It's a good idea, you can put a small text box on it that says "note: the routes you take with your character may vary the dialogue and add some extra scene", so the players will know and notice it
Yeah, I now have all assets, UI, etc., so it's primarily about writing the game and coding for additional features - which is more fun than stylizing and "pixel-pushing"; or conceptualizing how features will look.Congrats and all the best with Steam greenlight! The map looks good, and the LIs icons at the places where they are is a nice touch. The email 'system' also looks neat, intuitive.
Probably take it easy for this week, as all the heavy lifting are done already.
Thanks!I like the detail that the points are limited, it makes you have to use them more wisely, very successful in my opinion
Thanks, that's appreciated! I tend to agree with most things John says as wellI agree with JohnF95zone statements 100%, FunDi. I applaud the meticulous approach to your game. The X factor is the audience. Also, your audience is made up of people from across the globe. They might have different likes and dislikes based on their cultures.
I know not many agree with my idea, but doing a small completed game is one way to go.
You are basically making a checklist of experienced situations to change or improve without a large investment of time and money. That includes getting to know your audience.
Just my two cents.
I wish you success.
Absolutely spot on. This is the safest, almost risk-free approach that first time developer would make, and quite a number of them did just that. I would give the same suggestion and/or advice to any new developers as well.I know not many agree with my idea, but doing a small completed game is one way to go.
You are basically making a checklist of experienced situations to change or improve without a large investment of time and money. That includes getting to know your audience.
From reading your and FunDi's extensive correspondence, I feel the game will do well for a targeted audience.However, when I first learned about this game and this development thread, FunDi had already created an expansive Chimera world, especially in his head.
Tell me, is there good money in developing Noobs? (I couldn't pass up that one.)Personally ( as a noobgamedeveloper myself )
If it was my first game - I would agree that's the best approach, but I felt pretty confident in the universe, and would rather develop this one thing by chapters. I will only drop it and make another title if the game completely sucks. Can also always make 5 chapters and move on, which kinda gives a full title.Absolutely spot on. This is the safest, almost risk-free approach that first time developer would make, and quite a number of them did just that. I would give the same suggestion and/or advice to any new developers as well.
Honestly, it's a solid approach, but I feel like there are so many underwhelming demos on this website, the competition might be too rough. I would rather potentially fail with a bigger thing. I guess it's a bit of perfectionism, too - my Demo is essentially turned into an entire Chapter 1, which wasn't an intention, but I felt like I couldn't show everything I wanted below 1/2 hours playthrough mark.I would have released this first ( probably 3 - 6 months before demo ), refined the chimera world based on the feedbacks, and developed the gameplay/gaming experience based on feedbacks. The biggest hurdle would then to justify or explain the 'sandbox' or freeroam element for the actual game, whereas the teaser is just a simple VN. Actually, DriftyGames did something similar with his games. First game, Leap of Faith is basically VN with branching choices, but his second game u4ia contains 'sandbox' or freeroam ( honestly, I don't really understand the difference, probably sandbox is associated with grind, but freeroam is not ). He can do that because he is the 'GOAT', but it can be difficult for new developer that has no foothold yet. As soon as, a new developer puts a 'sandbox' or freeroam in his game, people like "I'm out", but when Drifty does it "He's a genius". I'm not bashing developers but the players.
Lol, looking back, the discussions might be a bit too extensive, but it def helped me develop a concept appropriately. I was pretty lost when I started.From reading your and FunDi's extensive correspondence, I feel the game will do well for a targeted audience.
Well, I taught my grandpa how to use a computer and internet, and I can tell you there isn't any money in developing noobs, only extreme stress and virus cleanup from porn websites.Tell me, is there good money in developing Noobs? (I couldn't pass up that one.)
Synopsis: "The protagonist has no goals or objectives in life except one - become a professional voyeurist. Unfortunately, due to his clumsy nature, he is a complete noob when it comes to observing women, and always gets caught. Experience the journey of a socially shunned noob protagonist caught for peeping on his teacher, classmates, mother, and sisters, and take him onto the path of becoming an expert voyeurist, trade images of his victims, and make them show you all of their secret sides..."How about a noob game?
The Noob Chronicles!
Follow along, dear friends, as our protagonist ascends the many levels of Noobdore. You begin as a lowly noob, the lowest of the low, and after many trials and whining, you can move up to the Newbie level. From there, progress is difficult. No more Mommy to kiss away your tears or Big Brother to scare away the bullies, Etc...
True to that. There is no silver bullet, single approach for all. Each developer actually has to find their own way, that suits their competencies and comfort zone. I would take the safe route approach if I ever make game because I have zero background making game. Less risk & small scope, but less or probably no return ( it is very common that the first try failed ).If it was my first game - I would agree that's the best approach, but I felt pretty confident in the universe, and would rather develop this one thing by chapters. I will only drop it and make another title if the game completely sucks. Can also always make 5 chapters and move on, which kinda gives a full title.
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Honestly, it's a solid approach, but I feel like there are so many underwhelming demos on this website, the competition might be too rough. I would rather potentially fail with a bigger thing. I guess it's a bit of perfectionism, too - my Demo is essentially turned into an entire Chapter 1, which wasn't an intention, but I felt like I couldn't show everything I wanted below 1/2 hours playthrough mark.
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I am a night owl and make the best decisions at night!I am one of those who thinks that a decision made at 2AM cannot be a good one haha... but I understand you, your renders were 8.5/10, maybe you liked the idea of reaching 10/10, support... same sad news
My slightly severe OCD forces me to save everything always with 2 cloud backups. This comes in handy because I also save every scene as a separate file, which allows me to come back and redo everything.At least don't completely delete the original ( even if it sucks ) because it can be a good 'Behind The Scenes" or 'The Making Of" contents in the future. Anyway. it is good that you are getting good if not great advices from actual developer ( who I assume is also a 3D Artist ) and not just potential players/fans. As a player, I can only give basic feedbacks like "like, dislike, okay, amazing etc." but the feedbacks lack technical nuances that can be useful to improve the visuals.
As they say, you only have one chance to make a good first impression..By the way, you could also finish what you have done so far and present it like this, and while you work on a rework, clarifying that it is only a demo version and that the renders will be updated in the next installment (you could prepare some comparative renders for the presentations)...I don't know, so as not to dynamite so quickly a job that was already almost finished and that only lacks a visual touch up...that way also and whoever likes it can give support and read first opinions
I like both the Before and After images. Just a simple observations, basically the After renders have this blur effect ( tele photo lense? I don't know the term ), which is usually applied in movies when it wants to shift the focus on something in the screen, usually the characters.Here are a couple of examples (stuff is still rendering):
I am also redoing the entire branding, I wish I had a third workstation xDYou don't have permission to view the spoiler content. Log in or register now.
Depth of Field + Shaders + Improved Camera Positioning + More Render Samples + Some Light ShiftsI like both the Before and After images. Just a simple observations, basically the After renders have this blur effect ( tele photo lense? I don't know the term ), which is usually applied in movies when it wants to shift the focus on something in the screen, usually the characters.
Forgot to say that After images are not post-processed, I have an additional system that denoises, upscales, and applies Photoshop effects - so yeah, not final.Image 1, the After render looks a little bit 'grainy' than the Before, but barely visible at least on my 16" 1080p LCD screen. Background ( kitchen perhaps & wall ) has the blur effect. Maybe it is intended or just need to 'de-noise' it again?
My workstation has a better setup now, so the GPU can handle more sampling.Image 2 & 3, After render has the blur effect, focus is on the girls face. The structures in the background also have richer color to it.
You know - you sit down and make an adult game, and kinda forget about the whole 'adult' thing - way too much story exposition, not enough spiciness, this is being improved.Image 4, different pose, more sexy and intimate, the focus on sexy figure of the girls back. The outside buildings also has the blur effect. Before Image has the environment ( floor, glass door ) that can potentially steals the limelight.
Since I didn't have a lot of renders, it was a bit more difficult to showcase the difference.The changes are more noticeable in the archer-jazmine scene, they feel much warmer, there they have improved a lot... but in mia renders, it's the opposite, the error made the sky look cloudy and the walls if They gave the feeling of being in a ruin. About the demo, it depends on time, if it takes a lot to redo it, maybe it's better to have a demo around (I suppose if the player knows that those renders will give a higher quality jump, it won't be a bad impression)