always86

Active Member
Mar 19, 2020
906
2,365

1692360452845.png

Grab a cup of something and take a break. A large chunk of text without a tldr incoming.

First off... Boom! The 5000 render milestone was reached this week. Now episode 10 has more renders than episode 9 - the previously biggest episode in the game. And because I reached this milestone, I had to try and estimate how much is left in terms of development.

I have been working on art and coding all week. I started by completing two smaller scenes and one free-roam event. The better part of the week was spent on creating the last free-roam event of the episode. Since it's a new environment, there was environmental design to carry out first, and also preparation of the characters for it.

The dialogue for this free-roam event was written months ago, so it's a matter of creating the art and coding the events and buttons. It's a labor-intensive yet easy free-roam event to create, so I should be able to maintain a good speed without any speed bumps.

After the recent weeks of playing and polishing the game, my flowchart has been updated, and the following checklist is what the current state is like.

As I develop these episodes, I always ask you to take numbers with a grain of salt because the scene/render/animation count will change until the last few weeks of development. This is why it's always hard for me to give accurate estimates.

As you will notice below, the scene count is larger than I reported earlier because of the addition of some scenes that were needed to make some branches feel whole.

Checklist Episode 10
This is the current checklist of what's left to do before beta testing can begin.

Scenes
Three lewd scenes - One is written. Neither scene has any art.

Three free-roam events - One is almost complete, another has a few scenes left, and I'm ~70% through the last one. All writing is done. All need a different degree of testing and additional phone content.

Three normal scenes - One is written, one has partial writing, and one is planned. Neither scene has any art.

Art
Based on the scenes above, I estimate I must pose an additional ~600 static renders and 70-100 animations.

Current static render count: 4892 produced. 220 posed renders in the render queue. 5112 renders total.

Current animation count: 237 produced. 28 posed animations in the render queue. 265 animations total.

Code
Pack Quest - In the planning phase.

Vault - Ensure that numbers are placed and work as intended.

Rewards/2D art - 70% completed. The rest will be placed in free-roam events, story scenes, and the Vault. Testing and possibly correction of code are needed.

Gallery - The lewd gallery has been coded but can't be tested until all lewd scenes have been made. Some art remains for miniature images.

Phone content - There's some work left with the Rooster and Chat apps. Also, the new phone gallery will get additional planned content. The music app needs updated code to include new songs.

Bios - I always leave bios for the last part of the development.

Episode end screen and report - In the planning phase.

Credits - I haven't added new patrons to the credit section yet.

Sound
SFX work has been done as I play-tested parts of the episode; I estimate it's ~80-90% done.

For music, it's the same as with SFX. Most of the scenes that are complete have songs in place. 25 new songs have been added so far.

Testing
I haven't played the episode from start to finish yet because of gaps in the episode and missing content near the end.

My personal tests and polishing remain. How long they take usually depends on how much I have played the episode during development and whether new features are involved.

Episode 10 is packed with new things for the game, meaning testing might take some extra time to ensure high quality.

My thoughts on the checklist.
The animations will be the most demanding part, but cannot be skipped or trimmed as the scenes are essential for the episode.

The static render estimation can change in either direction but is likely lower than stated.

The code tasks are all fast tasks to complete. I estimate that I could get all of them done within 1-2 days of work, but they depend on the art content I need to produce first.

The remaining work on SFX and Music won't take too long, 1-2 days here as well.

Testing is another demanding part. I have lots of new features to test this time around. And we are talking about the five main branches on top of some very ambitious branching within them.

As always, there will be waiting time for animations near the end of the development, and this is when I plan to perform my personal tests and polishing.

Hopefully, I have covered all aspects of the checklist, but I may have missed something minor - all big tasks are accounted for.

My plan going forward.
I plan to work with art until I need to write the last scenes. Animations will be posed intermittently.

I plan to be done with my testing as the final animation frames are produced, thus minimizing the time between the PCs being idle and the start of beta testing/proofreading. As usual, at least two weeks will be allotted for private beta testing and proofreading before the episode can be released on Patreon.

Next up for me is to continue with art on the free-roam I'm working on and hopefully be able to move on to other scenes later next week.

Have a nice weekend, and thanks for reading

Dr PinkCake
Well, this is a bad sign.

Between 98 and 128 animations to render? at his current average for the epsode (6.6 a week) that will take between 14.9 and 19.5 weeks. 19 Weeks would take it through to a January(!) release. 6th October was the same release cycle as 9 including beta testing, 42 weeks. As it stands he would need to average 24.5 and 32 animations rendered a week to allow two weeks of beta testing for an October 6th release. His best confirmed performance in this production cycle has been 9 average per week. (could have done more but he's only been announcing posed not rendered numbers).

Yes the 4090's could speed this up and the remaining animations could be short ones, that could mean October is possible. TBH I feel like we've now slipped from worst case scenario date of early October to a very possible November release and December isn't really that unlikly.

I'm not one of the people who thinks he's milking. I do think he is prioritising the wrong things, mainly massive SFW animations that don't add enough to justify themselves.

Anyway here is the progess for still renders.

1692985443676.png

And here is animations

1692985480419.png
 

ProxyGist

Member
May 8, 2023
479
2,002
About Blender, how easy is it to port all daz kits to Blender? I've heard that Blender is much better for serious animations and faster, but would it be easy to port the entire huge library that BaDIK is?

As far as I know, Oceanlab and digi.B are gradually moving to Blender.
If he was doing animations in Blender we would have noticed it right away. The rendering engines and lighting principles in Blender and DAZ are different (for example, look at the Mist game made entirely in Blender). Also, in Blender you can really get water/liquid physics, cloth/hair simulation, etc, which is impossible in DAZ. I don't know how porting from DAZ to Blender works now, but the last time I used custom bridge, it still didn't work perfectly, there were performance sags. Blender is not a very powerful program, it works well up to 2-3 million polygons, then it starts to lag. That's why I prefer Maya, which is the standard for producing cartoons and video game animations. But the bridge in Maya works very poorly, you could say it doesn't exist.
I don't see a problem in DAZ, unless you do complex animations there.
Ocean has long promised to move to Blender, but still hasn't. We'll see it right away anyway. The difference will be too noticeable. In any case, to work in Blender you need to know at least the principles of modeling/working with particles/working with geometric nodes. Geometric nodes are a very big topic to study.
 

hakuna-matata

Well-Known Member
May 30, 2020
1,409
5,622
I like how he is trying to reel himself back for 3 episodes, yet they still keep increasing in size
DPC:
MUHAHA I'll tell those suckers I plan to shorten the episodes in the status updates and questionnaire, but what I am really going to do is add 300 more animations. I will also add 100 more animations for every complaint I read.

Also, now that of think of it, I should create a Madame Interlude after I am done creating this episode. The fans are going to love it. They need to know how a regular woman becomes a HOF stripper and hooker.
 

Cabin Fever

Engaged Member
Nov 23, 2018
3,386
5,492
First progress report of ep 10

Last progress report of ep 10

Oh, the duality of men! At least we can stop pretend DPC is good in planning and accept that whole "i have all the story map out" is straight up bullshit.
EDIT: Also, perceive how he not even mention/remember his initial "plan" of make ep 10 smaller. Probably because it'll be the same of admit he failed in something and God forbid the great DPC admit he failed in something
Seriously, anybody who believed even just for a split-second that DPC would be able to make Ep10 smaller than Ep9, or that Ep10 would come out much faster than Ep9, are idiots beyond redemption.

Having said that, having a story mapped out is very different from having the story actually written out. Anybody who mistakes one for the other is not the sharpest knife neither.
 

lipe2410

Forum Fanatic
Dec 23, 2018
5,232
20,224
I don't think people here realise how game development or any other development in creative media works if you strive for something of high quality.

Miscalculating the initial plan for an episode does not mean he can't have his story mapped out. If you look at EP from 1 to 9, you can see how some of the pieces fall into place and create fully developed arcs. He is either amazing at working on the fly or he has a story mapped out (without details).

That's how creative work is done. I once planned my next video edit as a 30s montage that would push my abilities to the test. It did, but during creating it, I had so many ideas that it turned into something better but also bigger. And it ended up being 1 min and 10 seconds long. It also took me a few months more than I planned (and I'm sure I'm worse at it than DPC).

I want to underline that I understand the frustration if you, or anyone here, is paying DPC and supporting him monthly. I just wanted to point out that in the world of art, especially video game development, it is never that simple. It's just hard to explain it to gamers because they sometimes, rightly or wrongly, feel entitled. It just kinda looks like a really toxic relationship, not even speaking of the legit DPC flaws.
I don't think going to "i'll make the episode smaller" to "the biggest episode to date again" is a simply miscalculation. Seems more like be careless and unorganized. But i'm not a creative person and don't have any insight about creative work so at the end of day it's simply my views coming from my place just as a player.
Seriously, anybody who believed even just for a split-second that DPC would be able to make Ep10 smaller than Ep9, or that Ep10 would come out much faster than Ep9, are idiots beyond redemption.

Having said that, having a story mapped out is very different from having the story actually written out. Anybody who mistakes one for the other is not the sharpest knife neither.
What i like more about this type of comments that try pass the responsability from devs to players is that subliminally imply devs are not trustworthy and people should not believe in what the devs themselfs write in their own progress reports.

Now let me easy the mood with a good joke
But with the Halloween episode done, I can limit myself a bit with this next episode.
:KEK:
 

Darkwen

Forum Fanatic
Nov 10, 2020
5,435
11,659
I don't think people here realise how game development or any other development in creative media works if you strive for something of high quality.

Miscalculating the initial plan for an episode does not mean he can't have his story mapped out. If you look at EP from 1 to 9, you can see how some of the pieces fall into place and create fully developed arcs. He is either amazing at working on the fly or he has a story mapped out (without details).

That's how creative work is done. I once planned my next video edit as a 30s montage that would push my abilities to the test. It did, but during creating it, I had so many ideas that it turned into something better but also bigger. And it ended up being 1 min and 10 seconds long. It also took me a few months more than I planned (and I'm sure I'm worse at it than DPC).

I want to underline that I understand the frustration if you, or anyone here, is paying DPC and supporting him monthly. I just wanted to point out that in the world of art, especially video game development, it is never that simple. It's just hard to explain it to gamers because they sometimes, rightly or wrongly, feel entitled. It just kinda looks like a really toxic relationship, not even speaking of the legit DPC flaws.
DPC has a outline just without details. I get idea's come to you while working that's how its done but there should at least be script even if it just a rough one it helps keep things clean
 
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Geralt From Rivia

Conversation Conqueror
Jun 15, 2022
6,271
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If he was doing animations in Blender we would have noticed it right away. The rendering engines and lighting principles in Blender and DAZ are different (for example, look at the Mist game made entirely in Blender). Also, in Blender you can really get water/liquid physics, cloth/hair simulation, etc, which is impossible in DAZ. I don't know how porting from DAZ to Blender works now, but the last time I used custom bridge, it still didn't work perfectly, there were performance sags. Blender is not a very powerful program, it works well up to 2-3 million polygons, then it starts to lag. That's why I prefer Maya, which is the standard for producing cartoons and video game animations. But the bridge in Maya works very poorly, you could say it doesn't exist.
I don't see a problem in DAZ, unless you do complex animations there.
Ocean has long promised to move to Blender, but still hasn't. We'll see it right away anyway. The difference will be too noticeable. In any case, to work in Blender you need to know at least the principles of modeling/working with particles/working with geometric nodes. Geometric nodes are a very big topic to study.
Maya is difficult to learn and the annual license costs as much as a top PC, well, this is typical for Autodesk products. Plus, if there are difficulties with the transfer, this program is not the best for creating AVN games and fan art, it's more for professional studios.
 

ChipLecsap

Conversation Conqueror
Aug 4, 2019
6,794
24,926
Seriously, anybody who believed even just for a split-second that DPC would be able to make Ep10 smaller than Ep9, or that Ep10 would come out much faster than Ep9, are idiots beyond redemption.

Having said that, having a story mapped out is very different from having the story actually written out. Anybody who mistakes one for the other is not the sharpest knife neither.
Yeah, I'm pretty sure, of his patreon actually would have suffered some loss he would be faster. He went all butthurt, during episode 9, even created a special post about the long development time when he went very arrogant and said, " even if I lose my patreons I would finish this game " blah blah, I would have loved to test that, :LOL:

He need to fall out around 6-7000 patreon, then you would see he suddenly not need 9-11 month for an episode:whistle:
but since that's not gonna happen in the foreseeable future, ...

it's just an another Friday
9johpxitt4gb1.jpg

:LOL::ROFLMAO:
 

KАRАMBA

Engaged Member
Jan 6, 2021
2,802
9,208
DPC:
MUHAHA I'll tell those suckers I plan to shorten the episodes in the status updates and questionnaire, but what I am really going to do is add 300 more animations. I will also add 100 more animations for every complaint I read.
You don't have permission to view the spoiler content. Log in or register now.
 

NebulousShooter

Engaged Member
Donor
Oct 24, 2018
3,611
26,390
Expecting passionate sex from Quinn while she is in the room with someone else aside from MC shows you don't get her character.
Expecting it to be as passionate as romantic threesome of Maya&Josy&MC in EP9 is showing you don't get it at all.
its not about romance :FacePalm: , its about lust. For Sage it was a bucket list point that she was reluctantly talked into doing and for Quinn it was a game to prove how cool she is, if it was about how attracted they are to each other, Quinn, Sage and DIK MC should be fire together, instead it was a dud, either because of the stupid costumes, or the cringe banter resulting from the circumstances I just pointed, it had no right not being the best threesome in the game.
 
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SirDawcio

Member
Sep 22, 2020
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Nothing bad with joking in positive spirit but after every updates there's always some hatred here.

Like people read those updates and see DPC like this:

screenshot0072.png

I still don't get why there's so much hatred towards the guy from that particular perspective.

I get what he's done or said in the past and why people like his product more than him. But hatred because people are impatient, like how many people here DPC owes anything? And even if you do, you can always vote with your wallet, the thing tha allows him to make such huge episodes and alos development times.


I don't think going to "i'll make the episode smaller" to "the biggest episode to date again" is a simply miscalculation. Seems more like be careless and unorganized. But i'm not a creative person and don't have any insight about creative work so at the end of day it's simply my views coming from my place just as a player.
I didn't defend his ability for planning, because you people proved its lacking. I think he shouldn't make such promises without being sure of them. But:
  • As I said it's how creative work is done. You don't have to be any creative person, you can just jerk off to video games, but you nobody has to be ignorant. Even reading up about it will show that the biggest game dev studios can't help themselves either.
  • I think it's not that bad of a thing. He broke his promise but it wasn't about quality or any particular feature, was just about the size of the episode which also meant the time of development. But that was kinda assumed on our part. Most emotions of people around are because of simple impatience. Which I get it, but I believe that if you want something done right, let it cook.
 

Jess1ca95

New Member
Jul 10, 2019
11
2
Hi everyone, would anyone be able to help me with the 3 keys to escape haunted house? I've found one in the fridge. Have clicked the green bottle several times, nogo. Haven't been able to find the one in cage, clicked on the cage several times as well, nogo. Have been hopelessly stuck in the haunted house for 2 days now.

Edit - Figured it out! We need to click on the notice, then the things move.
 
Last edited:

mpa71

Member
Dec 18, 2017
491
7,036
:coffee: Updated BigTable™ with the recent informations.
WeMightWaitTheSnow! :HideThePain:

  • Last Posed Animations numbers were the 9 June; 80 days ago with 213; as now +52 with 265.
  • Last week there was about +4800 Renders, as now about +312 with 5112.
  • Now let's talk about the actual per week ratio, with as today produced values (exclude Interlude):
    • Renders/Week: EP10 is ranked 4th with 136 [Exact Average] || 161 (EP7) / 120 (EP4)
    • Animations/Week: EP10 is ranked 6th with 6.6 [EP2 number] || 11.9 (EP8) / 6.2 (EP1)
  • Despite the raw power of the new GPUs the A/W is very underwhelming, hoping the longs are done.
  • Renders target from 5400 to 5700; Animations from 300 to 350.
    • With last target we were 95% renders and 88% animations done. Now 90% / 76%.
  • An extra 15 Music been added too.
  • Compared to EP9: Preview are 22/21 and Rooster 5/7 revealed.
  • Release could be Late of September October (9 10 months / 40 44 weeks projection). 81% complete.
    • Posed Target Completion __ Renders: 90% | Animations: 76%
EP​
Renders​
Animations​
(min)​
Music*
Δ
Size_GB
Release​
Development Time​
Ratio*
R/W
sA/W
EP1​
1301_.__
51_____
3:29
—​
7
1.1 (new)
07 Feb, 19​
— days​
—​
—​
—​
EP2​
1709 (+31%)
77 _(+26)
3:36
—​
8
2.3 (+1.2)
04 May, 19​
087_ (2 months, 28 days |≈12 weeks)
155
138​
17.4
EP3​
2289 (+34%)
99 _(+22)
4:42​
—​
10​
4.1 (+1.8)
16 Aug, 19​
105_ (3 months, 13 days |≈15 weeks)
177
153
18.8
EP4​
2532 (+11%)
134 _(+35)
7:57​
—​
15​
6.1 (+2.0)
10 Jan, 20​
148_ (4 months, 26 days |≈21 weeks)
142
120
22.6​
EP5​
2456_ (-3%)
157 _(+23)
8:35​
17 (3.4K$)
11​
8.0 (+1.9)
29 May, 20​
141_ (4 months, 20 days |≈20 weeks)
147
122
25.6​
EP6​
3336 (+35%)
162 __(+5)
8:33​
24 (4.8K$)
19
11.1 (+3.1)
13 Nov, 20​
169_ (5 months, 16 days |≈24 weeks)
159
138​
21.2​
EP7​
3723 (+12%)
250 _(+55)
18:14​
18 (3.6K$)
15​
14.5 (+3.4)
23 Apr, 21​
162_ (5 months, 11 days |≈23 weeks)
208
161
47.3
EP8​
4158 (+12%)
358 (+108)
26:21
34 (6.8K$)
16​
19.5 (+5.0)
19 Nov, 21​
211_ (6 months, 28 days |≈30 weeks)
190
138​
52.5
EPI
794____
36_____
4:36
19 (3.8K$)
2
2.6 (new)
4 Mar, 22​
105_ (3 months, 13 days |≈15 weeks)
71
53
17.7
EP9​
5037 (+35%)
303 _(-55)
26:08
21 (4.2K$)
18
7.3 (+4.7)
16 Dec, 22​
287_ (9 months, 12 days |≈41 weeks)
161
123
38.2​
EP10
Target ≈5700
5112
Target ≈350
265
25 (5.0K$)
in dev
252_ (8 months, 9 days |≈36 weeks)
Complete Table with the idea of Holy Bacchus† original post — Being a DIK in development since 4 years, 6 months, 18 days (54 months / 237 weeks / 1660 days / 39,840 hours)
* | Total: 31,442$ — Δ=Scenes — Ratio = (Renders/Weeks + secondsAnimations/Weeks) | Renders/Weeks | secondsAnimations/Weeks

(y)Thumbs Up to:
| Casiope's DIK Walkthrough | AchedCroissant's EP10 Preview Collection | EP10 Rooster Collection | Clone Series Renders
| shazba's Q/A Story Summary | Holy Bacchus 's Story Timeline | DrPinkCake's Q&A Session | RPDL's
 
Last edited:

Firaxius

Well-Known Member
Aug 13, 2020
1,017
1,172
Hi everyone, would anyone be able to help me with the 3 keys to escape haunted house? I've found one in the fridge. Have clicked the green bottle several times, nogo. Haven't been able to find the one in cage, clicked on the cage several times as well, nogo. Have been hopelessly stuck in the haunted house for 2 days now.
Did you check the official walkthrough, maybe it got some information there, I would help but I not yet gotten to that point, started a new playthrough and still in the early seasons.
 
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Jess1ca95

New Member
Jul 10, 2019
11
2
Did you check the official walkthrough, maybe it got some information there, I would help but I not yet gotten to that point, started a new playthrough and still in the early seasons.
Yes, already went through it. People who followed it and found all the keys must be geniuses.
 

Geralt From Rivia

Conversation Conqueror
Jun 15, 2022
6,271
40,027
:coffee: Updated BigTable™ with the recent informations.
WeMightWaitTheSnow! :HideThePain:

  • Last Posed Animations numbers were the 9 June; 80 days ago with 213; as now +52 with 265.
  • Last week there was about +4800 Renders, as now about +312 with 5112.
  • Now let's talk about the actual per week ratio, with as today produced values (exclude Interlude):
    • Renders/Week: EP10 is ranked 4th with 136 [Exact Average] || 161 (EP7) / 120 (EP4)
    • Animations/Week: EP10 is ranked 6th with 6.6 [EP2 number] || 11.9 (EP8) / 6.2 (EP1)
  • Despite the raw power of the new GPUs the A/W is very underwhelming, hoping the longs are done.
  • Renders target from 5400 to 5700; Animations from 300 to 350.
    • With last target we were 95% renders and 88% animations done. Now 90% / 76%.
  • An extra 15 Music been added too.
  • Compared to EP9: Preview are 22/21 and Rooster 5/6 revealed.
  • Release could be Late of September October (9 10 months / 40 44 weeks projection). 81% complete.
    • Posed Target Completion __ Renders: 90% | Animations: 76%
EP​
Renders​
Animations​
(min)​
Music*
Δ
Size_GB
Release​
Development Time​
Ratio*
R/W
sA/W
EP1​
1301_.__
51_____
3:29
—​
7
1.1 (new)
07 Feb, 19​
— days​
—​
—​
—​
EP2​
1709 (+31%)
77 _(+26)
3:36
—​
8
2.3 (+1.2)
04 May, 19​
087_ (2 months, 28 days |≈12 weeks)
155
138​
17.4
EP3​
2289 (+34%)
99 _(+22)
4:42​
—​
10​
4.1 (+1.8)
16 Aug, 19​
105_ (3 months, 13 days |≈15 weeks)
177
153
18.8
EP4​
2532 (+11%)
134 _(+35)
7:57​
—​
15​
6.1 (+2.0)
10 Jan, 20​
148_ (4 months, 26 days |≈21 weeks)
142
120
22.6​
EP5​
2456_ (-3%)
157 _(+23)
8:35​
17 (3.4K$)
11​
8.0 (+1.9)
29 May, 20​
141_ (4 months, 20 days |≈20 weeks)
147
122
25.6​
EP6​
3336 (+35%)
162 __(+5)
8:33​
24 (4.8K$)
19
11.1 (+3.1)
13 Nov, 20​
169_ (5 months, 16 days |≈24 weeks)
159
138​
21.2​
EP7​
3723 (+12%)
250 _(+55)
18:14​
18 (3.6K$)
15​
14.5 (+3.4)
23 Apr, 21​
162_ (5 months, 11 days |≈23 weeks)
208
161
47.3
EP8​
4158 (+12%)
358 (+108)
26:21
34 (6.8K$)
16​
19.5 (+5.0)
19 Nov, 21​
211_ (6 months, 28 days |≈30 weeks)
190
138​
52.5
EPI
794____
36_____
4:36
19 (3.8K$)
2
2.6 (new)
4 Mar, 22​
105_ (3 months, 13 days |≈15 weeks)
71
53
17.7
EP9​
5037 (+35%)
303 _(-55)
26:08
21 (4.2K$)
18
7.3 (+4.7)
16 Dec, 22​
287_ (9 months, 12 days |≈41 weeks)
161
123
38.2​
EP10
Target ≈5700
5112
Target ≈350
265
25 (5.0K$)
in dev
252_ (8 months, 9 days |≈36 weeks)
Complete Table with the idea of Holy Bacchus† original post — Being a DIK in development since 4 years, 6 months, 18 days (54 months / 237 weeks / 1660 days / 39,840 hours)
* | Total: 31,442$ — Δ=Scenes — Ratio = (Renders/Weeks + secondsAnimations/Weeks) | Renders/Weeks | secondsAnimations/Weeks

(y)Thumbs Up to:
| Casiope's DIK Walkthrough | AchedCroissant's EP10 Preview Collection | EP10 Rooster Collection | Clone Series Renders
| shazba's Q/A Story Summary | Holy Bacchus 's Story Timeline | DrPinkCake's Q&A Session | RPDL's
Thanks for the incredible work, as always. Only now, looking at the speed of the animations and what is left, I'm not sure about October, it seems to me more like November. Although we can't be sure of anything. Learning DPC is like learning quantum mechanics. :LOL:
 

Naxer

Member
Feb 6, 2020
485
835
:coffee: Updated BigTable™ with the recent informations.
WeMightWaitTheSnow! :HideThePain:

  • Last Posed Animations numbers were the 9 June; 80 days ago with 213; as now +52 with 265.
  • Last week there was about +4800 Renders, as now about +312 with 5112.
  • Now let's talk about the actual per week ratio, with as today produced values (exclude Interlude):
    • Renders/Week: EP10 is ranked 4th with 136 [Exact Average] || 161 (EP7) / 120 (EP4)
    • Animations/Week: EP10 is ranked 6th with 6.6 [EP2 number] || 11.9 (EP8) / 6.2 (EP1)
  • Despite the raw power of the new GPUs the A/W is very underwhelming, hoping the longs are done.
  • Renders target from 5400 to 5700; Animations from 300 to 350.
    • With last target we were 95% renders and 88% animations done. Now 90% / 76%.
  • An extra 15 Music been added too.
  • Compared to EP9: Preview are 22/21 and Rooster 5/6 revealed.
  • Release could be Late of September October (9 10 months / 40 44 weeks projection). 81% complete.
    • Posed Target Completion __ Renders: 90% | Animations: 76%
EP​
Renders​
Animations​
(min)​
Music*
Δ
Size_GB
Release​
Development Time​
Ratio*
R/W
sA/W
EP1​
1301_.__
51_____
3:29
—​
7
1.1 (new)
07 Feb, 19​
— days​
—​
—​
—​
EP2​
1709 (+31%)
77 _(+26)
3:36
—​
8
2.3 (+1.2)
04 May, 19​
087_ (2 months, 28 days |≈12 weeks)
155
138​
17.4
EP3​
2289 (+34%)
99 _(+22)
4:42​
—​
10​
4.1 (+1.8)
16 Aug, 19​
105_ (3 months, 13 days |≈15 weeks)
177
153
18.8
EP4​
2532 (+11%)
134 _(+35)
7:57​
—​
15​
6.1 (+2.0)
10 Jan, 20​
148_ (4 months, 26 days |≈21 weeks)
142
120
22.6​
EP5​
2456_ (-3%)
157 _(+23)
8:35​
17 (3.4K$)
11​
8.0 (+1.9)
29 May, 20​
141_ (4 months, 20 days |≈20 weeks)
147
122
25.6​
EP6​
3336 (+35%)
162 __(+5)
8:33​
24 (4.8K$)
19
11.1 (+3.1)
13 Nov, 20​
169_ (5 months, 16 days |≈24 weeks)
159
138​
21.2​
EP7​
3723 (+12%)
250 _(+55)
18:14​
18 (3.6K$)
15​
14.5 (+3.4)
23 Apr, 21​
162_ (5 months, 11 days |≈23 weeks)
208
161
47.3
EP8​
4158 (+12%)
358 (+108)
26:21
34 (6.8K$)
16​
19.5 (+5.0)
19 Nov, 21​
211_ (6 months, 28 days |≈30 weeks)
190
138​
52.5
EPI
794____
36_____
4:36
19 (3.8K$)
2
2.6 (new)
4 Mar, 22​
105_ (3 months, 13 days |≈15 weeks)
71
53
17.7
EP9​
5037 (+35%)
303 _(-55)
26:08
21 (4.2K$)
18
7.3 (+4.7)
16 Dec, 22​
287_ (9 months, 12 days |≈41 weeks)
161
123
38.2​
EP10
Target ≈5700
5112
Target ≈350
265
25 (5.0K$)
in dev
252_ (8 months, 9 days |≈36 weeks)
Complete Table with the idea of Holy Bacchus† original post — Being a DIK in development since 4 years, 6 months, 18 days (54 months / 237 weeks / 1660 days / 39,840 hours)
* | Total: 31,442$ — Δ=Scenes — Ratio = (Renders/Weeks + secondsAnimations/Weeks) | Renders/Weeks | secondsAnimations/Weeks

(y)Thumbs Up to:
| Casiope's DIK Walkthrough | AchedCroissant's EP10 Preview Collection | EP10 Rooster Collection | Clone Series Renders
| shazba's Q/A Story Summary | Holy Bacchus 's Story Timeline | DrPinkCake's Q&A Session | RPDL's
Since I don't know shit about hardware performance and whatnot, any guess about the lame animation ratio with such powerful GPU?
 
4.80 star(s) 1,573 Votes