- Jul 7, 2017
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Is the girl perhaps the mysterious girl with the mask and the blue eyes from EP9?
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Its possible there are so many blue eyed girls tho. Those look a bit more green tho but it could just be the quality of the imageIs the girl perhaps the mysterious girl with the mask and the blue eyes from EP9?
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EP | Renders | Animations (min) | Music* | Scenes | Size_GB | Release | Development Time | Ratio* | R/W | sA/W |
---|---|---|---|---|---|---|---|---|---|---|
EP1 | 1301 | 51 (3:29) | — | 7 | ≈1.1 | 07 Feb 2019 | — days | — | — | — |
EP2 | 1709 (+31%) | 77 (3:36) (+26) | — | 8 | ≈2.3 (+1.2) | 04 May 2019 | 087 (2 months, 28 days |≈12 weeks) | 155 | 138 | 17.4 |
EP3 | 2289 (+34%) | 99 (4:42) (+22) | — | 10 | ≈4.1 (+1.8) | 16 Aug 2019 | 105 (3 months, 13 days |≈15 weeks) | 177 | 153 | 18.8 |
EP4 | 2532 (+11%) | 134 (7:57) (+35) | — | 15 | ≈6.1 (+2.0) | 10 Jan 2020 | 148 (4 months, 26 days |≈21 weeks) | 142 | 120 | 22.6 |
EP5 | 2456 (-3%) | 157 (8:35) (+23) | 17 (3.4K$) | 11 | ≈8.0 (+1.9) | 29 May 2020 | 141 (4 months, 20 days |≈20 weeks) | 147 | 122 | 25.6 |
EP6 | 3336 (+35%) | 162 (8:33) (+5) | 24 (4.8K$) | 19 | ≈11.1 (+3.1) | 13 Nov 2020 | 169 (5 months, 16 days |≈24 weeks) | 159 | 138 | 21.2 |
EP7 | 3723 (+12%) | 250 (18:14) (+88) | 18 (3.6K$) | 15 | ≈14.5 (+3.4) | 23 Apr 2021 | 162 (5 months, 11 days |≈23 weeks) | 208 | 161 | 47.3 |
EP8 | 4158 (+12%) | 358 (26:21) (+108) | 34 (6.8K$) | 16 | ≈19.5 (+5.0) | 19 Nov 2021 | 211 (6 months, 28 days |≈30 weeks) | 190 | 138 | 52.5 |
EPI | 794 | 36 (4:36) | 19 (3.8K$) | 2 | ≈2.6 (new) | 4 Mar 2022 | 105 (3 months, 13 days |≈15 weeks) | 71 | 53 | 17.7 |
EP9 | 5037 (+21%) | 303 (26:08) (-55) | 21 (4.2K$) | 18 | ≈7.3 (+4.7) | 16 Dec 2022 | 287 (9 months, 12 days |≈41 weeks) | 161 | 123 | 38.2 |
EP10 | >2504 Target ≈4500 | >148 Target ≈320 | 10 (2.0K$) | — | — | in development | 112 (3 months, 22 day |≈16 weeks) | — | — | — |
Very positive news. Said month’s ago he needed to upgrade to 4090’s. This really should bring production time back to more sensible time frame, even with increased quality and quantity. summer release seems plausible. When he next gives a total render and animation count I’ll make a proper forecast.You must be registered to see the links
View attachment 2527307
I started the week posing static renders and finished a longer Jill scene. After this, I revisited the planning phase for episode 10, trying to map out the remaining events on the episode timeline and plan some more.
I checked what I'd done and what was left to do, and visually seeing this progress made me realize that episode 10 would be another big one. I believe I have mapped out close to everything I want in the episode now, which feels great.
Then I spent part of the week writing dialogue and coding for the phone and generally had a very good flow.
I've done a lot so far, especially when you account for most of the mini-games being completed and added to the episode, but I have plenty of manual labor left.
I counted the segments on the timeline and found that I have created 29/51 (57%) parts and have 22/51 (43%) parts left to create.
Of those remaining 22 parts, 4 are free-roam events (two small ones, one medium-sized, and one long), and the rest are lewd and normal scenes. The parts range from short to long, and some include multiple different scenes and variations.
I've been bumping my render and animation quality in Season 3, but my render power has more or less stayed the same for quite some time now. I decided to invest a lot more into hardware and am currently in the process of upgrading my systems with 4090s and building brand-new rigs.
It's unreal to me that I can do this at this scale. My thoughts go back to the first year of development when I had a single PC with one 1080 Ti and had to wait months to afford more RAM. I'm immensely thankful for being able to do this upgrade, and it's all thanks to you guys.
At the moment, I have upgraded my systems with +50% extra render power. Shortly, I plan to increase that to roughly 90% total extra power compared to before the upgrade. This means these upgrades will almost double my render speed, pushing the bottleneck further toward manual labor - which is me sitting by the PC working.
The upgrade I did this week immediately affected my render queue. I have 0 static renders in the queue for the first time in months, and only 26 animations remain. I believe these animations will be done within 1-2 weeks.
The good thing now is knowing that the renders and animations I pose will render twice as fast. This puts more pressure on my manual work but alleviates the waiting time at the end of the development cycle.
As I already see results from the PC upgrade, I will return to posing animations next week.
I love the game development right now, and the hardest thing for me is to choose what I want to work with every day because there are a lot of fun scenes left to create. Let's fucking go!
Have a nice weekend
Dr PinkCake
Thanks for the repost here.You must be registered to see the links
View attachment 2527307
I started the week posing static renders and finished a longer Jill scene. After this, I revisited the planning phase for episode 10, trying to map out the remaining events on the episode timeline and plan some more.
I checked what I'd done and what was left to do, and visually seeing this progress made me realize that episode 10 would be another big one. I believe I have mapped out close to everything I want in the episode now, which feels great.
Then I spent part of the week writing dialogue and coding for the phone and generally had a very good flow.
I've done a lot so far, especially when you account for most of the mini-games being completed and added to the episode, but I have plenty of manual labor left.
I counted the segments on the timeline and found that I have created 29/51 (57%) parts and have 22/51 (43%) parts left to create.
Of those remaining 22 parts, 4 are free-roam events (two small ones, one medium-sized, and one long), and the rest are lewd and normal scenes. The parts range from short to long, and some include multiple different scenes and variations.
I've been bumping my render and animation quality in Season 3, but my render power has more or less stayed the same for quite some time now. I decided to invest a lot more into hardware and am currently in the process of upgrading my systems with 4090s and building brand-new rigs.
It's unreal to me that I can do this at this scale. My thoughts go back to the first year of development when I had a single PC with one 1080 Ti and had to wait months to afford more RAM. I'm immensely thankful for being able to do this upgrade, and it's all thanks to you guys.
At the moment, I have upgraded my systems with +50% extra render power. Shortly, I plan to increase that to roughly 90% total extra power compared to before the upgrade. This means these upgrades will almost double my render speed, pushing the bottleneck further toward manual labor - which is me sitting by the PC working.
The upgrade I did this week immediately affected my render queue. I have 0 static renders in the queue for the first time in months, and only 26 animations remain. I believe these animations will be done within 1-2 weeks.
The good thing now is knowing that the renders and animations I pose will render twice as fast. This puts more pressure on my manual work but alleviates the waiting time at the end of the development cycle.
As I already see results from the PC upgrade, I will return to posing animations next week.
I love the game development right now, and the hardest thing for me is to choose what I want to work with every day because there are a lot of fun scenes left to create. Let's fucking go!
Have a nice weekend
Dr PinkCake
quite vain hope. we can look forward to a better product, provided all the graphic power is not directed into a new metaphysical introThanks for the repost here.
Indeed, now that the RTX4090 with its huge performance has been confirmed on board, the only obstacle to a quick release is the person doing the PC work.
Previously, the hardware used to render at the end of development while the DPC could rest, now the situation is reversed. But I hope this will give an increase in speed at any case.
We can judge this only after the release of Ep.10, we do not yet know what it will be like and what the structure will be.quite vain hope. we can look forward to a better product, provided all the graphic power is not directed into a new metaphysical intro, but the timing will not be affected
We certainly can’t judge now, but we absolutely can presume that he will invest all this extra power into the things he enjoys doing.We can judge this only after the release of Ep.10, we do not yet know what it will be like and what the structure will be.
Animated opening is not a problem at all for the RTX4090 with their performance. This cards are monsters.
that animated intro remains unexplained, then of course the fact that it cost us no less than a week's wait doesn't improve its position.We can judge this only after the release of Ep.10, we do not yet know what it will be like and what the structure will be.
Animated opening is not a problem at all for the RTX4090 with their performance. This cards are monsters.
You must be registered to see the links
View attachment 2527307
I started the week posing static renders and finished a longer Jill scene. After this, I revisited the planning phase for episode 10, trying to map out the remaining events on the episode timeline and plan some more.
I checked what I'd done and what was left to do, and visually seeing this progress made me realize that episode 10 would be another big one. I believe I have mapped out close to everything I want in the episode now, which feels great.
Then I spent part of the week writing dialogue and coding for the phone and generally had a very good flow.
I've done a lot so far, especially when you account for most of the mini-games being completed and added to the episode, but I have plenty of manual labor left.
I counted the segments on the timeline and found that I have created 29/51 (57%) parts and have 22/51 (43%) parts left to create.
Of those remaining 22 parts, 4 are free-roam events (two small ones, one medium-sized, and one long), and the rest are lewd and normal scenes. The parts range from short to long, and some include multiple different scenes and variations.
I've been bumping my render and animation quality in Season 3, but my render power has more or less stayed the same for quite some time now. I decided to invest a lot more into hardware and am currently in the process of upgrading my systems with 4090s and building brand-new rigs.
It's unreal to me that I can do this at this scale. My thoughts go back to the first year of development when I had a single PC with one 1080 Ti and had to wait months to afford more RAM. I'm immensely thankful for being able to do this upgrade, and it's all thanks to you guys.
At the moment, I have upgraded my systems with +50% extra render power. Shortly, I plan to increase that to roughly 90% total extra power compared to before the upgrade. This means these upgrades will almost double my render speed, pushing the bottleneck further toward manual labor - which is me sitting by the PC working.
The upgrade I did this week immediately affected my render queue. I have 0 static renders in the queue for the first time in months, and only 26 animations remain. I believe these animations will be done within 1-2 weeks.
The good thing now is knowing that the renders and animations I pose will render twice as fast. This puts more pressure on my manual work but alleviates the waiting time at the end of the development cycle.
As I already see results from the PC upgrade, I will return to posing animations next week.
I love the game development right now, and the hardest thing for me is to choose what I want to work with every day because there are a lot of fun scenes left to create. Let's fucking go!
Have a nice weekend
Dr PinkCake
Good, then he can focus on the content people actually want to see now.You must be registered to see the links
View attachment 2527307
I started the week posing static renders and finished a longer Jill scene. After this, I revisited the planning phase for episode 10, trying to map out the remaining events on the episode timeline and plan some more.
I checked what I'd done and what was left to do, and visually seeing this progress made me realize that episode 10 would be another big one. I believe I have mapped out close to everything I want in the episode now, which feels great.
Then I spent part of the week writing dialogue and coding for the phone and generally had a very good flow.
I've done a lot so far, especially when you account for most of the mini-games being completed and added to the episode, but I have plenty of manual labor left.
I counted the segments on the timeline and found that I have created 29/51 (57%) parts and have 22/51 (43%) parts left to create.
Yeah.... MORE JillGood, than he can focus on the content people actually want to see now.![]()
I wish I could side with DrPinkCake, but damn... you're absolutely right!that animated intro remains unexplained, then of course the fact that it cost us no less than a week's wait doesn't improve its position.
the point was that we have to see how this additional power will be spent, DPC has no real interest in shortening the time, if it will use it to improve the quality of the renders (without listing the now chronic problems of Maya's skin, Josy's steel teeth and others, Jill's smile etc.) it will be a gain for us too. if instead it will be used in useless animations (like the intro of the ninth chapter) it will be quite irrelevant or even annoying.
If the computing power allows him to do everything he wants in 6-7 months for a new episode, then I'm okay with that. A longer gap is already problematic and annoying. In that case, fuck the long animations.We certainly can’t judge now, but we absolutely can presume that he will invest all this extra power into the things he enjoys doing.
And based on his track record speeding up the episode development time is low on his priorities.
So more animations (and not necessarily lewd) as well as an overall render count increase are where I reckon it’s headed.
“…episode 10 would be another big one…”
Surely no one expected anything else.
This is the only animation of the three long ones in Ep.9 that I have questions about - I don't understand what it means either.that animated intro remains unexplained, then of course the fact that it cost us no less than a week's wait doesn't improve its position.
the point was that we have to see how this additional power will be spent, DPC has no real interest in shortening the time, if it will use it to improve the quality of the renders (without listing the now chronic problems of Maya's skin, Josy's steel teeth and others, Jill's smile etc.) it will be a gain for us too. if instead it will be used in useless animations (like the intro of the ninth chapter) it will be quite irrelevant or even annoying.
That's psychology but I do wonder if DPC being now the only bottleneck would make him stress and overwork since he will always look to beat the rendering speed to always keep the queue active and busy.Thanks for the repost here.
Indeed, now that the RTX4090 with its huge performance has been confirmed on board, the only obstacle to a quick release is the person doing the PC work.
Previously, the hardware used to render at the end of development while the DPC could rest, now the situation is reversed. But I hope this will give an increase in speed at any case.
Honestly I don't get that criticism. If you look at some of the best VNs in this forum (according to the overall average rating), they all take like 4-5 months for their updates and BaD is probably the most complex with the most permutations by now. So taking about 6 months for an update is not as outragiously long as a lot of people make it out to be.If the computing power allows him to do everything he wants in 6-7 months for a new episode, then I'm okay with that. A longer gap is already problematic and annoying. In that case, fuck the long animations.