- Jul 29, 2017
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Nah, I think we all know that Sage's mum is very much alive running the Pink Rose.
Don't invoke that evil juju
View attachment Worf Joke.mp4
Nah, I think we all know that Sage's mum is very much alive running the Pink Rose.
I cannot circumvent any laws or rules set by Steam/GOG and the countries issuing these bans. Patreon is the only option that I can provide for the countries affected by these laws. I hope that Steam will find a proper way to verify users' ages in the future, but sadly, it's out of my hands. To get a change, I think players need to be more vocal about this to Steam.In my country the steam store page for the game is blocked due to the adult content. It'd be nice if there were ways to get an activation key besides the steam store. So my question is if you could provide steam activation keys through patreon or maybe other keysellers.
I'll try my best to improve the instructions for next time, maybe with a video or similar. I loved the way I could distribute v0.11.0, and I will continue using this method in the future. It made my job a lot easier, and the servers could handle the number of users downloading the game very well. There were no download speed complaints during the release weekend, and that's the first time that this has happened during a big release. And there were no extra costs for patrons to download the game either, which is great. Everything you do for the first time is always tricky. I'm sure you will feel more comfortable unzipping the game next time. Thanks for your input.Can you make the download/unzip/install process easier for future installments? It took me several hours and a lot of frustration to get episode 11 running (with the kind help of a few other members). We non-geeks would appreciate either an easier process (like Steam) or a very detailed list of instructions that assumes we know nothing about computers.
Sure! I was comparing it to all my previous releases and the amount of work that a release usually entails. In the past, I usually had to work 20-hour shifts, with four hours of sleep per night max, due to installation issues or bugs. With this release, I could sleep 6-8 hours and not wake up to many issues.You mentioned the release of ep. 11 was the smoothest of your career. On the other side, there were a lot of people having trouble with the divided zip files (at least it seemed like that regarding the complaints in the comments). Can you explain what makes you see this as the smoothest release?
I only use DAZ3D for my animations. Indeed, it's not as good as Maya or Blender with animations, but it's also better than people give it credit for. I think some are too quick to dismiss it without fully exploring what it's capable of. You can get creative with a lot of parameters and tools, and I've established a pretty robust workflow. Animating has become somewhat of a routine. And still, after these 7 years of working with it, I find new things to fiddle with and tweak.I have been wondering for a long time now. what do you use for the animations. Is it done in blender or in an other game engine IW unity. I ask as DAZ is not very good for animations. Many thanks
It varies. The parameters that affect how long it takes are:How long does it normally take to complete an animation? More specifically, from concept to final render?
To continue my answer to the previous question...Animated scenes are one of the best parts of BAD however they seem to take the longest to produce as they are always the last parts of the episode to be finished. I've seen some members get upset at the end of the development cycle because of the wait on these wonderful assets. Can you break down what goes into creating a short, medium, and long animated scene as a developer including how long they take to be completed by your computers? Also, once they are done rendering how do you edit and touch them up if needed before adding them to the game?
I can't do that because I don't know how to create an accurate road map. It would be a waste of time trying to predict something I can't. I'd be posting untrue assumptions, which would cause extra stress and impatience when I fail to deliver on deadlines. I've chosen to work on a no-deadline basis to reduce stress and put out the best episodes that I can create. This way works well for me. During development, I report the progress on a weekly basis. You get to learn everything I know and think in those updates.Would you ever consider doing a road map for updates? I know your hard at work all the time but as a patreon it would be nice to see how long it will be between updates.
It's a methodical process, and I usually do it after the episode has been released. I read the code, write about what the player is faced with, and consider what I can write about and how much information I can share without spoiling future content. It takes quite a bit of effort to write the guide, but it also gives me another look at the variables I put in the game. Often, I spot mistakes or bugs when writing the guide. It's a useful and straightforward process.How do you go about creating the guide? Do you already take notes during the development cycle, or do you skip through the code at the end of it?
I don't know. I rarely play other games in this genre, and I don't measure myself against others. I only compete with myself. My secret is that I genuinely care about every aspect of my game. I don't care about pandering, what fans want, what other developers are doing, or even about making money. I do my own thing, and luck seems to follow. Almost every day of the year, I work on the game in some way. PCs are always rendering, and I plan my schedule around work. I respect the process of creating the game, and I want to feel proud of whatever I release. I think if developers are passionate about the game they create, players will be passionate about it, too.What reasons/methods would you attribute to your unmatched levels of quality & design in this genre? From my perspective, every other dev in the genre struggles to even come close to the standard you set.
Most of it I know by heart, and it's fast and easy for me to look anything up. I have a master document with story events that are yet to come, and I have spreadsheets that I use to map out the story flow. I think most would be surprised by the lack of structure in these documents. Everything is written as bullet-point ideas, not in terms of variables and decision trees. This method works well because I work alone, but it wouldn't work at all with a team. As episodes are released, everything in the game acts as a track record that can be used to complement the documentation I have for future releases. And now, as we're closing in on the end of the game, the documents I use to plan future content are getting shorter with every scene that I create. I have used this method for the better part of the game development.How do you keep track of the huge number of ramifications?! Do you still use the same method, and how has it changed over time?
I mostly rely on my brain. I don't make decision trees with the variables. I can look up every variable fast and easily in the code, and then think about how to use them. It is a lot to keep track of, and sometimes, I make mistakes that get patched. But I have never felt a need to use any software for this process. I think it would look worse than it does in my head if I could see the cluster of choices and how they affect each other.I don't know if this question has been asked before. I find it impressive how you manage the countless decisions and paths of the main character. I would roughly estimate that we are at around 500 decisions (???) here. New paths are constantly being created, some of which then have to be "merged" again by subsequent decisions in order to keep the overview and development time within limits. What tools do you use to keep an overview here? I assume that you are using software here. An A0 sheet with a decision tree will certainly no longer be enough ;-)
It's not a bad idea to have a route map, but it's something hard to design at this stage. Maybe it's something I could think of adding post-game, to see how you reached your ending. I like how Detroit: Become Human did it, but I'm not sure if it works when you have a lot more choices to account for. I think it would be messy trying to visualize all the choices.I think I saw someone else asking this. You have mentioned you keep track of all the different routes. The players plating so many choice based routes, are having trouble keeping track, I know I am sometimes, maybe an idea of creating a route map of sort to help us track those?
Thanks
My way of doing it is pretty simple, and I think that's why it works well. Let's say you wanted to write a story like this, just like with a good whodunnit, start at the end and build backward. That way, you can shape the events to fit the ending, and you get free foreshadowing.Q: As a writer, I'm fascinated to know if you have any sort of method in how detailed you write out story beats and plot points.
It's scary, but I keep a lot of content in my head. I also have a master document full of ideas that I use. However, I always delete the content I use from it, so about now – after 11 episodes - it's down to roughly 80 pages of a Word document. It might sound like a lot, but it's not.If you would print out your flow charts, decision trees or whatever you are using to keep track of all the possible decision paths... how many sheets of A4 paper would be needed (given the fact, one can still read the content)? You do need to calculate that :-D I am just curious, how much that would be. Any other comparison to something, I can imagine would be also nice.
It's compelling to write about those topics, but it's a big challenge, too. For example, in episode 11, I was concerned about how to handle the heavy-hitting drama while later being able to switch and keep the episode fun. I ended up putting the drama on both ends of the episode while keeping the middle part a bit lighter. How do you go from something horrible to something fun without removing the impact of the drama? How do you insert a lewd scene and make it enjoyable when the drama is too intense? It's a big challenge to nail the flow of scenes and change in tone, but it's also something the story needs because no one wants to be bummed out all the time. I can't describe how I do it, but I'm definitely deliberate in how I switch the tone of the game. When I play the episode and feel that something is off with the flow, I analyze it and move scenes around to make it fit better.While Being a Dik offers plenty of fun and comedic elements and deeply emphasizes on erotism and romance, you have explored a lot of mature and important topics like abusive parenting, grief, regrets, the lack of communication between partners or family members, sickness. Obviously, a lot of scenes have directly hit the fans in their feelings. As a Quinn Fan, I have particularly appreciated your take on self-hatred and unconscious self-sabotage in the latter episode. As a writer, do you find it compelling or challenging to switch between such different tones ?
In each episode, I think about the story I want to tell for each branch. I plan the branch, turn ideas into scenes, and pace them throughout the episode. Each episode often has some theme, and I try to make the branched content elevate that. As has been the case so far, I plan for at least one lewd scene for each branch and think about how/when/where, etc. The hardest part is balancing the content between the different branches. I don't want one branch to feel short while another feels long, but if that happens, I try to compensate for it in the next episode. It's a very fluid process that hinges on the story I want to tell as a whole for that branch.How do you fill out branches w scenes? Can you give an example?
It is a lot of characters to keep track of, but I don't find it very difficult to step into their mind. When I write for a character, I put myself in their shoes and try to think like them. All the while remembering that they have their own free will and motivations. The rule I follow is that they shouldn't shape their personalities and actions based on what some other character wants without a proper reason for it. The writing shouldn't be too convenient if that makes sense.One thing I've always appreciated about your writing is that every single character in the story has their own unique personality, which I've found lacking in some books, tv shows, movies etc. So I'm curious, when you're writing what's your process of being able to keep track of all the different personalities and making sure all their dialogue fits into the personas you've developed over the years?
It's hard, but I try not to overthink this. When the episode is complete, and it's time to polish the game in alpha and beta testing, grammar usually gets an overhaul when needed. Before that, I write with the character in mind and try to choose words depending on how I want them to be perceived. Smarter characters often get smarter words and vice versa. I could probably take it a lot further with slang and bad grammar, but I've decided to keep it at a level that doesn't make the player focus too much on grammar issues and focus more on what's being said.How do you decide between using proper grammar in dialogue vs grammatical inaccuracies/colloquialisms that many people, especially young, often use?
I don't think a lot about it, and I wouldn't even call it an issue. I obviously write about what I know, and the mix of Europe and America shows in the game. I can't speak about what you find Asian in the game, but I'm happy you could relate to that. I think as long as the people in the game are relatable, the rest doesn't matter as much. I never really thought about what is the target demographic of the game. But apparently, it sells all over the world even so.Is there any issues with making content relatable to US/Euro/Asian markets? I know from info in the game that its set in the US, but some of the set pieces feel very European/Asian
There haven't been any dead ends because I planned the stories well. A dead end would be the result of writing something on the fly without knowing how it would be resolved, and I don't work that way. However, there have been times when I felt like the dialogue wasn't coming to me. I knew what the scene would be, but the words I wrote came out as garbage. When that happens, I put that scene on hold and work on something else. That usually helps. Some issues need to be marinated for a while before a solution comes to mind. I find it easier to solve issues early in the morning with a fresh mind, and knowing that, it's easier to postpone those issues to another day when I encounter them.Given that you work BaD on a very nearly daily basis, has there ever been a point you felt like you hit a dead end storywise and didn't know which way to go? If so can you name some examples and how you managed to re-inspire yourself.
Not in its entirety. I wouldn't feel comfortable showing everyone how I work, what tools I use, etc. I'd be happy to talk about some of the tools I use and share the general process, but I would avoid getting into details. I think of it as keeping company secrets and preserving personal integrity. Last year, I had an art day on my Discord server where I showed the process of creating art and some of the steps involved. It was very fun, and I felt the community appreciated it.I was curious would you ever do a behind the scenes on how your process works?
Sometimes, I pre-emptive plot points, and sometimes they get delayed. One example I've given in the past is the DIK's Hell Week that ended up taking the entire Season 1 and spilling into Season 2. That was not supposed to happen. It was supposed to be dealt with within 1-2 episodes tops. As a result, the pace of Season 1-2 was slower, which made the entire game longer. I didn't think we would be here in episode 12 and the game wouldn't be finished. I thought I could finish this game in 5 years or so. That's what happens when you make such changes to the story flow, introduce more and more plot, and keep building upon it.I was thinking about this while I was playing through. I believe I remember you saying that you know the general direction the story is going to go in and how the branches will play out, but do you ever scrap an idea on the fly or do something different than your original plan while developing an episode that may change the trajectory of the overall story in the long run? And if so do you have any examples of what was changed?
No, it wouldn't work well with this game. The game has too many variables that you, as a player, create while making all kinds of choices. To simulate that, you lose callbacks and nuances that I meticulously placed to tailor the experience to your playthrough. I think it would cheapen the experience, and I didn't want to create a game that was quick to play – I wanted a long adventure that respected your choices. The drawback with that kind of game is that it takes a long time to play, but I feel the reward of the tailored story is worth it.Also, while having recap of a season or chapter have you thought of implementing a quick selection of choices to ease replayability during reruns?
You make a lot of choices in each episode. The variables in the game are in the thousands by now. While technically possible, implementing such a system would require a lot of work, and not all of the choices you make are tracked. The Bios app has the most important events and choices listed, and that's how things will stay. I understand that it's an issue remembering what you did if you have many save files to keep track of. But the Bios app and episode recaps should be sufficient to find out what you need.My question is about a mechanism to review the choices made in an episode. The game has massive content and by the same nature of the episodic release of the content sometimes a long time has elapsed between the time when an episode has been played and the continuation of the story.
Do you think that it would be technically possible to implement some kind of mechanism to review all the choices made in an episode (and this is besides the overview of main choices and the bio resume for each character, already implemented and useful as they are, of course)?
And if such mechanism were technologically possible, do you think you could find the time and means to implement it for the next (and in an ideal world, for the previous) chapters? (I envision some kind of video replay of the whole of an episode, but of course any way to have a full review of the choices in an episode, if at all possible, would be welcome.)
I'm happy that it appeals to the completionist in you. I don't think many—if any—will see 100% completion. The purpose of adding the tracker was to give players a sense of how much content they might be missing. There's a lot more to the game and its branches than finding all the lewd scenes and renders, and seeing how much you have missed out on might inspire you to play again.I love the addition of the dialogue tracker in season 3! Really appeals to completionist tendencies in me. I was wondering if you could describe how that works a bit? I've noticed that it's global across saves, and it appears that single line dialogue changes move the ticker about .02% per frame. But how does it calculate the percentage? Is based on the total game script? Does it account for scenes from season 1&2 as well, or is it only tracking dialogue from season 3, even if that dialogue is a consequence from the earlier episodes? Will there be a system in the future to track or hint towards which scenes still haven't been viewed? I'm sitting at 92% and while I love the game, I'm hitting the point where I just don't have the time to start new games for half a percent if I don't know where it'll come from.
The old phone code structure was (and is) a mess. It was cleaner and easier not to have any of the code from it when the change to the new phone happened. Also, the number of Rooster posts by episode 8 made the Rooster app harder to navigate, as the scrollbar decreased in size further with every new entry. Those are some of the reasons why I didn't carry over the old posts to the new phone.My question is one of gameplay I am curious I know nothing would happen like this would happen until development of the entire game is complete any plans on adding prior chat history and rooster clucks to the new cell phone which is activated at the start of episode 7. rather than starting over with a new history as it is right now.
My second question is along similar lines but I thought the dialogue tracker was a nice touch will that be implemented game wide down the road
Thank you. That makes me happy to hear. I try to be a decent person, and when I write, I always try to respect the character I'm writing for. Sure, there are a lot of edgy and mean jokes in the game, but they are just jokes. I always try to balance that so that there's a good back-and-forth. I don't try to pander to any group of people. I believe there are good and bad people regardless of ethnicity, religious beliefs, political views, sexual orientation, etc. It's all human nature, and that's what I want to write about.One of the reasons I feel comfortable playing your game is because from the get-go you have managed to tell a story of love and conflicts based on personalities, while incorporating people of different ethnicities and sexual orientations. To me it is important that the games I play were created by decent people, and your writing gives me that peace of mind.
I have wondered a few times whether - with recent years having shown such a growth of a toxic attitude towards people who are "different" - you might have had to deal with people hating on the game for that, and whether patreon is supportive to creators in such cases (when the hate is coming from patreon users).
I always do that, and not just when an episode is released; that happens during development as well. I always evaluate render speed and methods used, but there comes a point where you find yourself at max capacity, and something will always be the bottleneck. I hope to upgrade my PCs during the next development cycle, but there are several big hurdles in doing so, since the 5090 generation has introduced issues in how I use my software. Sadly, this next-gen introduced problems to my workflow and isn't just a quick plug-and-play operation. So, we'll see what happens in this area. I will take it slow and not make any rash decisions until I know more.After the release of an episode, do you take time to review your processes to see if there are ways to speed up or improve it? If so, is there something you're aiming to improving during the development of episode 12?
I hope that I can upgrade my systems to the latest and greatest generation of GPUs, but some issues prevent me from doing so. First, there's the availability. GPUs continue to be in short supply. But even if I had all the 5090 GPUs that I would want today, I couldn't even use them because the software I use hasn't been upgraded to support them.With the success of Being a Dik and the expanded render time seeming to be the choke point in the development do you have any plans to build more machines to do renders to speed up the release cycle? And at this time how many rigs do you have doing renders?
I'm unsure if you mean fonts or the arrow design. I think the fonts are legible enough, but it took me some time to get accustomed to the new arrow design in the updated version of Brawler, too. I'm not planning on offering a choice in how Brawler looks. There's a lot more to it than just swapping a font or graphical element. For instance, you need to check the alignment of GUI elements when you make a change in design. I hope you, with some practice, will get used to the new look of Brawler.New brawler is awsome but I find the new direction fonts very confusing because of the both sides are sharp. Sometimes just because I see the Sharp edge I press right instead of left. Is it possible to make "Use Legacy Fonts" or "Use New Fonts" kinra selection screen?
No. I haven't touched a single AI tool, privately or professionally. I don't like the idea of using AI in writing or creating art.Do you use any type of AI tool to help you code like ChatGPT/Claude/CoPilot?
I answered the AI part in the previous question, but real voice acting is a different question. I did consider having it early on. Players who discovered the game back in 2019 got to hear Jill and Bella being voiced in Episode 1. It was a test that I scrapped because it would require way too much work. I didn't have the budget for it back then, either. Today, adding voice acting to this game is a daunting task, and it will take a long time to add. Also, finding voice actors/actresses for it would be a pain. I'm fairly sure I won't add it to this game, but I'm not opposed to adding it to another game.Do you have any plans to add an AI/Human voice dub for the story of the past seasons? This game is so good that I can only think of this improvement.
I'm not uploading anything to Spotify. Anything that gets put on Spotify and claims it's a soundtrack of the game or similar is being done through piracy – unless it comes from the artists themselves. You can't put soundtracks on Spotify without the artists' consent. I haven't uploaded anything on Spotify, YouTube, or anywhere else, for that matter. I respect the licenses I purchase and acquire. If you're consuming the songs from the game in that way, you're contributing to copyright infringement and theft from the real artists. That's all I will say on this matter.Any chance for Spotify music update? The soundtrack was offline for quite a while
A fun time.What's 2 +2
Only at Halloween. And boy, do I rock those.Do you wear wigs?
The parts I enjoy the most are joking around and trying to make people laugh. The least? Uhhh... Probably when people come at you from nowhere with a bad attitude. I don't mind helping players with issues, but there's no need to be angry or rude when making that first contact.What part of interacting with your community do like most and least?
"Super Mario party Jamboree" and "Ship of Fools" with friends, and "Balatro" alone. I fucking love Balatro.What have you been playing recently? Be it other AVNs or other types of games in general.
I like Pink the most, but it doesn't matter what you call me.People refer to you as DPC, Doc, Pink and a few other names. Do you prefer any of those when mentioned or talked to?
It's hard to describe something that I take for granted. I've always loved music, and I rarely limit the genre to which I listen. I love songs that speak with a melody, and that's what I look for when deciding on songs or when I create them myself. And I never slap a song on a scene without considering if it fits first. I've answered this question in greater detail in a past Q&A. It all boils down to acknowledging the power that music can have in elevating a scene.I wonder, how do you find all these extremely good songs and fit them in at the right scenes? There's so much variation.
Interesting question... Hm... I'd probably turn Being A DIK into a non-VN type of game. Similar graphics, but in a 3D world that you'd walk around in and forward the stories on a day-to-day basis. Like a weird mix of games like Bully, Yakuza, and Persona. The theme and feel should be the same as in the VN version, but transferred into this 3D world where you walk around and interact more. It would be fully voiced and animated, and I would be able to purchase music licenses that aren't royalty-free.If you had unlimited resources and unlimited time (in some kind of Room of Spirit and Time kind of situation), what kind of game would you make?
Yes, you can reduce it to that, and often, it's a nest of expressions that determine if a scene will happen or not. There are many complex scenes in the game where the branching within them requires lots of afterthought and thorough planning. Off the top of my head, I'd say that the Halloween free roam event was the trickiest to get right. The best costume scene required some careful planning of how characters would appear in images and such. The choice of girl and branch in episode 8 was also complex. An analysis of the MC's entire dating history is required to determine which choices were presented to the player. On-screen, you only see up to five different choices: Josy & Maya, Jill, Sage, Isabella, and Others, but in the backend code, there are 18 different combinations of outcomes of what is presented. Some dialogue is also tricky to write because of many variables. Most recently, Jade has been trickier to write than normal because of Sage and what you've done with Jade and/or Sage in the past. I enjoy writing and coding complex scenes, but there's always a fear that I forget to add a scenario. The complexity will only get worse from here on out until the end.With my very limited programming knowledge, I assume that deciding if a specific scene plays or not is a combined statement of if/else statements. If that's how it works, what was the longest/most complex scene so far?
Inspiration comes from a lot of places: board games, other games, and core mechanics. I enjoy resource management games and strategy. I believe that's why the two most popular mini-games are the mansion restoration mini-game and the party planning mini-game. I also had the most fun creating both of those; I think that shines through. For the classes, I thought about what mini-game would be appropriate for each class. The English class was inspired by Rockstar's Bully. IQ tests inspired the early Math class. The Gender studies class was humor-inspired. I laughed at the sheer thought that I would make players remember useless drivel to be able to pass the class. (And I still laugh at that thought.) I try to come at every new mini-game from a different angle to keep it fresh and fun.When you are creating mini games, where do you get those inspirations from?
The mechanics of the painting mini-game were derived from the drinking mini-game. It was an easy way to create a mini-game with a spin in a short time. However, it's probably the mini-game I like the least. The best mini-games come from a place where I sit down and plan them meticulously beforehand. I usually sit down with a notepad and doodle until I have a good idea. Then, I improve my notes before I start writing code. The art for the mini-game is usually placeholders at first, meaning I don't put a lot of effort into them early. After a while, I see if the mini-game will be good or bad, and then I decide to continue improving it or scrap it.Do you come up with mini game mechanics and then find a way to implement it into the game or do you have areas where you want to have a game and then brainstorm ideas? For example the painting mini game, did the mechanics for the game or the need for it to exist come first?
Ease of use, really. When I started making games, I checked what everyone else was working with, and RenPy seemed like the simplest way to create a game quickly. It has its limitations, and I sometimes wish I could work with Unity instead, but I'm not making the switch midgame. Same with rendering tools, I'm getting more interested in Blender, but I don't want to delay or mess up my development by fiddling with it. I think RenPy is the best VN engine, but if you want to make another type of game or implement mini-games, I wouldn't go with RenPy. And that's why I've been eyeing other engines. RenPy doesn't handle real-time events very well. I tried making a guitar rhythm mini-game. I got it working perfectly on my PC. I tested it on a few other PCs, and the delay caused by hardware and lag made it fail. The rhythm was off, and I couldn't find a way to fix it to have the fidelity I desired. It's a real shame because it came out good, other than the lag.Why did you decide on ren'py over engines like Unity or Unreal?
I look at smaller parts of the project at the time. I don't zoom out and try to look at all of it at once; that could be demotivational. I focus on that smaller part of the project. Complete it. Then, I'm on to the next task. And before you know it, you're going places. I can't wrap my head around the fact that I'm working on episode 12 now. What motivates me now is to see it through to the end and to keep my promise of doing that. There are days when I wake up and feel like I don't have the energy to work, but I always work on what seems fun, and that's also progress.How do you stay motivated when working on long-term projects?
My wife, pets, family, friends, working out, playing board games, going to dinner parties, watching hockey, reading, playing games, nature, hiking, taking breaks, movies, TV shows... The list goes on, but it's all about enjoying life and catching small breaks here and there. Since working with the game is a lot of fun, that helps with motivation, too.What keeps you motivated between releases? I mean, what helps you tackle an extremely tough render or write such amazing dialogue?
I think that's just how I'm built. I love what I do, and I'm quite stress-resilient. To love what you do for a living is a blessing. But yes, sometimes too much of a good thing could result in burnout, too. But so far, I haven't felt any of it. I always laugh when this question is asked - and it is asked yearly. It seems like many of you expect me to burn out. Am I sending some signals or something?You've been working on this from what I can tell almost non stop. How are you able to avoid burning out? Some of these backstories you have written for these girls are very powerful and gut-wrenching! Thank you for all that you do!
I would love to write horror, but I'm not sure if I ever will. I love horror movies, especially the ones that make you feel uneasy. I'm not so much for jump scares and gore. If I ever wrote a horror piece, it would be a realistic horror story with a mystery element.Would you ever try to do a small horror genre project?
Haha! Yes, at times, I have to walk away from the monitor. I wouldn't spoil things, so it's not that hard. But it's a fine line between getting involved in a discussion and saying something that will lead the discussion the "right way". Especially when I see someone being adamant about being right when they are completely wrong – that's when I have to bite my tongue. Most of what I say when I interact with people are jokes, trolling, or helping them with their game issues. I wish I could partake in the discussions more, but it's fulfilling watching them unfold, too.Is it ever difficult for you to hold back and not engage in a discussion to protect the audience from spoilers?
Now, this is a good question... Hm... Let's analyze this for a bit, shall we?If you had a choice between being aline with. Freddy Kruegor , Michael Myers, Jason or IT which would you pick?
Immediately upon completion, and managing bugs, releases, patches, etc. Basically, when things calm down and everything is done, I will take a break and plan what's next. This lifestyle that I've been living comes with negatives. A lot of my real life has gotten put on hold. I'm not going to jump on a new project immediately after I'm done with this game. I do have a story in my head that is worthy of another game, but I can't promise that I'll keep making games after I'm done with Being A DIK. I have to think about the people in my life and put their best interests first after this project. I owe them that. But knowing me, I'll probably get bored real quick doing nothing... So, I guess time will tell. Starting a new project is a huge commitment, though, and I don't like doing things half-assed. I can see myself spending time remastering and remaking my already published content, too.This was asked last yr but I would like to know if there's an updated answer. What are your plans after completing Being a DIK?
If I create another game, it would be smaller. I don't want to work with a team. It's not for me. I'm more of a lone wolf when it comes to game development. I set too high expectations for myself, and that would create a bad environment with any team members failing to live up to the standard I'd want.Once Being a Dik is complete (However long it takes), do you think your next game/project will be bigger or smaller than BaD and if it's on the bigger side, would you consider starting a team to delegate certain tasks to become more efficient?
Motivational dips happen, but never to the extent that I don't want to work on the game. I change what I'm working on to get the motivation back. For me, it's the opposite of what you're describing. I feel guilty whenever I take a day off, and I rarely want to do it. When I think about my past jobs, I can definitely relate to what you're saying. But it's different when you love what you do for work; I can't get enough of work. But to stay motivated and healthy, I know that breaks are needed, and I'm better at taking them these days.As your own boss, do you ever struggle with motivation to create? It would be easy to take a day or two off if you're the one approving leave
Ugh... Thinking about it makes me a bit sick, to be honest.Hi DPC. In a previous Q&A you mentioned how you were working two full-time jobs in the beginning to get this whole project started. Today, I imagine since you are more established and have a fan base, you are able to manage work-life balance a lot better but during that two full-time jobs period, I am very interested in knowing; how did you manage your time? With two full-time jobs and basic necessities like sleeping a requirement, it’s hard for me to imagine how to improve time management. And this is excluding “nice to have” like a social life for example. Are you able to give a breakdown of your day to day schedule from back then? Thank you!
Does no one have it?Does anyone has save file that with CHICK Affinity and not Cheating Sage with Jade?
Fianlly you're admit that Josy is local LeahI'm sure Josy will let her use her knife if Zoey becomes a problem![]()
MGs get a lot less attention if you're not on their route. Sage got a lot more attention than in Ep10 in this case, Josy had almost no interaction at all, and I can't remember anything with Jill at all.See, i didn't even remember any of that (like, the phone call? I'm honestly drawing a blank if there actually was one, or if it's something route-specific*) that's how short and/or of no consequence those interactions were. And your 1 and 4 are the ones i've listed, so those 4 points are literally entire presence in the episode. Which is... well, really little.
But this really applies to all of the MGs, and some of them you don't even get to exchange three sentences with at the HOT house.
edit:
*) or wait, do you perhaps by the phone call mean the call about Bella's party? Because, well, that's really scraping the bottom of the barrel.
I won't be surprised if he just edited Better Cock Spock video instruction and post it on patreonYou must be registered to see the links
Here's the second part of this year's Q&A.
In this part, I'll answer your questions about game development.
If you missed the first part, where I answered questions about Being a DIK, you can find itYou must be registered to see the links.
Enjoy the read, and thanks for your questions!
Game development
I'll try my best to improve the instructions for next time, maybe with a video or similar. I loved the way I could distribute v0.11.0, and I will continue using this method in the future. It made my job a lot easier, and the servers could handle the number of users downloading the game very well. There were no download speed complaints during the release weekend, and that's the first time that this has happened during a big release. And there were no extra costs for patrons to download the game either, which is great. Everything you do for the first time is always tricky. I'm sure you will feel more comfortable unzipping the game next time. Thanks for your input.Can you make the download/unzip/install process easier for future installments? It took me several hours and a lot of frustration to get episode 11 running (with the kind help of a few other members). We non-geeks would appreciate either an easier process (like Steam) or a very detailed list of instructions that assumes we know nothing about computers.
Thanks for reading! That's it for this year's Q&A, I hope you have enjoyed it.
Love
Dr PinkCake
In episode 11, 31 minutes and 21 seconds worth of animations were produced – almost all of the animations were 60 fps. This means that almost 113,000 frames (equal to 113,000 images) were rendered during the time episode 11 was in development. You can compare that number to the static render count for the episode, which was 7113. An estimated 200-350 animation frames were rendered daily.
It's really hard to tell if DPC himself made this cock-gobbling question, or a real person did it themselvesWhat reasons/methods would you attribute to your unmatched levels of quality & design in this genre? From my perspective, every other dev in the genre struggles to even come close to the standard you set.
Do you have any plans to add an AI/Human voice dub for the story of the past seasons? This game is so good that I can only think of this improvement.
Never add voice acting to BADIK ever again. In fact, throw the surviving stuff into the trash when remaking the game.I answered the AI part in the previous question, but real voice acting is a different question. I did consider having it early on. Players who discovered the game back in 2019 got to hear Jill and Bella being voiced in Episode 1. It was a test that I scrapped because it would require way too much work. I didn't have the budget for it back then, either. Today, adding voice acting to this game is a daunting task, and it will take a long time to add. Also, finding voice actors/actresses for it would be a pain. I'm fairly sure I won't add it to this game, but I'm not opposed to adding it to another game.
Wow, this motherfucker had a Guitar Hero minigame? I'm actually impressed, I'd play the shit out of that.I think RenPy is the best VN engine, but if you want to make another type of game or implement mini-games, I wouldn't go with RenPy. And that's why I've been eyeing other engines. RenPy doesn't handle real-time events very well. I tried making a guitar rhythm mini-game. I got it working perfectly on my PC. I tested it on a few other PCs, and the delay caused by hardware and lag made it fail. The rhythm was off, and I couldn't find a way to fix it to have the fidelity I desired. It's a real shame because it came out good, other than the lag.
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I had to shelf the guitar mini-game because of performance issues using RenPy. The video in the attachments below shows how it plays on a PC without lag.
Yeah, that was basically my point -- that if you aren't on their specific route then the whole "they're good friends" thing gets very questionable because there's next to no interactions with your supposed "good friends". Even Sage's "lot of attention" are a couple of completely generic and forgettable scraps that amount to few sentences exchanged in few weeks.MGs get a lot less attention if you're not on their route. Sage got a lot more attention than in Ep10 in this case, Josy had almost no interaction at all, and I can't remember anything with Jill at all.
I actually thought he was planning to remaster season 1, but he seems to have decided to remaster 2 seasons.Yes, the dialogue tracker would be added to Seasons 1 and 2 in a remaster.
3-4 days of render time for a standard animation at 60 fps, using one PC render rig
almost all of the animations were 60 fps
Oh how lovely, am I right?almost 113,000 frames
I've chosen to work on a no-deadline basis
Yeah, I just love those...trickier free-roam events
Well.... Bad news....I don't want one branch to feel short while another feels long
I planned the stories well
Uh-oh....would be added to Seasons 1 and 2 in a remaster.
I wonder if he's talking about me....it can reveal some nasty sides
4some CONFIRMED LESSSGOOA fun time.
create a game quickly
hahahahha, also 4some confirmed?????I currently have a double-digit number of 4090s, and I'm at full capacity when it comes to power grid management
Let's speculate that's usually fun until you see the actual thing and are left disappointed...Brother i'm ready![]()
Okay who tho?I can't even joke around and make intentionally terrible foursome suggestions, you sick fucks will get your dicks hard at the idea of 3 of the worst girls at the same time![]()
I'm a simple man, I'll be happy with Tiff/Tara/Penny.I can't even joke around and make intentionally terrible foursome suggestions, you sick fucks will get your dicks hard at the idea of 3 of the worst girls at the same time![]()
Some people take bootlicking to religious levelsWhat reasons/methods would you attribute to your unmatched levels of quality & design in this genre?
Wow, I thought he had "only" like 5 or so GPUs. If the power grid is causing troubles then perhaps he could buy/rent a neighboring house/apartment and turn it into a mini render farm at this point, or idk. It shouldn't be a huge obstacle thanks to the support he's getting on Patreon.I hope that I can upgrade my systems to the latest and greatest generation of GPUs, but some issues prevent me from doing so. First, there's the availability. GPUs continue to be in short supply. But even if I had all the 5090 GPUs that I would want today, I couldn't even use them because the software I use hasn't been upgraded to support them.
I currently have a double-digit number of 4090s, and I'm at full capacity when it comes to power grid management. We'll see what I can do in the future, and I will evaluate and try to improve whenever there's a chance.
One Monday a month, they play golf together.I won't be surprised if he just edited Better Cock Spock video instruction and post it on patreon
To think about the fact that some people might have power outages because of madame rose, man....If the power grid is causing troubles then perhaps he could buy/rent a neighboring house/apartment and turn it into a mini render farm