So Lupita is up next. Who I work on after that will be determined by a patron poll. However, when I do the patron polls for who to develop next, I limit the choices to characters who are underdeveloped. This way we don't get stuck in a rut overdeveloping two or three characters while the rest languish.
As I get into the groove of live streaming I want to start spending 3 days on next chapter, 1 day on chapter after that, and 1 day on asset development or reworking old content. This way I'm moving ahead steadily on the newest content and by the time it drops, I'm already half way to the next release which will then get 3 days a week of development time.
This is the tentative plan I want to start experimenting with.
It's simple. I try to animate it Daz and Daz is all like...
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Jokes aside. My experience with Daz as a company is:
"Hey, we should include this feature!"
They then hand the job off to an intern.
The intern comes back and says, "Ok, here's a prototype! Still has some bugs in it but it's a start."
The managers take one look at it and say "This is fucking Great! Troy, add this to the next version!...no...don't worry about it. It's good to go."
And then Troy says, "This is a pretty basic feature most 3D programs already have built in. Why don't we sell it as an add-on!"
Fucking Brilliant TROY! Selling me a poorly implemented standard feature as a fucking add-on...that probably won't work with future versions.
Used to by defaul Daz didn't have any kind of graph editor or key frame editor that came bundled with it. It might now, I don't know.
But back when I had bought those...separately. They were broken as hell. Keyframes would just disappear. Or I would highlight keyframes and they would disappear from the editor, but the values were still there. So it was like it just deleted the keyframe icon without actually deleting the key frame.
Locking joints does absolutely fuck all to help with animation, so even if you set a key frame, move ahead, and then try and use kinematics to set the final position, locked joints still slide all over the place and every automatically generated key frame between point a and b is fucked up and has to be deleted (if it still shows up in the editor) or one by one manually configured, which is stupid.
I have this issue with most Daz add-ons and built in features. They simply don't perform the functions they are designed to perform well.
I won't rule out a dream sequence or holiday special. But in the end, I use my character's personalities to guide the story. It's what makes writing the drama so easy because I "know" who they are. But with that kind of detail comes some limitations on what I can and cannot make the characters do.
*make a note*
At this time there is no Android version. Now that the new gui for v2.0.0 has been distributed and tested. I know it works well enough that I can start working on customizing it to work with mobile devices. As it is now, most of the features won't scale well to a mobile screen and so I need to build custom variants. I just didn't want to do that before I had 'finalized' the look of v2.0.0.
Admittedly my android skills are sub par to non-existent. So while I'm dedicated to working on this and making it happen, I can't give any kind of estimate on completion at this time.
You know originally there were no color coding menu choices. The whole game was meant to be played 'blind'. But then players on F95 wanted the color codes and it seemed like a good enough idea that we decided to make it something you can toggle. Same with shuffling the choices.