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Hey gang. Monday became a bit fatter than intended, more resembling a Tuesday at this point; let's wait no further!
Part X
First off, I want to spill the beans on animations; nothing too spooky, I promise. The majority of animations I've commissioned from our animator FatCat have been posed. Inversely, the majority of animations have not been rendered; this includes the final two animations yet to be posed.
There are 10 animation sequences in Part X, each of those having between 2-3 camera angles to render each as individual animations. The past weeks, I tasked FatCat to clean up some past animations to prepare for their rendering; much of the lighting and camera placement were rushed (at my request, fault) to move to posing the next animations in line.
This week, I'll be sending him the remaining assets for the final two animations for him to begin posing, along with fixing up the previous animations to our liking. For those unfamiliar, Dual Family's animations aren't posed/rendered with the same program the normal, static scenes are. Blender is a much more versatile engine when it comes to animation, however needs some extra hugs n' kisses to make it look similar to the original, static scene it's mimicking.
A shot from the pool, using the default rendering software (Daz3d):
When'll it all be done? Before the heat death of the universe, probably. More surely before Christmas. Both those windows are ridiculous, already millennia past previous windows established, however it's simply embarrassing at this point to miss another promised date, to once again let you down.
Standing by my previous sentiment, I urge you to withhold your pledge if the weekly content leading up to Part X isn't as valuable to you as your support. I'll do my best to provide for those who choose to tag along a little longer, sharing a cutie pie or two if you'll let me.
Act II
I've dropped hints throughout previous chats about Act II's change in setting. The time skip, though modest, is only one major shift along with the entirely new environment you'll explore.
Up until a month ago, I've organized the local team to work on projects adjacent to the game's development; things like HTML5, flash and Steam versions of the game. Posing and render have always been two of the biggest time-sinks into development, so shifting the team's gears unto that was necessary. The four of us can organize, pose and polish off multiple scenes in tandem rather than ol' Kyle being locked up in the render mines all alone; I'd say the former is preferable!
With our start last month, we've begun collecting and constructing assets for the settings Act II's first part will show off. There's quite a lot more outside environments compared to the first act, where most interactions stayed behind closed doors. This open setting also contributes to the gameplay change as well, allowing chapters to be more roamable compared to their previously on-rails feel.
We'll have more to show the coming months; nothing scandalous enough to spoil the juicy bits in Part X. I hope I'll see some of you there, assuming you still enjoy bob-haired mothers and upstanding, feisty youths.