jaden_yuki
Well-Known Member
- Jul 11, 2017
- 1,229
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203 anims since february 7th (when EP11 anims finished rendering) means we got 0.7 anims completed per day until today (day 291). Assuming/Knowing the anims are going to be the bottleneck again and a goal target of at least 420 it's gonna take until October 6th '26 to finish rendering meaning the earliest possible release date is now November 6th due to playtesting unless he decides to do shorter animations again like he did for the last two months of EP11 development (1.4 anims per day).You must be registered to see the links
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It's been a good week. I've worked on the big free roam event, taking it scene by scene and creating the art chronologically to get a feel for the content as I go. There are some natural checkpoints along the road that make this possible.
57 scenes remain to be created - ranging from short to very long. Of those 57 scenes, 10 scenes have no writing or partial writing; the rest need art.
I'm 30-35% done with the free roam event in terms of render calls. I've coded the basic structure for the free roam event. When I create the art for the scenes, I also code them so they trigger when I play.
436 static renders and 41 animations are in the render queue. I only have one PC dedicated to rendering static renders; the rest are working on animations.
The 92-second cutscene animation is rendering across multiple systems and is 19% complete. This speed should pick up next week when I allocate more render slaves to this task.
203 animations have been completely rendered, which is a nice milestone. I'll soon reach the 4000 static renders milestone too, hopefully next week.
Alongside this, I'm preparing some December news for Steam and GOG, which should be of interest to you too.
Have a nice weekend
Dr PinkCake
60 FPS was a huge mistake. do this math with the static renders and you'll go insane203 anims since february 7th (when EP11 anims finished rendering) means we got 0.7 anims completed per day until today (day 291). Assuming/Knowing the anims are going to be the bottleneck again and a goal target of at least 420 it's gonna take until October 6th '26 to finish rendering meaning the earliest possible release date is now November 6th due to playtesting unless he decides to do shorter animations again like he did for the last two months of EP11 development (1.4 anims per day).
To be fair, DPC has a bad habit of lobotomizing its characters, especially the MC, for the sake of Turkish drama.The best part is he's too retarded to understand why his girlfriend is disappointed and uncomfortable. With a surprise Pikachu face "Why is my girlfriend upset with me? I am only visiting my friend. She only touched my pee pee a few times. Why is she mad!?!"
Man, I love my low-quality Turkish soap operas.It's time for everyone's favorite part of Thanksgiving!
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Ignoring your girlfriend's feelings to go visit your ex![]()
Wow, rea numbers to deal with, and one that REALLY matters... and is not as high as i expected...You must be registered to see the links
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It's been a good week. I've worked on the big free roam event, taking it scene by scene and creating the art chronologically to get a feel for the content as I go. There are some natural checkpoints along the road that make this possible.
57 scenes remain to be created - ranging from short to very long. Of those 57 scenes, 10 scenes have no writing or partial writing; the rest need art.
I'm 30-35% done with the free roam event in terms of render calls. I've coded the basic structure for the free roam event. When I create the art for the scenes, I also code them so they trigger when I play.
436 static renders and 41 animations are in the render queue. I only have one PC dedicated to rendering static renders; the rest are working on animations.
The 92-second cutscene animation is rendering across multiple systems and is 19% complete. This speed should pick up next week when I allocate more render slaves to this task.
203 animations have been completely rendered, which is a nice milestone. I'll soon reach the 4000 static renders milestone too, hopefully next week.
Alongside this, I'm preparing some December news for Steam and GOG, which should be of interest to you too.
Have a nice weekend
Dr PinkCake
yeah and he even started with a headstart on those, because he already did animations for ep12 before ep11 was out... i just dont remember the exact number but is was something around 30 or 40.... its such a disappointment. 0.7 or even worse 0.6 a day... going down from 1.4 for ep11... which had many 60 fps animations too.... its... just.... i dont know what he does anymore. he even upgraded the rigs.203 anims since february 7th (when EP11 anims finished rendering) means we got 0.7 anims completed per day until today (day 291). Assuming/Knowing the anims are going to be the bottleneck again and a goal target of at least 420 it's gonna take until October 6th '26 to finish rendering meaning the earliest possible release date is now November 6th due to playtesting unless he decides to do shorter animations again like he did for the last two months of EP11 development (1.4 anims per day).
At week 39 of the last dev cycle DPC had an estimated 262 animations completed. From that perspective he is more than 25% behind.You must be registered to see the links
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It's been a good week. I've worked on the big free roam event, taking it scene by scene and creating the art chronologically to get a feel for the content as I go. There are some natural checkpoints along the road that make this possible.
57 scenes remain to be created - ranging from short to very long. Of those 57 scenes, 10 scenes have no writing or partial writing; the rest need art.
I'm 30-35% done with the free roam event in terms of render calls. I've coded the basic structure for the free roam event. When I create the art for the scenes, I also code them so they trigger when I play.
436 static renders and 41 animations are in the render queue. I only have one PC dedicated to rendering static renders; the rest are working on animations.
The 92-second cutscene animation is rendering across multiple systems and is 19% complete. This speed should pick up next week when I allocate more render slaves to this task.
203 animations have been completely rendered, which is a nice milestone. I'll soon reach the 4000 static renders milestone too, hopefully next week.
Alongside this, I'm preparing some December news for Steam and GOG, which should be of interest to you too.
Have a nice weekend
Dr PinkCake
Quinn rejected me cause of Jill
Slow update process made me stop playing this game.
Not because it`s not good, I love this game very much but I want to stay connected to my favorite Ladies.
Updates takes so long that you loose the connection with the ladies and that kills the game completly for me.
By the time BAD is completly done (all seasons) I`ll be very happy to play this amazing VN.
I think it will still take years before this game is done, but the wait will be worth it![]()
My favorite teachers of curse <3So, in celebration of Thanksgiving/ I Eta Pi Day, tell me whose pie you are eating today.
I'll start with some Jillybean Pie:
View attachment 5477702
I skip the pieSo, in celebration of Thanksgiving/ I Eta Pi Day, tell me whose pie you are eating today.
I'll start with some Jillybean Pie:
View attachment 5477702
So true so many useless animations from the halloween update and the christmas one now 60 FPS it will be a miracle if we get the next update next year, it's just crazy to think this game once had like 6 months a update now over a year and it just keeps getting bigger and bigger while his first game he finished the game with one update every month.60 FPS was a huge mistake. do this math with the static renders and you'll go insane
Nice, he's finally giving us some numbers to work withYou must be registered to see the links
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It's been a good week. I've worked on the big free roam event, taking it scene by scene and creating the art chronologically to get a feel for the content as I go. There are some natural checkpoints along the road that make this possible.
57 scenes remain to be created - ranging from short to very long. Of those 57 scenes, 10 scenes have no writing or partial writing; the rest need art.
I'm 30-35% done with the free roam event in terms of render calls. I've coded the basic structure for the free roam event. When I create the art for the scenes, I also code them so they trigger when I play.
436 static renders and 41 animations are in the render queue. I only have one PC dedicated to rendering static renders; the rest are working on animations.
The 92-second cutscene animation is rendering across multiple systems and is 19% complete. This speed should pick up next week when I allocate more render slaves to this task.
203 animations have been completely rendered, which is a nice milestone. I'll soon reach the 4000 static renders milestone too, hopefully next week.
Alongside this, I'm preparing some December news for Steam and GOG, which should be of interest to you too.
Have a nice weekend
Dr PinkCake
Probably worried about leaks. The animators that would be good enough to hire are probably also good enough to be running their own projects anyway.Truth is one person working on a game this ambitious was never going to be able to produce it at a reasonable speed. You could take this as a defense of DPC, but to me it's just ridiculous they don't just... Hire an animator or two, rigorously vetted to their standards, and lessen the workload on themselves. They have the money.
DPC clearly has some sort of unresolved childhood trauma leading to a need for control. Perhaps a sexual relationship with their professor, or a childhood friend that left and got a bunch of tattoos or something.