RisenKill

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Feb 20, 2021
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What's in the new release 11.0?
There is no official Changelog 11.0 yet, but some changes are:

- New map "City outskirts": Located in the mountains to the south of a Megacity the Terrain is very hilly, with a big ravine in the middle. There is a Quarry, a Corpo checkpoint and a Bunker that is located in the Emission Zone at the Bottom of the ravine. Long Sight lines, a lot of rocks and way less foliage than on the Test map make bringing a Sniper Rifle a viable option. NOTE: The map is not done at this time, the actual Outskirts are still being worked on.

- Hover Bike: That's right Kids, Papa gave us a new toy to play with. It is only available on the new map and will make it easier (and faster) to get around the new map. Just make sure that you have some medical on hand because, like in reallife, crashing a bike will really fucking hurt.

- Cyberware: the mouse wheel lost its ability to change your walking speed but in exchange for that you get an easy way to select what kind of skills you want to use. Some of them include Slow motion, a Scanner, invisibility and a "Taser".

- No new H-stuff: Devolution is only one man and he handcrafted the new map in only 2 months (something that takes some AAA studios half a Year), so there was not that much time to animate/ model new things. He is trying to get someone to help with the project but, since Devolution is very skilled at what he does, the standard that he sets for potential artists is so high that they are eater really expensive or already working for other projects.

Again, this is not official, its the stuff that just jumps out at you when you read the Development posts on the Supporter Discord.
 

PoriferaTheSponge

New Member
Jan 16, 2018
4
1
There is no official Changelog 11.0 yet, but some changes are:

- New map "City outskirts": Located in the mountains to the south of a Megacity the Terrain is very hilly, with a big ravine in the middle. There is a Quarry, a Corpo checkpoint and a Bunker that is located in the Emission Zone at the Bottom of the ravine. Long Sight lines, a lot of rocks and way less foliage than on the Test map make bringing a Sniper Rifle a viable option. NOTE: The map is not done at this time, the actual Outskirts are still being worked on.

- Hover Bike: That's right Kids, Papa gave us a new toy to play with. It is only available on the new map and will make it easier (and faster) to get around the new map. Just make sure that you have some medical on hand because, like in reallife, crashing a bike will really fucking hurt.

- Cyberware: the mouse wheel lost its ability to change your walking speed but in exchange for that you get an easy way to select what kind of skills you want to use. Some of them include Slow motion, a Scanner, invisibility and a "Taser".

- No new H-stuff: Devolution is only one man and he handcrafted the new map in only 2 months (something that takes some AAA studios half a Year), so there was not that much time to animate/ model new things. He is trying to get someone to help with the project but, since Devolution is very skilled at what he does, the standard that he sets for potential artists is so high that they are eater really expensive or already working for other projects.

Again, this is not official, its the stuff that just jumps out at you when you read the Development posts on the Supporter Discord.
I see, thanks! Hoping to support when something big drops.
 

DKOC

Well-Known Member
Feb 1, 2019
1,063
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- No new H-stuff: Devolution is only one man and he handcrafted the new map in only 2 months (something that takes some AAA studios half a Year), so there was not that much time to animate/ model new things. He is trying to get someone to help with the project but, since Devolution is very skilled at what he does, the standard that he sets for potential artists is so high that they are eater really expensive or already working for other projects.
That is okay. We know that H-stuff isn't a priority for this project.

As for the AAA comment... you do realize that those maps that takes AAA half a year are: a) massive, b) packed full of details, c) has fully interactable NPCs in it, and d) has full voicelines for those NPCs. So of course their maps will take half a year.

As for hand-crafting maps... there are tools for that, to simplify the process and make it faster to do. You also can speed it up by using pre-fabricated assets in clever ways. For example, most of the towers in Skyrim, are using the same tower prefab, but they've buried portions of it or placed it at an angle so that you think they hand-crafted each tower.

As for the standard required of artists... honestly, he needs to get a noob and get them to do minor projects for them, to get their feet wet and then move on to tougher projects. Wild Life says they hired industry veterans, but its clear from their work, that they are noobs. True Wild Life still churns out better stuff than most, but its cheaper to get a noob and give them small tasks to prove their worth. Its also what Rimworld did, hiring someone in college that showed promise, and it worked out well for them.

But an industry veteran? They'll either charge insane prices (because frankly they know they are worth their price) or other projects have sucked them up. An option that might work is to do "work trading". Find another H-project, offer to do some work for them, in exchange for them doing work for them. ie Seek out Lord-Kvento and help with Lustland.
 

Mordona

Confused Demoness
Donor
Dec 1, 2017
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The person you are addressing is making assumptions based on the details and trying to read between the lines from the dev. He doesn't have high standards, its the people he brings on are being less than serious flakes. He also created this new map in a months time while adding in a new working vehicle system.
 
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AnonymousAutist

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Aug 20, 2022
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Is the dev going to post more versions? The 0.8 has been out for three or four months, so I'm wondering if he's going to give us some more freebies.
 

D-E-V-O-L-U-T-I-O-N

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Well typical causes of framerate drops are:

-> Excessive vertex / polygon count. This causes a lot of extra shadow casts and draw calls to be performed. Try to use more skyboxes and flat-textures for distant stuff, rather than meshes.

-> Excessive usage of virtual RAM, such as EMS and XMS. If the HDD or SSD is being accessed at 100% rate, then its a pretty good sign that too much virtual RAM is being used.

-> Unnecessarily large texture files for the objects in an area. 8k textures tend to the largest things would ever need to be, unless you can zoom super far in to see the extra detail... but even still, you should be using mipmaps, so that 8k texture isn't viewed constantly at any draw distance. But most standard environmental details like rocks and grass shouldn't be larger than 1k. Skyrim for example, gets away with 0.25k, 0.5k and some 1.0k textures for most environmental details.

-> Level of Detail, proper use of Draw Distances and Mipmaps can help as well.

-> Optimizing the terrain geometry, will help to reduce pathfinding costs and thus reduce the AI costs. AI also is an expensive process.

-> Avoiding unnecessary physics calls, such as giving every entity a bit of cloth physics, or hair physics. Only give important things physic calls.

-> A profiler would help to tell you where your bottlenecks are. Generally, having more than 10,000 draw calls PER frame, will cause all but the best machines to be brought to their knees. 15,000 or more, and you'll be having even the best machines brought to their knees.

-> Being careful with the usage of specific UE4 special effects. For example, particle generators. Each one can produce millions of particles, but each generator is costly to use. So, if you are using tons of generators, it will obliterate the framerate.
on each of these things I have already spent months, it's just a basic stuff that everyone does, to get more performance I need to go much deeper inside, which takes lots of effort and cuts down from actual game features development which I need to balance
 
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D-E-V-O-L-U-T-I-O-N

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What's in the new release 11.0?
I have been kinda lazy to write detailed update notes but in general
- whole new map (city outskirts)
- new cyberware function with disassembling hand, different holding of gun (can hold without handguard etc.. and recoil changes)
- new driveable hoverbike with custom coded physics and crash physics
- tons of bugfixes from new features (bunch of them still remain but its not too bad)
- tons of small changes, polish that is hard to track
 

D-E-V-O-L-U-T-I-O-N

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related to new nsfw content, to be transparent, I hadn't had that much luck finding new animator who is capable reaching quality, animators are really hard to come by, most of them have work ethics below zero or are already hired in aaa studios or just don't want to animate nsfw stuff.

anyway if anybody knows about someone suiting this project I would gladly get someone onboard

this month I will try again to get someone reliable to help out on it so each release has at least two new h-animation types (4 loops per type)

otherwise the project is going pretty well, step by step I'm turning all those ideas and plans into reality
 

SylvanaHellsing

Active Member
Mar 22, 2019
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related to new nsfw content, to be transparent, I hadn't had that much luck finding new animator who is capable reaching quality, animators are really hard to come by, most of them have work ethics below zero or are already hired in aaa studios or just don't want to animate nsfw stuff.

anyway if anybody knows about someone suiting this project I would gladly get someone onboard

this month I will try again to get someone reliable to help out on it so each release has at least two new h-animation types (4 loops per type)

otherwise the project is going pretty well, step by step I'm turning all those ideas and plans into reality
How hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..
 

Mordona

Confused Demoness
Donor
Dec 1, 2017
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How hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..
Depends. I used to make content for SecondLife. Making objects in Blender, no problem. Texturing them, no problem, scripting them, no problem. Animating, NOPE... I dipped into animation and couoldn't wrap my head around how time consuming it is. Every damn frame has to be adjusted over and over. Now, I'm going in with no one teaching me, so I likely was doing everything wrong, but I self taught myself everything else too and that one I just couldn't do. Now.. I bet if you had Motion cap hardware, it be 10x easier and quicker.

Edit: and yeah, you really can tell the difference between mocap and hand animation.
 

D-E-V-O-L-U-T-I-O-N

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How hard is it to learn how to do NSFW animation? When I search a little on the internet, there is practically no thing interesting enough to initiate to make it..
it absolutely doesnt matter if its normal or nsfw animation, skill required is same
Its easy to find resources, but it takes lots of artistic skill and feel for the movement
 

HardcoreCuddler

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Aug 4, 2020
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on each of these things I have already spent months, it's just a basic stuff that everyone does, to get more performance I need to go much deeper inside, which takes lots of effort and cuts down from actual game features development which I need to balance
Did kind of feel off about "I've already squeesed every last fps out of it" when you said it but I shut up because I didn't want to be a jerk, but this does sound more like the reality.
Agree you need to balance your work but saying that you squeesed every last fps out of it, when the game runs pretty meh with not much going on, is a bit much.
Thanks for the clarification tho.
 

D-E-V-O-L-U-T-I-O-N

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Did kind of feel off about "I've already squeesed every last fps out of it" when you said it but I shut up because I didn't want to be a jerk, but this does sound more like the reality.
Agree you need to balance your work but saying that you squeesed every last fps out of it, when the game runs pretty meh with not much going on, is a bit much.
Thanks for the clarification tho.
compared to my time budget I spent already way too much time on optimization and I'm running out of optimization opportunities atm
also compared to other similar-looking games game runs pretty good, don't have too much complaints about performance and also you need to consider other studios have at least 3-5 full time experienced devs doing nothing all time except trying to find way to get better performance without losing too much visuals. and even with that, people complain about ubisoft doing downgrades etc..
to be honest it's a miracle those games run in such performance, and people have no clue, call them out for "not optimizing tames" even tho so much insane talent and manhours went into it
 
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DKOC

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D-E-V-O-L-U-T-I-O-N = Alright, so you got all the basics covered. So some further ideas for optimization:

1] How high is the polygon count / texture resolution on each Tentacle. You might be able to optimize them when they aren't visible or at a distance away.

2] When a tentacle travels through the water, is the water just a textured surface, or is it an actual mesh that deforms as the tentacle passes through it?

3] I know the game pretty heavily relies on fog. If you totally disabled the fog, does it improve performance? If so, then try to look into optimizing the fog in some fashion.

4] How does the game handle darkness? Is it merely the absence of a light source or is it using soft-shadows to instead?

5] When the AI is not directly seeking out the player, how expensive is their pathfinding? If it is quite expensive, then you might consider patrol routes instead of them wandering randomly. That way you could also decide their specific path ahead of time.

6] Are you performing physic calls on the grass, trees, shrubs, etc... Witcher 3 had a very well-optimized way of doing that (mostly by disabling the collision on the plants, as they'd clip right through walls when it was windy)?

7] When you have weather effects, are they particles, sprites, etc...? Like rain drops...

8] Since the later builds allows for visual clothing customization, are all the meshes that can potentially be worn, pre-rendered and thus taking up valuable resources (ie RAM)? I ask because Witcher 3 would pre-render everything in your inventory, so you could quickly view the mesh of any object?

9] How high are the polygon of non-essential map elements? Rocks, fences, trees, etc...? Services like SpeedTree might optimize their meshes, without too much loss of quality.

10] Same idea as 8, but now for the weapon parts? Or items in your inventory.

11] Since you can have belly expansion with moving tentacles and bulging of eggs, do these objects have a high polygon count / textures of their own?

12] For shooting mechanics, is it using Tracers or simulated bullets + trajectories?

13] When an enemy detects the player, do they always know where you are, or do they have to maintain visual conal lock?

14] How often do you use double-sided meshes? These are like when you have an armor vest, that has the outer section and the inner layer rendered; most games use double-sided meshes sparingly, as appropriate.

15] When you are in 1st person, is the 3rd person mesh fully rendered? Similarly, in 3rd person, is the 1st person mesh fully rendered?

16] What does the enemy "see" when they shoot at you? Is it a fully rendered object, or a simple object, with a low polygon count?

17] Is all the items in a chests, looted or otherwise, rendered meshes, or only rendered when removed from the chest?

Probably have more ideas later.
 

SylvanaHellsing

Active Member
Mar 22, 2019
605
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Depends. I used to make content for SecondLife. Making objects in Blender, no problem. Texturing them, no problem, scripting them, no problem. Animating, NOPE... I dipped into animation and couoldn't wrap my head around how time consuming it is. Every damn frame has to be adjusted over and over. Now, I'm going in with no one teaching me, so I likely was doing everything wrong, but I self taught myself everything else too and that one I just couldn't do. Now.. I bet if you had Motion cap hardware, it be 10x easier and quicker.

Edit: and yeah, you really can tell the difference between mocap and hand animation.
Ohw fuck...
Now I understand why there are very few 3D games with very good animation..
it absolutely doesnt matter if its normal or nsfw animation, skill required is same
Its easy to find resources, but it takes lots of artistic skill and feel for the movement
I see, thank you for your answers
I'm interested to see and understand how this kind of thing is done, since in general, people who show how to do it, only do SFW, and that in school, daring to talk about it is literally taboo... that intrigued me a lot
 
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