Xavster

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Game Developer
Mar 27, 2018
1,243
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Development Update:

Have the final renders for 0.2 in the rendering queue with only 4 frames to go (~4 hours). Hence as mentioned in last weeks update, it is just some Ren'Py coding and some internal testing prior to the Beta. Hence expecting Beta to start late next week. As far as the duration of the Beta, it's going to depend upon the enthusiasm of the testers and also the quantity of errors in the coding. Version 0.1 was a kinetic novel and 0.2 is a true game with several mechanics. Much of this Beta testing is going to revolve around whether the storyline progression holds, despite giving the player almost complete freedom.

Couple of renders from past week:
pckall1a_g.jpg
pchkr1c.jpg

To Do List:
- Creation of some imagemap navigation images (~1/2 day)
- Tidy up the coding (2 days)
- Internal testing (2 days)
- Beta (? days)
 

Sin'Gul Arity

Newbie
May 4, 2019
66
79
I see a number of content creators running a large number of iterations on a scene in order to get it to highly converge. Whilst it works it is not an effective use of computing power. It is far more effective to render at a higher resolution, denoise (eternal program) and then reduce the final image size. For reference I render at 2 x final resolution, which takes 4 times as long per iteration, however use less than 200 iterations. In comparison to your 3k iterations it takes 1/4 the time.

The scene setup largely comes down to lighting. As a very quick guide always have 1 main source with every other source being <1/2 the luminous flux of the main source. Typically stay away from high intensity emissive surfaces. These then to produce fireflies as they emit very few, but highly intense rays, which show up on the camera / final images as intense spots. I also tend to redo the lighting on the scenery assets I utilise. Most assets have high intensity emissive surfaces that converge poorly. They also do things like simulating a light by creating an emissive filament inside a glass globe. Whilst this is reality, you are far better removing the filament and then making the globe emissive. The light looks the same in the scene, however the render will converge way faster.

In terms of you hardware, you will really need an upgrade if you plan on taking Daz / VN creation more seriously. I would suggest 32MB system RAM and GTX2060 (8GB video RAM), as a suitable upgrade. You can keep going using rendering in layers and utilising tools such as Scene Optimiser (reduces texture map sizes / removes normal and bump maps = reduces memory requirements), however the quality and quantity of your work will suffer.

PS: If you don't mind sharing, what is the clothing asset in the first image (woman) you posted?
Is it called "oversampling"? I did try to do it before... alas, even 1 clothed figure (well, heavy clothed, to be honest) is slipping to CPU in 50% of attempts. But, perhaps I need to give it another shot cuz I discovered a few tricks since then. Sound great in theory... will keep my thingers crossed.

Yes, I'm aiming for an upgrade if the Patreon campaign will be at least partly successful (when I eventually fire it). For now, game-dev is just a hobby for me... not ready to throw some real money here. I'm a programmer, but my working needs in the graphic are overcovered even by inbuilt GPU. GTX2060 (since you talking about 8GB it's a "SUPER" I guess) looks very interesting, but usually, I see mentions of "1080 / 2080". I presume it's a matter of cost?

P.S. Sure thing. Here is the official link -
And here you can take the archive itself if you want -
 
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Xavster

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Mar 27, 2018
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Is it called "oversampling"? I did try to do it before... alas, even 1 clothed figure (well, heavy clothed, to be honest) is slipping to CPU in 50% of attempts. But, perhaps I need to give it another shot cuz I discovered a few tricks since then. Sound great in theory... will keep my thingers crossed.

Yes, I'm aiming for an upgrade if the Patreon campaign will be at least partly successful (when I eventually fire it). For now, game-dev is just a hobby for me... not ready to throw some real money here. I'm a programmer, but my working needs in the graphic are overcovered even by inbuilt GPU. GTX2060 (since you talking about 8GB it's a "SUPER" I guess) looks very interesting, but usually, I see mentions of "1080 / 2080". I presume it's a matter of cost?
The term generally used is down-sampling. Essentially you grab a larger set of data (higher resolution), remove obvious errors (denoiser) and then reduce the resolution. It should eliminate grainy images and should take less time to render. The memory problems are more related to the textures loaded than rendering resolution. Scene Optimiser will fix this at some loss of texture detail (try not to use Scene Optimiser on close-ups or with patterned fabric).

Oops on the graphic card recommendation, it should have been the RTX2060. Essentially the RTX2060 is the entry level on the RTX series and is roughtly half the price of the RTX2080. From what I have seen the RTX2080 is only about 1.5 times as fast as the RTX2060. Daz 4.12 has an optimisation for RTX cards, hence there is no point going for a GTX1080 over the RTX2060.

PS: Thanks for the clothing link. I have added it to my favorites in the Daz Store and may purchase it at a later date.
 
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Sin'Gul Arity

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May 4, 2019
66
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The term generally used is down-sampling. Essentially you grab a larger set of data (higher resolution), remove obvious errors (denoiser) and then reduce the resolution. It should eliminate grainy images and should take less time to render. The memory problems are more related to the textures loaded than rendering resolution. Scene Optimiser will fix this at some loss of texture detail (try not to use Scene Optimiser on close-ups or with patterned fabric).

Oops on the graphic card recommendation, it should have been the RTX2060. Essentially the RTX2060 is the entry level on the RTX series and is roughtly half the price of the RTX2080. From what I have seen the RTX2080 is only about 1.5 times as fast as the RTX2060. Daz 4.12 has an optimisation for RTX cards, hence there is no point going for a GTX1080 over the RTX2060.

PS: Thanks for the clothing link. I have added it to my favorites in the Daz Store and may purchase it at a later date.
The fact is I talking about a single figure layer... It was made with GPU during the tonight session (that batch plugin is pure gold - thanks again!), but I tried 3 times in 2x resolution - it's falling to CPU without attempts to use GPU. Sad. Looks like I'm out of the league for now.
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Yes, I ended up with the same numbers for cards... 2x price, but 1.5x strength... the only reason to prefer 1080/2080 is a count of empty slots on the motherboard. But since 2nd card will only give ~50% boost and 3d like ~30% (at least these numbers are given in most tests), it should not be a dealmaker.

P.S. You're very welcome!
 

-CookieMonster666-

Devoted Member
Nov 20, 2018
11,306
16,512
Development Update:

Have the final renders for 0.2 in the rendering queue with only 4 frames to go (~4 hours). Hence as mentioned in last weeks update, it is just some Ren'Py coding and some internal testing prior to the Beta. Hence expecting Beta to start late next week. As far as the duration of the Beta, it's going to depend upon the enthusiasm of the testers and also the quantity of errors in the coding. Version 0.1 was a kinetic novel and 0.2 is a true game with several mechanics. Much of this Beta testing is going to revolve around whether the storyline progression holds, despite giving the player almost complete freedom.

Couple of renders from past week:
View attachment 425183
View attachment 425184

To Do List:
- Creation of some imagemap navigation images (~1/2 day)
- Tidy up the coding (2 days)
- Internal testing (2 days)
- Beta (? days)
Xavster, you have no idea how excited (patiently excited) I am for this release. I'm practically wetting myself in anticipation.

. . .

Too much information? :cautious:
 

Nomec104

Active Member
Jul 28, 2017
684
3,981
Development Update:

Have the final renders for 0.2 in the rendering queue with only 4 frames to go (~4 hours). Hence as mentioned in last weeks update, it is just some Ren'Py coding and some internal testing prior to the Beta. Hence expecting Beta to start late next week. As far as the duration of the Beta, it's going to depend upon the enthusiasm of the testers and also the quantity of errors in the coding. Version 0.1 was a kinetic novel and 0.2 is a true game with several mechanics. Much of this Beta testing is going to revolve around whether the storyline progression holds, despite giving the player almost complete freedom.

Couple of renders from past week:
View attachment 425183
View attachment 425184

To Do List:
- Creation of some imagemap navigation images (~1/2 day)
- Tidy up the coding (2 days)
- Internal testing (2 days)
- Beta (? days)
Wow gorgeus renders as always mate. I'm a sucker for sci-fi stories, but now, while i still haven't tried out your game this precise render in this precise post made me think about a common problem with most VN out there. The Harem problem.
Now let slow down a bit and let me explain better. When i say harem i don't mean the fact that the MC is hooking up with multiple girls, but the fact that MC is the ONLY male character flanked by a whole legion of girls.
And by this i mean that sually on VN like this there are no secondary male characters and if there are, they are just the usually foes or douchebags.
What i mean why there are no FRIENDLY secondary male char that support our MC? Especially in a setting like yours?

Ok, i'll explain this even further with an example: (remember that i still haven't played your game and basing all my thoughts by the render you posted).
So, basically you are the only male, confined in a steel box sailing the vastness of deep space, with a full crew composed solely by women. At first this thought may be sound wonderfull and you could think "i'am in heaven". But that's far form being true. Cuz for the first few days you could be ok but as time marches on, you start to feel lonely and frustrated. That's cause you have no one of your same sex to confront with and discuss about things/problems you will never be able to talk about with a girl.

Hell in a realistic scenario if i had taken MC place i wouldn't have been able to resist more than a week, befor the girls would have drove me crazy. And no, not in a sexual way! But in a very violent way. Probably i would have gone postal obliterating every life form (yes even bacteria) around me within the first week.

Now after this wall of text which im sure is full of errors, sorry im not native, i have to apologise if im offending you, it's not what i meant.
I really like your renders and your work, it's just that your last two render made me think about this issue and so i decided to write it down just to know what you and the other people around here think about it.
 

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,243
7,572
Wow gorgeus renders as always mate. I'm a sucker for sci-fi stories, but now, while i still haven't tried out your game this precise render in this precise post made me think about a common problem with most VN out there. The Harem problem.
Now let slow down a bit and let me explain better. When i say harem i don't mean the fact that the MC is hooking up with multiple girls, but the fact that MC is the ONLY male character flanked by a whole legion of girls.
And by this i mean that sually on VN like this there are no secondary male characters and if there are, they are just the usually foes or douchebags.
What i mean why there are no FRIENDLY secondary male char that support our MC? Especially in a setting like yours?

Ok, i'll explain this even further with an example: (remember that i still haven't played your game and basing all my thoughts by the render you posted).
So, basically you are the only male, confined in a steel box sailing the vastness of deep space, with a full crew composed solely by women. At first this thought may be sound wonderfull and you could think "i'am in heaven". But that's far form being true. Cuz for the first few days you could be ok but as time marches on, you start to feel lonely and frustrated. That's cause you have no one of your same sex to confront with and discuss about things/problems you will never be able to talk about with a girl.

Hell in a realistic scenario if i had taken MC place i wouldn't have been able to resist more than a week, befor the girls would have drove me crazy. And no, not in a sexual way! But in a very violent way. Probably i would have gone postal obliterating every life form (yes even bacteria) around me within the first week.

Now after this wall of text which im sure is full of errors, sorry im not native, i have to apologise if im offending you, it's not what i meant.
I really like your renders and your work, it's just that your last two render made me think about this issue and so i decided to write it down just to know what you and the other people around here think about it.
I hear you regarding the harem aspect, without another central male character. I believe the story I have planned should mitigate some of these issues, as unlike most other harem games, not every female is going to be throwing themselves at you. You will get a bit of a feel of where this is headed in 0.2, however due to the extensive work creating the game mechanics / locations, the story line development is not as extensive as 0.1. Story line progression will increase in speed from 0.3 onwards, as the backbone of the game mechanics (the coding) has been established. Also note that I have since included the prologue into the 0.2 version as a story that may be played from the computer in the Captain's room.

The only games I have played with a good male buddy are Acting Lessons and Being a DIK. However these are essentially linear games with some branching. It is far easier to control the story progression in this style and ensure that the buddy also ends up with a progressing storyline / partner. One of the main reasons I have departed away from the linear branching option is that I think of it more of a selection of what you want to miss out on. Also I don't like having to play the game several times with a walk through in order to view all of the content available.
 

Nomec104

Active Member
Jul 28, 2017
684
3,981
I hear you regarding the harem aspect, without another central male character. I believe the story I have planned should mitigate some of these issues, as unlike most other harem games, not every female is going to be throwing themselves at you. You will get a bit of a feel of where this is headed in 0.2, however due to the extensive work creating the game mechanics / locations, the story line development is not as extensive as 0.1. Story line progression will increase in speed from 0.3 onwards, as the backbone of the game mechanics (the coding) has been established. Also note that I have since included the prologue into the 0.2 version as a story that may be played from the computer in the Captain's room.

The only games I have played with a good male buddy are Acting Lessons and Being a DIK. However these are essentially linear games with some branching. It is far easier to control the story progression in this style and ensure that the buddy also ends up with a progressing storyline / partner. One of the main reasons I have departed away from the linear branching option is that I think of it more of a selection of what you want to miss out on. Also I don't like having to play the game several times with a walk through in order to view all of the content available.
I'm with you on this, i definitey dont like playing the same game to get all of the content (exept for some non porn games, but we dont care about em here :LOL:).
Well im no programmer but i do understand how huge the amount of coding and RENDERS would be needed to just add a single new male chars with all the possible interaction between him the MC and the rest of the crew. Now im really curoius about this game of yours. But i think i'll wait a couple more updates before diggin in it, since i totally hate to be left in anticipation of what's coming next.
 

Xavster

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Game Developer
Mar 27, 2018
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I'm with you on this, i definitey dont like playing the same game to get all of the content (exept for some non porn games, but we dont care about em here :LOL:).
Well im no programmer but i do understand how huge the amount of coding and RENDERS would be needed to just add a single new male chars with all the possible interaction between him the MC and the rest of the crew. Now im really curoius about this game of yours. But i think i'll wait a couple more updates before diggin in it, since i totally hate to be left in anticipation of what's coming next.
I really think you will be happy with 0.2 as it establishes the character background and the game framework. I have also been very careful with file size management (<500MB) so it will be a fairly quick download. If nothing else, there are plenty of pretty renders (565 in the prologue alone). You will also be able to make fully informed comments on the content. ;)
 
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Nomec104

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Jul 28, 2017
684
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I really think you will be happy with 0.2 as it establishes the character background and the game framework. I have also been very careful with file size management (<500MB) so it will be a fairly quick download. If nothing else, there are plenty of pretty renders (565 in the prologue alone). You will also be able to make fully informed comments on the content. ;)
Fuuuuck 565 only in the prologue!? i know this might be off topic but have you any advice on how to output so many renders in a reasonable amount of time, aside from using batch renderer?
I might want to make a lil story to amuse myself someday, definitely not a game since im sooooo far from being good like most of the content creator in this site like you.
Anyway back on topic if you are saying that V0.2 will let me get a grasp about the chars bg i think i'll try it as soon as it will be aviable.
 

Sin'Gul Arity

Newbie
May 4, 2019
66
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Fuuuuck 565 only in the prologue!? i know this might be off topic but have you any advice on how to output so many renders in a reasonable amount of time, aside from using batch renderer?
I did ask him the same questions on the previous page :) Just dig a little into the discussion history.
 
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Xavster

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Game Developer
Mar 27, 2018
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Fuuuuck 565 only in the prologue!? i know this might be off topic but have you any advice on how to output so many renders in a reasonable amount of time, aside from using batch renderer?
I might want to make a lil story to amuse myself someday, definitely not a game since im sooooo far from being good like most of the content creator in this site like you.
Anyway back on topic if you are saying that V0.2 will let me get a grasp about the chars bg i think i'll try it as soon as it will be aviable.
Most people do not use Daz effectively or realise it's inherent limitations. The 2 main tricks are lighting and methodology (down-sampling). I use fairly modest hardware (think my PC is around 6 years old), however rarely require more than 1 hour per image for rendering. I should probably add to my tutorial thread in order to save all those GPU cycles and their impact on the greenhouse effect. :ROFLMAO:

This has me curious as to how you will structure the game from V0.2 onwards.

- If there is a clear mission log of what to do next but we are free to roam elsewhere/go to other planets to gain money etc. in the interim (ala Mass Effect) then there should be no problems methinks.

- If story is triggered via timer (certain days have passed or certain money/ship upgrade threshold has been reached) should also be no problem.

- If, OTOH, it's via mechanics like the player stumbling on to a certain place at a certain time and/or finding some artifact on some random salvage that we didn't even know we were looking for, I'd caution against it.

Anyway, GL, looking forward to continuing the journey party. :D

View attachment 425384
The trick with creating a story line is to structure by creating a number of conditions prior to a scene occurring. Hence scene D can't happen unless scene A or B has occurred. In 0.2 there is a main specific goal that I am attempting to achieve with the version, that should play out fairly easily if the player is inquisitive. I will however force the result as some of the game mechanics require the story to play out in order to function effectively. Another way of thinking about it, is that things will happen on the ship even if the main character isn't fully aware of them. Hence if you stick your head in the sand, things around you still happen, you just won't know why. I am also implementing an in game hint system for major events that will play out in the ships weekly meeting.

Moving past 0.2 there is one major event I will likely have to force, as it simply impacts too many characters to avoid. This event is major story line based and not lewd content based and will likely not be finished until 0.6. Most of the other character development I have planned will revolve around the players interest in exploring certain portions of the world. Essentially character development will revolve around you exploring certain paths / locations. However given the format you can explore these paths if and when you choose.
 
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Sin'Gul Arity

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May 4, 2019
66
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Most people do not use Daz effectively or realise it's inherent limitations. The 2 main tricks are lighting and methodology (down-sampling). I use fairly modest hardware (think my PC is around 6 years old), however rarely require more than 1 hour per image for rendering. I should probably add to my tutorial thread in order to save all those GPU cycles and their impact on the greenhouse effect.
Well...Today you scored +1 point in this "anti-greenhouse effect" quest :) I've v scratched my head very hard and came up with the idea that if 2x resolution is beyond my reach, then maybe 1.5x will do the same trick with bigger iteration count? So - yeah! I still need to determine the optimal iteration count (500 > x <1000 I think depending on current results), but anyway - it's around 30 - 80 minutes for the layer (2-3 layers for the whole image) ... this will boost my speed 2x-3x in any case. Woo Hoo! :)

Just one last question if you don't mind - what denoiser you using? I've tested the one inbuilt in Daz3d and Photoshop. For now, Photoshop is the winner.
 

Xavster

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Mar 27, 2018
1,243
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Well...Today you scored +1 point in this "anti-greenhouse effect" quest :) I've v scratched my head very hard and came up with the idea that if 2x resolution is beyond my reach, then maybe 1.5x will do the same trick with bigger iteration count? So - yeah! I still need to determine the optimal iteration count (500 > x <1000 I think depending on current results), but anyway - it's around 30 - 80 minutes for the layer (2-3 layers for the whole image) ... this will boost my speed 2x-3x in any case. Woo Hoo! :)

Just one last question if you don't mind - what denoiser you using? I've tested the one inbuilt in Daz3d and Photoshop. For now, Photoshop is the winner.
Use the denoisers by Declan Russell - https://f95zone.to/threads/nvidia-ai-denoiser-2-4.35677/
I place the batch file within my render output folder and simply run it when I have a number of images.

The Daz / Photoshop 'denoisers' are more of a blur than a denoiser and for the most part are fairly useless if you are down-sampling. The Declan Russell denoisers do a pixel by pixel examination of the image to identify which pixels need fixing. This allows you to remove all fireflies without loosing image data, which in turn means you can turn the render iterations way down.
 
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Sin'Gul Arity

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Use the denoisers by Declan Russell - https://f95zone.to/threads/nvidia-ai-denoiser-2-4.35677/
I place the batch file within my render output folder and simply run it when I have a number of images.

The Daz / Photoshop 'denoisers' are more of a blur than a denoiser and for the most part are fairly useless if you are down-sampling. The Declan Russell denoisers do a pixel by pixel examination of the image to identify which pixels need fixing. This allows you to remove all fireflies without loosing image data, which in turn means you can turn the render iterations way down.
Cool! I had the impression that these denoisers are doing kinda poor job...

Much appreciated!
 
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Xavster

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Mar 27, 2018
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Is the elf the monstergirl or is there more than that?
If you are referring to Kara she is an alien. Elves typically are taller and skinnier than her and are also fantasy characters. Also note that just because she has pointy ears, it doesn't make her a Vulcan either. :LOL:

As far as other core crew members that are non-human, there is also Lia. There will be other aliens that you come across later on in the story, however they are not planned to be core crew members. A couple of other characters I dabbled with a while back are in the spoiler below.
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professorx10

Active Member
Game Developer
Jul 22, 2018
601
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Xavster, Ok I just finished the prelude and wanted to congratulate you on your work. Fantastic start!! You've obviously put a lot of work into the prelude. I loved the writing and basic plot structure and how you set up the scenario of a 'hot' dude Captain of a space freighter who has to scramble for a living. Of course his "rag-tag-crew" isn't very 'rag-tagy' as they are all hot foxes in their own right-but, hey, who's complaining!!. I'm amazed at your ability to render enough scenes to have some really good animation as well. If you keep up with this level of visual work and animation, it'd take a real screw-up NOT to have a major hit on your hands.


Of course, like all your players, I have a few suggestions. Yes, you'll get hit up for those special fetishes that abound in the community but I'm talking about things that'll make the game more novelistic and entertaining.


A lot depends on how straight line or how varied you intend the story to go. If you go linear (like Starship Ianna) you'll write a big story that goes far with the crew you have. If you go 'wide' (Like LLtP) you'll give us a lot of choices and 'room to move around' but the story will go slowly and have to aim at a specific goal. Please don't try to do both as I don't think you have a team to work with you on that kind of script and Callisto will risk being abandoned as having gotten 'too big.'


I'm voting for linear with lots of places and events, myself but that brings up something else. Stability of the Captain/Crew. It would be awfully hard/impossible to keep this crew together with all of them after the Captain, or, to say it another way, it wouldn't be very believable to let him shag all the girls and have them be happy about it. (without mind control of some such--jealousy is already apparent) (maybe you could add a couple guys/aliens to the crew?)


So it looks like you may go wide and I wish you --and the girls--luck. This Captain is in a Lot of trouble, he just doesn't know it yet. (remember, mutinous crews or internal warfare can result in everybody dieing, and I'm sure each girl will become somebody's 'favorite' so 'bumping' off crewmembers will be painful)


My only 'art' suggestion is to tone down the guy's equipment. It isn't too realistic to have a unit the size of a huge cucumber/zucchini. Large, ok, great I get it. Tentical size? Naw...


I certainly wish you the best of luck with this project. Please remember that a good story separates the schlock games from the great games. (note the two I mentioned).. Here's hopin' for a long run and that you profit well with Calisto. Live long and prosper. :)


OH: PS: if the game has a lot of choices, you WILL be asked for a 'walkthru'. I'd make one up as I go so it never becomes a big deal and you keep guys (like me) who are in love with it for the story, happy as it unfolds and gets complex. (LLtP example) cheers.
 
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Xavster

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Mar 27, 2018
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Xavster, Ok I just finished the prelude and wanted to congratulate you on your work. Fantastic start!! You've obviously put a lot of work into the prelude. I loved the writing and basic plot structure and how you set up the scenario of a 'hot' dude Captain of a space freighter who has to scramble for a living. Of course his "rag-tag-crew" isn't very 'rag-tagy' as they are all hot foxes in their own right-but, hey, who's complaining!!. I'm amazed at your ability to render enough scenes to have some really good animation as well. If you keep up with this level of visual work and animation, it'd take a real screw-up NOT to have a major hit on your hands.


Of course, like all your players, I have a few suggestions. Yes, you'll get hit up for those special fetishes that abound in the community but I'm talking about things that'll make the game more novelistic and entertaining.


A lot depends on how straight line or how varied you intend the story to go. If you go linear (like Starship Ianna) you'll write a big story that goes far with the crew you have. If you go 'wide' (Like LLtP) you'll give us a lot of choices and 'room to move around' but the story will go slowly and have to aim at a specific goal. Please don't try to do both as I don't think you have a team to work with you on that kind of script and Callisto will risk being abandoned as having gotten 'too big.'


I'm voting for linear with lots of places and events, myself but that brings up something else. Stability of the Captain/Crew. It would be awfully hard/impossible to keep this crew together with all of them after the Captain, or, to say it another way, it wouldn't be very believable to let him shag all the girls and have them be happy about it. (without mind control of some such--jealousy is already apparent) (maybe you could add a couple guys/aliens to the crew?)


So it looks like you may go wide and I wish you --and the girls--luck. This Captain is in a Lot of trouble, he just doesn't know it yet. (remember, mutinous crews or internal warfare can result in everybody dieing, and I'm sure each girl will become somebody's 'favorite' so 'bumping' off crewmembers will be painful)


My only 'art' suggestion is to tone down the guy's equipment. It isn't too realistic to have a unit the size of a huge cucumber/zucchini. Large, ok, great I get it. Tentical size? Naw...


I certainly wish you the best of luck with this project. Please remember that a good story separates the schlock games from the great games. (note the two I mentioned).. Here's hopin' for a long run and that you profit well with Calisto. Live long and prosper. :)


OH: PS: if the game has a lot of choices, you WILL be asked for a 'walkthru'. I'd make one up as I go so it never becomes a big deal and you keep guys (like me) who are in love with it for the story, happy as it unfolds and gets complex. (LLtP example) cheers.
Thank you for the feedback you have provided.

The next version 0.2 is almost ready to go into beta testing (tomorrow). It is a fairly significant departure from the prologue due to the change in nature of the game design. A large part of what I have been doing over the past few months is to create an environment that you can navigate at your discretion. This presented a number of coding challenges, that I believe I have overcome.

In terms of script going forwards, I hear you in terms of becoming too divergent. As such, a lot of content being created, however player only seeing a small portion. There will be a lewd portion for each character that will be largely optional, however there will also be a core story through the future updates. If you want a suitable media comparison, you could consider it something like Babylon 5 (TV series). Sure there were distractions during each episode, however there was still the war against the Shadows. At it's heart it will remain a sci-fi story and not a lewd-fest. However that doesn't mean you can't have some fun along the way. ;)

In terms of crew members, I have deliberately established them up front. To create a manageable dynamic / vibrant environment, you can't create too many variables, as it creates too much additional work for little benefit. If you add a character later, you have to run every scene with and without them. I have done a couple of things that have already caused me pain in variation work in the creation of 0.2, however they are crucial to the story line and really add to the environment. Thankfully this is now behind me and I will be more conscious of these issues moving forwards.

As a player of many of VN's, I really hate the requirement for a walk-through. I also dislike decisions that are essentially wrong, where you loose content. Making a silly decision will likely cost you some time, however will not be an error which you can't overcome. There is an in game hint system, however it is not in your face, or press button 'H' to get answer. Also main critical story events will initiate, just by traversing around the environment. As I have tested what I have created fairly thoroughly, much of beta testing will be focused on improving the player experience, rather than fixing errors.

As far as the main characters equipment, I think I have it under control. That sounds wrong... He's packing, but not insanely so. Animations are also significantly improved from the prologue (They were the first 10 or so I ever attempted).


PS: I do not have any plans for mini-games. There are game dynamics that will enable you to earn funds and unlock certain content, however they are part of the main game and require real thought. I have implemented the commodities trading aspect of the game in 0.2 and will introduce additional mechanics with each version (space salvage in 0.3).

PPS: It's the 22nd century man, the age of free love.... Peace Out! :sneaky:
 

professorx10

Active Member
Game Developer
Jul 22, 2018
601
776
Thanks Xavister for your quick reply. One quick question (hope it hasn't been asked before) When 0.2 comes out, since it is a departure into a real game, does it require a restart (IE did you re-program the prolog) or just continue from where we left off with the prolog optional for new gamers?

I understand most devs don't like walkthrus (more work plus gives it away). For users, it allows us to follow the story without getting lost/confused. It helps those of us with 'time crunch's in our gaming. For those who want to live in the world you're creating, they're no good/distracting. I think from a dev's pov they're an added product (solutions) that also get given away and don't help the bottom line. Me, I like 'em 'cause I'm time crunched.

Ok, thanks again for your fine work. I wish you the best of success. (but I still think those girls are going to be at each other's throat sooner or later with the personalities you've set up...but maybe that was your intent?) Cheers
 
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