Michigan1976

Newbie
Jul 15, 2022
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View attachment 5411408

Character Profile #1
I thought about a nice way to give you guys something to chew on during development, as we all know that perfection takes time!

So I asked Kentyrr and Stoya to make those Character Profiles, so you can get to know the cast a little better (some more than others, we don't want to spoil everything, of course)

So let's start here with our new MC! I know, you want to see THE GIRLS, well, that's for next wednesday!

Stay tuned Sunday as well for Firebreak's very first Dev Update!
Ahh, the unachievable women's dream on Tinder - "He should be 6 feet tall, have a 6 pack and earn 6 figures!"(c)
The Doctor of Science from MIT doesn't look like that in real life, I know one :)
 

OWSam000

Well-Known Member
Mar 1, 2022
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I forgot that is the new game a single love interest romance story(you need to do multiples path for each main love interest) or a harem-like style story(can fuck all but need to choose one in the end) or more complex path type story?
 

Monetka_

Active Member
Feb 2, 2021
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FireBreak Dev Update #1

There it is, finally, what you've been waiting for!

It's been a pretty crazy month as our workflows tighten up and we are starting to see the first chapter beginning to come together (Giggity!)

In order to ensure Kent wasn't idle, I opted to get him started on a bunch of content so I can finish reworking the broken bits of Chasing Sunsets in the background, and that's something I've slowly but surely been making progress on.

As of today, we are approximately 500 images into the introductory chapter of Firebreak, and the base framework for the game is beginning to take shape.

Music selection is ongoing with several great pieces already selected. As always, the title track is the most challenging, because you never get a second chance to make a first impression.

Workflow issues linger with the transition into DAZ 2025. Nothing that's adding too many headaches, but things we have to work around all the same. One of the downsides is that it's harder to have the renders finish "when they're done," so we have to set static render settings. What this means is that most images take between 20-45m each as we set their iterations in batches designed to minimize graininess. This has the advantage of ensuring the output has a consistent quality, but it keeps the art cooking in the queue probably longer than strictly necessary for many images.

All in all the more things change, the more things stay the same. Kent and I have a development rhythm we've both become very tuned into, and the content is churning out at a pace very reminiscent of our previous work.

Our Community Manager has hit the ground running with and takes personal pleasure in ensuring Kent and I provide regular updates, as you'll see with the coming character profiles and other quizzes and sneak peeks.

Starting from scratch is always a weird mix of opportunity and risk, but attacking the same problems the second time around with the lessons learned from the first is always a huge advantage.

We're super excited to be working on a second project and I'm no less excited to be putting some extra love and polish into our last one.

We can't wait to show you all what we've been cooking up!

Stoya
 
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