Again that boring chat about money?where is the moderation?
I actually have a better question -- Of the people discussing about how the dev is lazy and overpaid and all that jazz; of all those people how many of those contributed
anything to the game other than complains?
How many of those people picked up Daz and make a render of similar quality than his, since all his pictures are insanely detailed. They
could use less details, sure, but the dev complained that;s the main reason why the game exists -- to counter the overflow of garbage that is out there.
Yes, sure, there are quite a lot of ways to speed up the development, for instance cutting down the number of renders by allowing at least some repetition. Alternatively, he could cut down some of the content, which would significantly reduce the number of renders, but from the recent (a few months back), there was a question if he should drop the blackmailer route. And the majority of the voters said "no". The one thing that would be viable for optimization, and that would be programming. I just guess he didn't come to that part yet.
Because, he could easily write the line or two of the dialogue when the picture is rendering. That's the real optimization that he should do. I wonder how come he didn't figure it out yet. And that could reduce the last part like 90% (so, a week or two earlier. Woo~)
Another thing that I'd like to mention about rendering is the actual render. He mentioned that for this release there will be approximately 1000 renders.
And divide that by ~90-ish days. I'm counting in weekends or days off because working everyday on something like this is not a good idea. With that, school, and a second job, yeah... Burnout is a real issue here. I won't say how many people I saw burn out in my life, but the number is not negligible.
ANYWAYS! Back to the topic at hand, let's do some math:
1000 / 90 = 11 renders per day.
"But that's not much", I hear you say.
Quite the opposite. That's quite a lot. Especially for
this project. People still seem to think that this is simple; you drag stuff on the canvas and boom, job done for the entire month. Unfortunately, the reality is quite far from that, especially if you're a perfectionist like L&P is. Even if you're well-versed in a 3D program, if you spend time fiddling with the subtle things, it won't take 20 seconds to just move an arm, but it will take a few more minutes to rig the blurry puppet that likely nobody will pay attention to, but that's what makes the visual part of the story so good -- It feels like a visual story.
Ehm.
Anyways, there's also a time when you need to create a scene anew; that can take several hours as well, not to mention the lighting and all that cool stuff that's connected to creating a believable scene.
So, 11 renders per day, counting out the things that he discards (let's face it, there's no way he gets the picture 100% right the first time all the time), is quite a lot.
And now that the analysis is done, a sub-question: Will this get better when he hires someone?
And the answer is: I don't know. The problem with a project like this is that is a single-person vision, not one of a team, and thus lies the problem: It's
your vision, and especially if you're a perfectionist, showing exactly what you want may be easier if you do it yourself than to explain someone else what exactly you want.
And now that I'm done explaining, it's time to derail this post completely:
So i saw the CG's damn one year after release and still nothing to be excited the story its continues to kinda lame so far really good development i would put this game right in the trash bin.
Right. You have a really good track record as far as the gameplays is concerned:
A town Uncovered: "lol, lazy dev!"
AWAM: "It's crap because lol crap!" (aka words above)
Red Room: "Lol, lazy devs!"
My Hunting Adventure: "Lol, traced art from Summertime Saga. Lol unoriginal! Lol, lazy devs!"
The Senior: "Lol. lazy devs!"
I think I'm starting to see a pattern here. Good job. 10 out of 10.
-S