It's been a wild road for me so far. I started by coming up with a rough idea of a story which I realized was WAY too massive to turn into a real project (especially a first one). I came up with 2 more, one of which I began working on. I wrote the story, worked on the script, did most of the coding, and teamed up with an artist... who quit the project after about a month. Oh well, these things happen.
Flash forward a month later, I've learned daz, and I'm back on track, doing it all myself. This is good and bad - good because it means this will definitely come to fruition at some point. Bad because I'm not the greatest at any sort of modeling or art, so the quality will be less than it could have been - still, I'll class it as acceptable.
Because I worked with an artist early on, I do have a bunch of renders he did that I'm using as reference. Reword - I'm almost completely copying a lot of them to start. I'll diverge as I go on, and of course he only provided me with renders for the first handful of scenes so I'll be on my own after that - but I am using a lot of his ideas and even the same enviroments and sets as him early on.
So what is Alive? Well, it's the title of the game. What sort of game is it? Story driven. My drive, my entire goal, is to create a good story, with well-written characters, and for me at least, everything falls secondary to the story - which is why I've decided to accept renders of a lower quality than I initially would have liked-- because for me, it's all about the story.
So what about the story then? I'm not sure how to accurately describe it without major spoilers, but I'll try. You follow the life of our unnamed MC, shortly after losing his job. You'll meet his friends (current and new), follow through a small, but important part of his life, and if you're lucky, you even might get laid. (That line goes out to a certain two-legged curmudgeon. I wrote that just for you. This wall of text is for you too).
Rather than explain I'll show a bit: this is the first render from the game. (Provided first, original artist rendition. Provided second, mine. Mine still requires a bit of post-work but it's good enough for now).
Original:
New (but not necessarily improved):
This scene takes place at the very beginning of the game - even without dialogue you can sort of see what's going on here. After this opening scene, the story picks up 2 weeks earlier. Without going into too much detail, the story is effectively following the point where our MC loses his job until the above scene, which is not quite the end, but fairly close to it.
As for my part, I redesigned the characters, but used many of the same props and sets originally used. Some are a bit different, a couple are very different, many are similar or in the case of the above environment, identical. Some stylistically different choices with the lighting (That's it. It's not that I'm bad at lighting, it's a stylistic choice. I promise), but mostly similar.
I am learning as I go with daz though, and getting better. Today has been an experimentation in dforce physics, whereas previously everything I'd done through morphs and mesh grabbing. As I go along I expect to pick up more and more things - and unfortunately this will probably make me go back and touch up the earliest renders I've already done since I'll realize "Oh I could have done this to make it better", but hopefully I can keep that to a minimum.
All told I expect the initial release to take between 2-3 months to complete. At the moment the initial release (The 1 scene prologue of which you see the initial render for above, and CH1 and CH2), is planned to have between 6-700 total renders, and between 6-7k words of dialogue. At my current rate, including taking time to learn new stuff and occasionally backtrack, and 2-3 months seems about the pace I'm currently going at. There are also 3-4 "animation" sequences planned. I quote animation because I'm not sure how I'm going to handle them yet - I have about another 100 renders to design, set up pose and render first, then I'll decide how to handle them. I'm not a huge fan of those 1 second animation clips - but otoh my experience with animations thus far tell me setting up anything longer than 2-3 seconds will take me a few days just to design, and then another couple days of rendering. So far I've created 3 seperate animations in testing. 1 of them came out well, but it was the shortest of the 3. The 2nd was decent, but not great. The 3rd, it was abysmal. I'll need to really get better at it if I plan on doing it that way.
I may end up going with pure static images instead of animations, but we'll have to see. I'd definitely prefer some animation, so what I'll likely do is attempt the first one I have planned once I get there, if it goes well then I'll go that route, if not I'll pivot from there and we'll see. If anything does increase the total dev time to 3 months or beyond, it'd be animations as that could potentially add another 300+ renders if I do it the way I want to, although I think 4 months is the absolute longest it'd take.
All told I have a lot of work ahead of me, but I'll get through it. So far I've completed about ~30 renders, although my pace has picked up significantly. My initial progress was slowed a ton just trying to learn what to do and what not to do, and how to do certain things. Also stuff like environment design was a lot more difficult than I originally anticipated but since I've figured all that out I'm moving at a much brisker pace. Of those 30, 10 were completed yesterday, I'm on track for another 10 today. I don't quite expect to keep that pace up the entire time, but I am shooting for 7-8/day total.
Finally I'll drop the main banner here, for comparison's sake.
First, the original:
And then my take (Again with the similarities. Also needs a tiny bit of post-work, most notably a sky).
He only provided me with 7 total scenes worth of renders, so those initial 7 will mostly be pretty close to the originals, after that I'll be on my own - luckily I already have ideas for at least the first dozen scenes. After that I'll have to figure it out, but that's over a month away yet, so I have time. All in all this project won't be a short one. It also won't be the biggest on the earth, but I'm at least trying to make it have some sort of content upon initial release. I never was a fan of "release 3 scenes and a bunch of "planned content" tags, and hope for the best".
Flash forward a month later, I've learned daz, and I'm back on track, doing it all myself. This is good and bad - good because it means this will definitely come to fruition at some point. Bad because I'm not the greatest at any sort of modeling or art, so the quality will be less than it could have been - still, I'll class it as acceptable.
Because I worked with an artist early on, I do have a bunch of renders he did that I'm using as reference. Reword - I'm almost completely copying a lot of them to start. I'll diverge as I go on, and of course he only provided me with renders for the first handful of scenes so I'll be on my own after that - but I am using a lot of his ideas and even the same enviroments and sets as him early on.
So what is Alive? Well, it's the title of the game. What sort of game is it? Story driven. My drive, my entire goal, is to create a good story, with well-written characters, and for me at least, everything falls secondary to the story - which is why I've decided to accept renders of a lower quality than I initially would have liked-- because for me, it's all about the story.
So what about the story then? I'm not sure how to accurately describe it without major spoilers, but I'll try. You follow the life of our unnamed MC, shortly after losing his job. You'll meet his friends (current and new), follow through a small, but important part of his life, and if you're lucky, you even might get laid. (That line goes out to a certain two-legged curmudgeon. I wrote that just for you. This wall of text is for you too).
Rather than explain I'll show a bit: this is the first render from the game. (Provided first, original artist rendition. Provided second, mine. Mine still requires a bit of post-work but it's good enough for now).
Original:
New (but not necessarily improved):
This scene takes place at the very beginning of the game - even without dialogue you can sort of see what's going on here. After this opening scene, the story picks up 2 weeks earlier. Without going into too much detail, the story is effectively following the point where our MC loses his job until the above scene, which is not quite the end, but fairly close to it.
As for my part, I redesigned the characters, but used many of the same props and sets originally used. Some are a bit different, a couple are very different, many are similar or in the case of the above environment, identical. Some stylistically different choices with the lighting (That's it. It's not that I'm bad at lighting, it's a stylistic choice. I promise), but mostly similar.
I am learning as I go with daz though, and getting better. Today has been an experimentation in dforce physics, whereas previously everything I'd done through morphs and mesh grabbing. As I go along I expect to pick up more and more things - and unfortunately this will probably make me go back and touch up the earliest renders I've already done since I'll realize "Oh I could have done this to make it better", but hopefully I can keep that to a minimum.
All told I expect the initial release to take between 2-3 months to complete. At the moment the initial release (The 1 scene prologue of which you see the initial render for above, and CH1 and CH2), is planned to have between 6-700 total renders, and between 6-7k words of dialogue. At my current rate, including taking time to learn new stuff and occasionally backtrack, and 2-3 months seems about the pace I'm currently going at. There are also 3-4 "animation" sequences planned. I quote animation because I'm not sure how I'm going to handle them yet - I have about another 100 renders to design, set up pose and render first, then I'll decide how to handle them. I'm not a huge fan of those 1 second animation clips - but otoh my experience with animations thus far tell me setting up anything longer than 2-3 seconds will take me a few days just to design, and then another couple days of rendering. So far I've created 3 seperate animations in testing. 1 of them came out well, but it was the shortest of the 3. The 2nd was decent, but not great. The 3rd, it was abysmal. I'll need to really get better at it if I plan on doing it that way.
I may end up going with pure static images instead of animations, but we'll have to see. I'd definitely prefer some animation, so what I'll likely do is attempt the first one I have planned once I get there, if it goes well then I'll go that route, if not I'll pivot from there and we'll see. If anything does increase the total dev time to 3 months or beyond, it'd be animations as that could potentially add another 300+ renders if I do it the way I want to, although I think 4 months is the absolute longest it'd take.
All told I have a lot of work ahead of me, but I'll get through it. So far I've completed about ~30 renders, although my pace has picked up significantly. My initial progress was slowed a ton just trying to learn what to do and what not to do, and how to do certain things. Also stuff like environment design was a lot more difficult than I originally anticipated but since I've figured all that out I'm moving at a much brisker pace. Of those 30, 10 were completed yesterday, I'm on track for another 10 today. I don't quite expect to keep that pace up the entire time, but I am shooting for 7-8/day total.
Finally I'll drop the main banner here, for comparison's sake.
First, the original:
And then my take (Again with the similarities. Also needs a tiny bit of post-work, most notably a sky).
He only provided me with 7 total scenes worth of renders, so those initial 7 will mostly be pretty close to the originals, after that I'll be on my own - luckily I already have ideas for at least the first dozen scenes. After that I'll have to figure it out, but that's over a month away yet, so I have time. All in all this project won't be a short one. It also won't be the biggest on the earth, but I'm at least trying to make it have some sort of content upon initial release. I never was a fan of "release 3 scenes and a bunch of "planned content" tags, and hope for the best".
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