ename144
Engaged Member
- Sep 20, 2018
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Sheesh, I stop paying attention to this thread to play CoBD and DPC releases an out-of-schedule update on me! And it has numbers! So my much for my cynically assuming I had a whole week to prepare.You must be registered to see the links
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Here's an attempt at a status update to give you some stats as I wanted for Friday.
Work completed:
Work that remains:
- 3652 renders (3569 produced and 83 in the render queue)
- 211 animations (201 animations produced, 10 in the render queue)
- 22 songs
Overall completion:
- 8 scenes left to write
- 50 scenes left to pose art for (~1000 more static renders)
- 3-4 lewd scenes to make animations for (<100 animations)
- Make some missing GUI for the new mini-game.
- Write some code needed for other mini-games.
- Add music (almost done)
- Add SFX (almost done)
- Rooster (90% done)
- Other phone content (Phone chats/Calls, Bios, Stats, Pack Quest, Vault)
- Collectibles (special renders/2D art/scenes) - Only testing remains
- Playtest and polish
- Verify bug fixes from the Interlude.
My best shot at estimating a completion % right now is:
Static renders: 79%
Animations: 70% (based on animation count, not duration. The longest animations are almost done, so this number should increase faster from now on.)
Writing/Coding: 95%
Render and animation numbers are based on a target of ~4652 renders and 300 animations; subject to change if needed.
The writing/coding percentage is my gut feeling.
Further insight:
Lately, I've done most of Rooster, the main menu art, Jill's special render set, and placement of magazines/unlockables. These tasks require a lot from me, and I'm happy I'm close to done with all of them.
Long animations have been rendering for the last month, and I haven't been animating a lot which is why this count isn't much bigger than the last report I did.
The longest animation I've done to date has almost been completely rendered. It's currently 1 minute 16 seconds (2281 renders) long. It needs a few more hundreds of renders before PCs are freed up for other animations; this should happen before next Friday.
Threesome animations are still in the render queue and have been there for the last two months. They take a very long time to render but are worth it.
I will have a split focus on renders and animations in the upcoming weeks.
I hope you had a nice weekend! I'm still a bit tired, but I've rested and am fit to work again.
Thanks again for your amazing support. I couldn't ask for a better community.
Dr PinkCake
Anyway, we got a lot of info. DPC has completed 496 static renders in the last 23 days (an average of ~151 renders per week), and 16 animations in the last 30 days, an average of ~3.7 animations per week. Overall, DPC is now averaging roughly 136 statics and 7.6 animations per week since the Interlude launched. We also have new target numbers: 4652 statics (up by ~500 since last estimate) and 300 animations (nearly even with the last estimate). We even learned that DPC's animations apparently run at 30 frames per second, though that tidbit is not especially informative at the moment. Anyway, let's plug all of this into our charts (and normalize them for the sneaky non-Friday release) and see what we get:
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Personally, I don't think 17/week is plausible if there are still complex renders in the queue, so we're probably looking more in the 9-13/week range. That translates between lateish-October and mid-November. That would synch up with the time needed to hit the new static render targets, and I suspect also give DPC enough time to finish all the writing/programming tasks as well. If we add two weeks for beta testing, I'd expect to see the launch in somewhere between the middle and end of November. DPC might be able to shave that back to early November is things break our way, but I think it would take a miracle to get things finished in time for an October release (unless DPC trims back on the targets, of course).
So we are finally seeing signs of the finish line, but we're definitely not in the home stretch yet.