I had a great vacation and could relax and recharge my batteries. It feels great to be back to work. As I gather, the previews were automatically posted without any issues, and I hope you've enjoyed them.
The PCs worked well during my vacation, and only one render station had a few hours of idle time before I got it back up and running.
I'm sure you're all interested in hearing how much has been rendered since the last status update, and the answer is best told in frame count. A whopping 4353 animation frames were produced during this time. For comparison, that's more than all static renders in episode 8.
When I returned to work, I had to post-process all frames and animations, which took a while but wasn't too hard. The animation queue still has 24 animations - some of which are long. So, I overdid the queue before my vacation, but that's good.
As I want to increase my overall render speed further, I will upgrade two more systems as soon as possible, but there will be some waiting time for the parts I've ordered. I'll let you know when they're up and running.
I've mostly spent Monday-Friday playing through the entire game and refreshing my memory regarding some specific stuff I'm about to work on.
I've got some flowchart work to do and a lot of work in general cut out for me. Episode 10 has been a beast to create up until now, mostly because of the heavy branching the game offers, but when I played through it yesterday, I felt lots had been done.
There is much to polish and scenes left to create, so I'll jump right on it and hope to make good progress in all areas.
The cosmetic poll for Sage ended today, and the winning option that will be featured in episode 10 was number 4.