- Apr 21, 2022
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We all know that the single most important thing you can do to make your game shoot to the top of the Patreon charts is to release more updates. But how do you do that? Surely every dev would update every month if we could, but what's holding us back? What are the
It's worth considering this question in terms of one-time processes VS recurring processes. For example:
Workflows
(Per-project, usually developer-specific)
- Use a real-time character posing tool such as Honey Select or Koikatsu instead of Daz Studio or Blender's slower pre-rendering.
- Unity Workflow for developing new game mechanics: ( Backend > Features > Content )
One-time Processes
(per-Project or per-Character/Scene)
Concept Design (Deciding what to make)
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Character/Clothing Design
Environment Design
Materials Conversion/Customization
Model Conversion to/from Daz Studio
Training/Learning to use the various Software
(Though, realistically, this is recurring, there are often diminishing returns past a certain point where basic daily use becomes "easy.")
Recurring Processes
(per-Render or per-Line)
Scene Composition (Director decisions, Scene loading, Camera position and orientation.)
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Character Loading and Posing
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Animation
Rendering
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Writing
Gameplay Programming (Choices, mini-games)
Playtesting
Releases
Storefront Maintinence (including Steam/Patreon/Various tip jars)
Promotion/Marketing Funnel
Backer Rewards
Fast, Cheap Hacks
- Fix it in Post
- Fake It If You Can't Make It (Or sometimes, even if you can.)
For me, my single most time-intensive recurring process used to be Render Times, until I learned
What about you? What's the slowest part of your process? And how did you speed up a step that used to be your bottleneck, but isn't anymore?
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in your update pipeline?It's worth considering this question in terms of one-time processes VS recurring processes. For example:
Workflows
(Per-project, usually developer-specific)
- Use a real-time character posing tool such as Honey Select or Koikatsu instead of Daz Studio or Blender's slower pre-rendering.
- Unity Workflow for developing new game mechanics: ( Backend > Features > Content )
One-time Processes
(per-Project or per-Character/Scene)
Concept Design (Deciding what to make)
-
You must be registered to see the links
(How to prioritize & make good decisions when you have no data to draw from.)-
You must be registered to see the links
(Set a Time & Place to think creatively, use of Humor, Closed and Open modes of thinking.Character/Clothing Design
Environment Design
Materials Conversion/Customization
Model Conversion to/from Daz Studio
Training/Learning to use the various Software
(Though, realistically, this is recurring, there are often diminishing returns past a certain point where basic daily use becomes "easy.")
Recurring Processes
(per-Render or per-Line)
Scene Composition (Director decisions, Scene loading, Camera position and orientation.)
-
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(Correctly!)-
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Character Loading and Posing
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(Requires an extensive Pose Library, or combine with the next tip.)-
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(Because Blender's custom posing tools are SO much faster and more intuitive.)Animation
Rendering
-
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Writing
Gameplay Programming (Choices, mini-games)
Playtesting
Releases
Storefront Maintinence (including Steam/Patreon/Various tip jars)
Promotion/Marketing Funnel
Backer Rewards
Fast, Cheap Hacks
- Fix it in Post
- Fake It If You Can't Make It (Or sometimes, even if you can.)
For me, my single most time-intensive recurring process used to be Render Times, until I learned
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and use the (basically realtime) Eevee renderer. Right now, I suspect it's probably character posing and scene composition. IT Roy had a great tutorial about
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, but it depends on a robust Runtime full of poses and, you know, actually using Daz Studio. While I could pose in Daz and export the whole scene to Blender, that would prevent me from using custom materials unless I wanted to manually re-apply them after each import. And custom materials are basically essential to getting Eevee renders looking anywhere near good.What about you? What's the slowest part of your process? And how did you speed up a step that used to be your bottleneck, but isn't anymore?
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