Doner077

Member
Apr 25, 2018
184
692
232
There is already a person doubting the planed release date but i want to reitirate nevertheless. Either dev has like a secret strategy for the polishing phase or the game is gonna come out in September. I wouldnt accuse the dev of lying or anything similar to that, i mean they are updating their numbers and all, giving us knowingly the ability calculate when the renders should be done, so they have a plan to finish the game on time i assume. But if the renders getting +%5 / +200 every week continues like this, theyre gonna be done in 4 months. Meanwhile the music, background characters and after that polishing should be done within this time frame too. So its just better to think about it like this update will gonna come after summer. Hope for the best, prepare for the worst
 
Last edited:

OneWayMissile

Well-Known Member
Jul 24, 2018
1,159
1,176
379
There is already a person doubting the planed release date but i want to reitirate nevertheless. Either dev has like a secret strategy for the polishing phase or the game is gonna come out in September. I wouldnt accuse the dev of lying or anything similar to that, i mean they are updating their numbers and all giving us knowingly the ability calculate when the renders should be done, so they have a plan to finish the game on time i assume. But if the renders getting +%5 / +200 every week continues like this, theyre gonna be done in 4 months. Meanwhile the music, background characters and after that polishing should be done within this time frame too. So its just better to think about it like this update will gonna come after summer. Hope for the best, prepare for the worst
11 months for an update lol but sadly seems to be the way if you actually calculate the numbers
 

ItsNotUs

Engaged Member
May 14, 2023
3,906
20,139
637
There is already a person doubting the planed release date but i want to reitirate nevertheless. Either dev has like a secret strategy for the polishing phase or the game is gonna come out in September. I wouldnt accuse the dev of lying or anything similar to that, i mean they are updating their numbers and all, giving us knowingly the ability calculate when the renders should be done, so they have a plan to finish the game on time i assume. But if the renders getting +%5 / +200 every week continues like this, theyre gonna be done in 4 months. Meanwhile the music, background characters and after that polishing should be done within this time frame too. So its just better to think about it like this update will gonna come after summer. Hope for the best, prepare for the worst
This is not a doubt, but rather a healthy skepticism!
The dev are open and it's true, dev himself said that with the new PC the rendering time has decreased to 25-30 minutes per frame, considering that his average number this week was 22 renders per day, that's 9+ hours just for renders! I don't know, maybe the dev has a second PC on which he processes finished renders and does other work in parallel, post work and ect., but even according to the raw counter he won't make it to his deadline (July/August)!

I am not trying to accuse dev in any way!
He needs to work a lot to release an update by the END of August, i already wrote about this above, but he is a living person, he cannot work like this 24/7 for 4 months! But even if he does, imagine his fatigue after such a marathon. Tired, burnout and ect., then he will take a long long break to rest after the update is released and we will wait again, again, and again...
It's a vicious circle!
There are too many examples of similar cases where the dev went from releasing every 2-3 months to releasing once a year!
And this dev "was famous" for releasing 3 updates per year with a lot of high-quality content!

I would like to emphasize that i am not criticizing, but i just want people and the dev himself to look at things "soberly"!
 

Buletti

Engaged Member
Nov 7, 2023
2,064
3,504
349
This is not a doubt, but rather a healthy skepticism!
The dev are open and it's true, dev himself said that with the new PC the rendering time has decreased to 25-30 minutes per frame, considering that his average number this week was 22 renders per day, that's 9+ hours just for renders! I don't know, maybe the dev has a second PC on which he processes finished renders and does other work in parallel, post work and ect., but even according to the raw counter he won't make it to his deadline (July/August)!

I am not trying to accuse dev in any way!
He needs to work a lot to release an update by the END of August, i already wrote about this above, but he is a living person, he cannot work like this 24/7 for 4 months! But even if he does, imagine his fatigue after such a marathon. Tired, burnout and ect., then he will take a long long break to rest after the update is released and we will wait again, again, and again...
It's a vicious circle!
There are too many examples of similar cases where the dev went from releasing every 2-3 months to releasing once a year!
And this dev "was famous" for releasing 3 updates per year with a lot of high-quality content!

I would like to emphasize that i am not criticizing, but i just want people and the dev himself to look at things "soberly"!
The dev said that this specific update with the party will be a huge undertaking because they want to try out something they have never done and would get back to "normal" Production routine Afterwards.

So I don't think there is any reason to try to generalise anything from this update.
 
  • Like
Reactions: Birdnman993

ItsNotUs

Engaged Member
May 14, 2023
3,906
20,139
637
The dev said that this specific update with the party will be a huge undertaking because they want to try out something they have never done and would get back to "normal" Production routine Afterwards.

So I don't think there is any reason to try to generalise anything from this update.
I read this too, but only time will tell. We can return to this topic after this update is released and when we have a new change log or a dev post about a "new" update.
 

Jafo

Well-Known Member
Oct 8, 2017
1,322
4,384
445

Hey everyone

I've spent this week working on more renders and some background characters as well . 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 ) 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! ❤
 

MorriganRae

Developer of 'Eruption Imminent'
Game Developer
May 21, 2023
168
2,948
376
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

Member
Jul 21, 2021
107
1,381
252
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! ❤

1746283103682.png
 
4.80 star(s) 148 Votes