claus001

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Feb 15, 2020
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Alright, just finished 0.3, time for a "Current state of Eternum Girls" review! (I have made sure this is Spoiler free)

Girls, according to my personal preference:
1st. Nova:
Nova is, and will remain the undisputed number one for me. Our Smart, Petite, Cute, Quirky, Compliment-lover personal Hacker. She is basically the combination of every single trait I love in a girl. There are more to say about her, that I cannot without getting into spoilers.

2nd. Alex: White hair, Independent, Rebel and yet with a soft heart. If Nova wasn't literally perfect, I could see myself hard for Alex (she was my favorite in 0.1).

3rd. Luna: Goth, Red-eyed, with a troubled past. One look at her says that she has stories to tell. Horror is also one of my favorite genres of media. So, if we ever meet IRL, I think we could be really good friends.

4th. Penny: Smart, big-titty blonde, Instagram model, hopeless romantic. That's one combo you don't see too often. Penny is gorgeous. I love her smile, her attitude, her hopeless romantic nature, and her backstory. She also seems really dependable, something I love in girls IRL. She has the potential to move higher up in the list. Let's see.

5th. Dalia: Tomboy, Tsundere, Fitness freak. I would almost keep her at the same level as Penny really. And no gag reflex is nothing to scoff about. I am really waiting for that BJ scene.

6th. Annie: Before you come at me with your pitchforks, hear me out. I know for a lot of us she would be way, way higher in the list. There is a reason, girl next-door, childhood friend is one of the most popular romance anime tropes. I really like her, and want to protect her as well. But as it stands, she simply does not bring any other trait to the table other than "childhood friend". I am assuming this would change after the date that's scheduled for the next update. With a bit of backstory, she could probably secure position 3rd or 4th.

7th. Nancy: The red haired, babysitter, MILF. Nancy is hot, like really HOT! It's just that, I would much rather have a casual relationship plus sex with her. Basically exactly what we are currently doing. Bringing feelings would just complicate things.

The sexy elf is not yet recognized as a romancable character, but if she is, she would probably bet at the 3rd spot.

All of this are my personal opinion, feel free to counter my arguments with yours or share your own girls chart. Bye for now, I'll see you all on 0.4!
My rank would also be similar.
1. Nova/Luna
2. Annie/Alex
3. Penelope
4. Dalia
5. Nancy

However, I would hope opposite of you for Nancy: I would like to see a more romantic relationship (that is more my preference) than a heavy/pure sexual relationship, which it has been so far. She feels very similar to the Mom from OIAL.
Plebeian taste. Calypso is the ultimate waifu.
 

Walter Victor

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Dec 27, 2017
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My guess is that the story (or outline) is already done from start to finish, and all that's left to do is to render and edit scenes in HS2 (which is another boon because rendering in HS1/HS2 is faster compared to other software like Daz3D) then put them all together per update. Saves plenty of time if you've already planned things out, especially if the game is just a story-first game and not some sort of sandbox or a multi-route nonlinear game with no sort of end goal whatsoever.
I am a fervent believer in developers mapping out their games in advance, and it will certainly speed up the process. But I think you greatly minimize the process of putting out a release. For one thing, the content of each release cannot be plotted out in detail at the beginning. Real life tends to interfere. Then, developers always have fresh ideas as they go along that require rethinking and re-planning. You also left out the whole coding process, which is not an insignificant task, especially if there are multiple routes possible. The rendering itself is limited by the processing power under a developer's command. Some developers are working on potato computers, while others have so much power on hand that their main problem is cooling and their electric bill.

No offense meant. I believe you are right that proper advance planning will reduce development time, but it can't be the whole story of Caribdis's fine progress.
 

Idontplay

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Oct 30, 2017
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Anyone knows how to extract the images from this game? There is a frame I would love see better; the one that appears when Orion uses his power while he is fighting in the Rotunda.
 

Dorfnutter

Engaged Member
May 21, 2017
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I am a fervent believer in developers mapping out their games in advance, and it will certainly speed up the process. But I think you greatly minimize the process of putting out a release. For one thing, the content of each release cannot be plotted out in detail at the beginning. Real life tends to interfere. Then, developers always have fresh ideas as they go along that require rethinking and re-planning. You also left out the whole coding process, which is not an insignificant task, especially if there are multiple routes possible. The rendering itself is limited by the processing power under a developer's command. Some developers are working on potato computers, while others have so much power on hand that their main problem is cooling and their electric bill.

No offense meant. I believe you are right that proper advance planning will reduce development time, but it can't be the whole story of Caribdis's fine progress.
That's why I mentioned HS2. It's not as powerful as Daz3D, but rendering is quite faster. Not to mention that you don't need a beefcake of a PC to use it.

Also, if memory serves Caribdis has a co-writer on board, so that also helps with the speedy development.

It also helps that Eternum doesn't exactly have a true multiple route system at the moment. Sure, there are choices and fail states. But they don't exactly lead to wildly different plot threads like, say, in The Witcher 2 where choosing who to side with can lead to 2 very distinct routes. If anything, they just cut out routes/storylines, and don't offer anything else.
 

Idontplay

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Oct 30, 2017
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The ultimate waifu is Michaela!


The previous message wasn't in anyway written under Michaela's threat.
 

Son of Durin

Engaged Member
Jul 5, 2021
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I am a fervent believer in developers mapping out their games in advance, and it will certainly speed up the process. But I think you greatly minimize the process of putting out a release. For one thing, the content of each release cannot be plotted out in detail at the beginning. Real life tends to interfere. Then, developers always have fresh ideas as they go along that require rethinking and re-planning. You also left out the whole coding process, which is not an insignificant task, especially if there are multiple routes possible. The rendering itself is limited by the processing power under a developer's command. Some developers are working on potato computers, while others have so much power on hand that their main problem is cooling and their electric bill.

No offense meant. I believe you are right that proper advance planning will reduce development time, but it can't be the whole story of Caribdis's fine progress.
Nicely put. It gets back to "the battle plan never survives the first shot", or, in my line, "a budget is wrong the day it is written". Write an outline; fill in thoughts about major arcs, intended directions and expected/intended endpoints; incorporate new good ideas as they come and abandon what turned out to not work once things were underway; redirect paths when you hit blocks you can't navigate through as you thought you could.
 
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Idontplay

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Oct 30, 2017
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I am a fervent believer in developers mapping out their games in advance, and it will certainly speed up the process.
Not everyone act in that way. Some of them start with a general idea, around that idea they develop the first update of their game and only then they start to work on the following update. In this way it passes a lot of time between two updates, but they can comply with the supporters requests.
Other developers instead may use an opposite strategy (which is a more radical application of your idea), creating the detailed plot of the game (idea, scenario, characters, choices, endings…), writing the complete script, create all the graphics (images and videos) and only then they start to code and debug the game an update at a time. In this way the await between two updates is shorter, but they can't adapt their game to the supporters requests.
 
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Walter Victor

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Dec 27, 2017
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Not everyone act in that way. Some of them start with a general idea, around that idea they develop the first update of their game and only then they start to work on the following update. In this way it passes a lot of time between two updates, but they can comply with the supporters requests.
I try to avoid those games. In fact, if a developer starts to poll for plot lines, I drop them and their games immediately.
 
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Son of Durin

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Jul 5, 2021
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Not everyone act in that way. Some of them start with a general idea, around that idea they develop the first update of their game and only then they start to work on the following update. In this way it passes a lot of time between two updates, but they can comply with the supporters requests.
Other developers instead may use an opposite strategy (which is a more radical application of your idea), creating the detailed plot of the game (idea, scenario, characters, choices, endings…), writing the complete script, create all the graphics (images and videos) and only then they start to code and debug the game an update at a time. In this way the await between two updates is shorter, but they can't adapt their game to the supporters requests.
Why should they adapt for the individual kinks of randos? Find a game that fits your kink; don't make every game creator bow to you and your kink.
 

Idontplay

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Oct 30, 2017
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To increase the number of supporters/patreons saying them: "If you support (pay) me, you will can contribute to the creation of the game"?
 
4.80 star(s) 917 Votes