No, of course not, this was just a frustration response from all the analysts.Cheesy and yuck at the same time. I hope you don't think that's really likely - but maybe it will be something as unoriginal as that and I'm hoping against hope.
No, of course not, this was just a frustration response from all the analysts.Cheesy and yuck at the same time. I hope you don't think that's really likely - but maybe it will be something as unoriginal as that and I'm hoping against hope.
Lust&Passion,OK, first of all I don't want to diminish the work of others ...
But you just cannot compare the amount of renders between different games in a certain time span! It's like comparing apples to oranges.
Stalker was a great movie. although I liked the book by the Strugatzki brothers even better.Lust&Passion,
With all due respect, of course BAD isn't anything like AWAM and we shouldn't compare them directly. I don't think anyone could possibly say the image quality is as high as yours, and the number of animations and images isn't all that important.
At the end of the day, the real point of comparison is that DPC moves the story forward substantially, with just about every main character (which are about a dozen), in every update.
You are apparently envisioning AWAM as some hybridization of Marcel Proust's Remembrance of Things Past (sometimes translated to English as In Search of Lost Time) and take your pick of Andrei Tarkovsky's Stalker or Andrei Rublev.
My recollection of reading Swan's Way (book one of seven volumes that comprise Remembrance of Things Past) was that the first 32 pages were an uninterrupted exposition where the narrator ruminates on the feelings experienced when reflecting on a childhood memory of looking out the bedroom window and how that made them feel at the time.
Is a scene where Aiden and Sophia get out of town for a few hours really that deep?
PROOF OF LIFE!OK, first of all I don't want to diminish the work of others and also don't want to rate it. But you just cannot compare the amount of renders between different games in a certain time span! It's like comparing apples to oranges. Every dev has his own style and own preferences which can take up more or less time. If you say 4000 renders and 100 animations, I'd like to know how many of these 4000 renders are actually part of the animations. I heard his animations should be very good, so I'd guess he uses at least 30 frames per animation at an average. This would mean 3000 renders would flow only into the animations! And what are animations? Exaggerated, it's a hand moving 15 renders front and 15 renders back without changing any tone mapping or other adjustments in that scene. Creating one huge scene with very complex lighting, dforce simulations and many characters can take up the same amount of time like creating 10 animations! Then it also depends on how complex a render is. How many characters are involved? How much you pay attention on the adjustments of every detail? How complex is your lighting? How much time do you spend to enhance the quality afterwards? How much attention do you pay to the poses and expressions? How tolerable are you to little art mistakes? Are there any effects? How much do you work with dforce? How many different places are there? How big are they? How much do you compose the environment yourself? Etc. etc. etc. There are a lot of different things which flow in a render which can varry the time exposure extremely! Of course 4000 renders in 5 months are impressive and the dev is certainly working very hard and also has great renders! But only because a dev created 4000 renders in 5 months and I "only" around 1000, doesn't automatically mean that I work much less!
Give me new uptade ! Now !!!OK, first of all I don't want to diminish the work of others and also don't want to rate it. But you just cannot compare the amount of renders between different games in a certain time span! It's like comparing apples to oranges. Every dev has his own style and own preferences which can take up more or less time. If you say 4000 renders and 100 animations, I'd like to know how many of these 4000 renders are actually part of the animations. I heard his animations should be very good, so I'd guess he uses at least 30 frames per animation at an average. This would mean 3000 renders would flow only into the animations! And what are animations? Exaggerated, it's a hand moving 15 renders front and 15 renders back without changing any tone mapping or other adjustments in that scene. Creating one huge scene with very complex lighting, dforce simulations and many characters can take up the same amount of time like creating 10 animations! Then it also depends on how complex a render is. How many characters are involved? How much you pay attention on the adjustments of every detail? How complex is your lighting? How much time do you spend to enhance the quality afterwards? How much attention do you pay to the poses and expressions? How tolerable are you to little art mistakes? Are there any effects? How much do you work with dforce? How many different places are there? How big are they? How much do you compose the environment yourself? Etc. etc. etc. There are a lot of different things which flow in a render which can varry the time exposure extremely! Of course 4000 renders in 5 months are impressive and the dev is certainly working very hard and also has great renders! But only because a dev created 4000 renders in 5 months and I "only" around 1000, doesn't automatically mean that I work much less!
I know it was supposed to be this month, but I guess he'll wait until this update is finished. So possibly June/July.
Actually the animations are completely separated from the 4000 renders.OK, first of all I don't want to diminish the work of others and also don't want to rate it. But you just cannot compare the amount of renders between different games in a certain time span! It's like comparing apples to oranges. Every dev has his own style and own preferences which can take up more or less time. If you say 4000 renders and 100 animations, I'd like to know how many of these 4000 renders are actually part of the animations. I heard his animations should be very good, so I'd guess he uses at least 30 frames per animation at an average. This would mean 3000 renders would flow only into the animations! And what are animations? Exaggerated, it's a hand moving 15 renders front and 15 renders back without changing any tone mapping or other adjustments in that scene. Creating one huge scene with very complex lighting, dforce simulations and many characters can take up the same amount of time like creating 10 animations! Then it also depends on how complex a render is. How many characters are involved? How much you pay attention on the adjustments of every detail? How complex is your lighting? How much time do you spend to enhance the quality afterwards? How much attention do you pay to the poses and expressions? How tolerable are you to little art mistakes? Are there any effects? How much do you work with dforce? How many different places are there? How big are they? How much do you compose the environment yourself? Etc. etc. etc. There are a lot of different things which flow in a render which can varry the time exposure extremely! Of course 4000 renders in 5 months are impressive and the dev is certainly working very hard and also has great renders! But only because a dev created 4000 renders in 5 months and I "only" around 1000, doesn't automatically mean that I work much less!
No, we're currently headed for 2 thirds of a day per year in a time when the dev hasSo 1 day update per year right?
Lust&Passion,
With all due respect, of course BAD isn't anything like AWAM and we shouldn't compare them directly. I don't think anyone could possibly say the image quality is as high as yours, and the number of animations and images isn't all that important.
At the end of the day, the real point of comparison is that DPC moves the story forward substantially, with just about every main character (which are about a dozen), in every update.
You are apparently envisioning AWAM as some hybridization of Marcel Proust's Remembrance of Things Past (sometimes translated to English as In Search of Lost Time) and take your pick of Andrei Tarkovsky's Stalker or Andrei Rublev.
My recollection of reading Swan's Way (book one of seven volumes that comprise Remembrance of Things Past) was that the first 32 pages were an uninterrupted exposition where the narrator ruminates on the feelings experienced when reflecting on a childhood memory of looking out the bedroom window and how that made them feel at the time.
Is a scene where Aiden and Sophia get out of town for a few hours really that deep?
And it has mechanics that need to be coded (free roam/cellphone/social medias etc) that AWAM doesn't have.Actually the animations are completely separated from the 4000 renders.
Also we are talking about 250 pieces of animation from 3 to 30 seconds each.
He did say that, but do you not think he won't change his mind in the end? I mean this was only supposed to be a small update and look at it now.
well the gambling story line did suck, as well over the top UNrealistic horse crapHey, I criticized his gambling storyline. you should remember that one.
You might want to buckle up for this comment, but we may end up with 1/4 day updates. This is just speculation on my part, but it may happen.No, we're currently headed for 2 thirds of a day per year in a time when the dev has
- more time to work
- better hardware
- 4 years of experience
Totally plausible.
This arrogance is unparalled. You start your sentence by saying "I don't want to diminish the work of others" assuming you could. Then you proceed to break down the work of somebody you never watched closely to excuse yourself. There is an average of 4 sex animations with details in DPC's game. His lighting is pretty good, awesome setting, very vivid ambient, a lot better story and very immsersive character experience.OK, first of all I don't want to diminish the work of others and also don't want to rate it. But you just cannot compare the amount of renders between different games in a certain time span! It's like comparing apples to oranges. Every dev has his own style and own preferences which can take up more or less time. If you say 4000 renders and 100 animations, I'd like to know how many of these 4000 renders are actually part of the animations. I heard his animations should be very good, so I'd guess he uses at least 30 frames per animation at an average. This would mean 3000 renders would flow only into the animations! And what are animations? Exaggerated, it's a hand moving 15 renders front and 15 renders back without changing any tone mapping or other adjustments in that scene. Creating one huge scene with very complex lighting, dforce simulations and many characters can take up the same amount of time like creating 10 animations! Then it also depends on how complex a render is. How many characters are involved? How much you pay attention on the adjustments of every detail? How complex is your lighting? How much time do you spend to enhance the quality afterwards? How much attention do you pay to the poses and expressions? How tolerable are you to little art mistakes? Are there any effects? How much do you work with dforce? How many different places are there? How big are they? How much do you compose the environment yourself? Etc. etc. etc. There are a lot of different things which flow in a render which can varry the time exposure extremely! Of course 4000 renders in 5 months are impressive and the dev is certainly working very hard and also has great renders! But only because a dev created 4000 renders in 5 months and I "only" around 1000, doesn't automatically mean that I work much less!
IT could be even 1 event updates as long as the timing was ok.You might want to buckle up for this comment, but we may end up with 1/4 day updates. This is just speculation on my part, but it may happen.
Male protagonist and Female protagonist is really different genre why you always compare BADIK and AWAM it really faulty comparison tbh.Regarding DPC and L&P:
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DPC always on the rise and L&P just stagnant/going down. The reasons have been talked about extensively in this thread. One of the most famous games in the biggest forum of these kind of games has such subpar support and the dev can't understand that that happens because of the way he's developing this VN, not because of the VN itself.
DPC, in his last patch, has 3700 renders and (plus!) 40 something animations + coding game mechanics + coding freeroam + doing sprites + new cellphone system. It's a whole other league in terms of development.
I don't see how the different protagonist gender means they cannot be compared. The two games are very much comparable in their basic premise: main character going through player driven transformations, with a cast of characters that they can get it on with. They are also built using the same game engine and graphics engine.Male protagonist and Female protagonist is really different genre why you always compare BADIK and AWAM it really faulty comparison tbh.
The lessons learned by the comparison, from my perspective, is that L&P needs to stop dwelling on the minutia and move the story forward. 42 pages of script for the events listed is probably going to be so much pretentious bullshit and very little of actual substance.Male protagonist and Female protagonist is really different genre why you always compare BADIK and AWAM it really faulty comparison tbh.
No you can't it faulty comparison . You can criticize L&P all you want but compare his game to another (genre) is ridiculous.I don't see how the different protagonist gender means they cannot be compared. The two games are very much comparable in their basic premise: main character going through player driven transformations, with a cast of characters that they can get it on with. They are also built using the same game engine and graphics engine.
DPC has made content with infinitely more sexual content, emotional content, and story progression than L&P has.