MorriganRae

Developer of 'Eruption Imminent'
Game Developer
May 21, 2023
158
2,732
dev is there any chance for a steam page i would like to wait for the game to finish and buy it there otherwise itch io will do
Steam release is planned, but moved back for now. Early Access will be out in early 2026 most likely, but no release date for the finished product yet.

160 renders per week is 22+- renders per day and to make it by the end of August, dev need to do 25 renders per day...
Part one increased from 720 to 852 renders
If all this is to be believed, then the dev managed to render as 365 renders this week, i.e. 52 renders per day, the average timing of his rendering is 25-30 minutes, which on average should mean that it takes him 21 hours a day to do this amount...
If you're gonna post about this every week, at least try to get your math right. I did 177 renders this week, and 190 renders the week before.
 

AdaWongLina

Newbie
Jul 21, 2021
48
435
Episode 6 - Progress Report #24
Hey everyone
I've spent this week working on more renders and some background characters as well :giggle:. Part 1 is finally finished and I'm currently working on a scene with a lot of background characters. I had to change some things in my workflow again, with how I deal with these background characters. It's been quite a technical challenge to figure out how to make crowded scenes like that. I've made some progress in this regard, but I'm still improving here.
Anyways, here are the progress stats:
  • Writing: 100%
  • Coding: 90%
  • Environments: 75%
  • New Characters: 7/7
  • Background Characters: 24/40
  • Renders: 26%
    • Part 1 (9:00pm): 852/852
    • Part 2 (10:00pm): 75/360
    • Part 3 (11:00pm): 0/550
    • Part 4 (12:30am): 0/750
    • Part 5 (2:00am): 0/500
    • Part 6 (3:00am): 0/600
  • Music/Sound: 0%
  • Testing/Polish: 0%
Release date estimate: July/August 2025
If you're interested in how the whole background character workflow looks like: Basically, I first create characters normally (although with much less time spent on them compared to the main characters). I have created reusable skin textures in 12 different skin tones, and then created 2 sets per tone in different resolutions. So when I work on a scene I place a group of background characters and pose them accordingly. After that I go through each character and use a (very buggy :D) tool to lower their mesh resolution, with the final resolution depending on how far away they are from the camera. I apply the low-res skin textures and export the figure as an object. The export lowers file size but means I can no longer pose the figure. I import it again as an object, adjust some textures and save it as a reusable, finalized prop. Et voilà, I have a low-res prop of a background character that I can use in scenes. There's a little more things in there that I left out, but that's the gist of it.
Now, as you can see there's still quite some time spent on each background character, but the good thing is, once I have the prop I can reuse them in later scenes again. I just have to make sure the pose and resolution fits for what I'm using it for.
I'm also still trying to finesse how low I have to go with the resolution for optimal performance and whatnot. Also, some hair and clothes don't work well when lowering resolution, so there's a lot of trial and error involved still. But I'm confident that it's getting easier and faster the more I progress with the renders.

❤ Enjoy your weekend! And thank you for your support! ❤

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4.80 star(s) 134 Votes