his render machine soon, because becoming efficient and effective lets Ocean create pics faster than his current PC can render! What an upswing from muddying through at first.
For comparison:
Old render (early development chapter)
![]()
And a new render (not the same person, just to show the quality jump)
![]()
It is obvious Oceanlab learned the right lessons. He got faster, he makes gorgegous renders and works on two games.
It remains to be seen if L&P can do the same just for AWAM. I doubt it, because L&P becomes only slower.
Thank you!Greetings to you! A wonderful post.
It is quite obvious that L&P faced many problems that he did not even suspect when starting work on the AWAM project, this is a fact.
Personally, I think that despite the fact that 5 years have already passed, he still has time to find solutions and techniques that will allow him to reduce the development time of the game.
The biggest and unsolvable problem, in my opinion, which also increases the development time of the game, is the burnout effect.
Despite the fact that L&P does not complain constantly and does not appeal to the public justifying delays by the burnout effect, I know that it faces this problem.
Of course, this is a very strong factor that affects different creators in completely different ways. But for me personally, this is a big problem.
Sometimes there is a plot in my head and a practically formed plan for writing a story, but once started, it is extremely difficult to finish the job. While writing, from time to time I take breaks in search of inspiration to continue writing.
I'm talking about burnout precisely as an amateur writer, no more, and you're right, it can be very nasty. Unfortunately, for me personally, sometimes it takes too long to find inspiration to continue.Thank you!
I agree that after this long development time a burnout effect surely is in the background. And burnout, a not free head or writer´s block is nasty, I know that myself as a hobby writer. There are days where the ideas just flow onto paper, days were it goes ok and days where even the most relaxed feeling does not help at all. You have the ideas, but it does not want to get on paper the way it should, no matter what.
And here I think L&P must change tact if he wants to finish this game at all. He needs to get more effective, because this effectiveness helps fighting burnout, because your mind knows it will go nicely and not being a sluggish mud bath to grind out a render. Ocean was in a similar situation and he turned the momentum in his favour. His example shows that it can be done. We´ll see how L&P goes on.
Yes, for us hobby writers it is ugly, but if the inspiration does not come back, we can shelf the project, for a time or forever. It won´t kill us or so as sad we might be. It is different for those creating for money.I'm talking about burnout precisely as an amateur writer, no more, and you're right, it can be very nasty. Unfortunately, for me personally, sometimes it takes too long to find inspiration to continue.
Also I don’t think it helps him to go back and rerender everything from the beginning of the gameThank you!
I agree that after this long development time a burnout effect surely is in the background. And burnout, a not free head or writer´s block is nasty, I know that myself as a hobby writer. There are days where the ideas just flow onto paper, days were it goes ok and days where even the most relaxed feeling does not help at all. You have the ideas, but it does not want to get on paper the way it should, no matter what.
And here I think L&P must change tact if he wants to finish this game at all. He needs to get more effective, because this effectiveness helps fighting burnout, because your mind knows it will go nicely and not being a sluggish mud bath to grind out a render. Ocean was in a similar situation and he turned the momentum in his favour. His example shows that it can be done. We´ll see how L&P goes on.
I absolutely agree.Yes, for us hobby writers it is ugly, but if the inspiration does not come back, we can shelf the project, for a time or forever. It won´t kill us or so as sad we might be. It is different for those creating for money.
I consider L&P going back and rerender to be one of the biggest mistakes he made. He currently is simply not efficient enough to rerender now, it just stretches development out even more, bringing him closer to final inspiration burnout.Also I don’t think it helps him to go back and rerender everything from the beginning of the game
(yes it looks brighter and sharper)
but it’s not needed
and then he’s probly going over and nitpicking some of his texts & changing that as well.
It’s too much, just go forward and not back to the past,
but he’s not alone,
sadly more and more devs are doing this remake or reboot which usually breaks their code and needs a fresh restart
I am grateful for the fruitful discussion as well. Good night!I absolutely agree.
Today it was comfortable for me to communicate with you, I am grateful for the constructive dialogue.
It's already morning for me, and I haven't gone to bed yet, so I have to say goodbye until the next time.
Have a nice day.
One possibility for a proper appearance of Liam is of course the visit of Sophia's parents.Is there anything in the code yet that ties the Sam storyline to the proposed partner swapping with the young couple? ie if Sophia agrees to become Sam's Secret Girlfriend, she won't agree to the partner swap? If any two storylines could impact each other, it should be these two.
BTW, when is Liam's next appearance? Their next scene together, or shortly thereafter, should include a discussion about whether or not to swing with the young couple.