Are you the same one talking to me (similar name) on Discord, if so, hello.In KG there are about 75 characters and about 220 variables. You can end episode 5 as: K2/3/4/sub5/5/6/7/8 - all with different sets of variables. I have 26 different saved files at the end of episode 5. You don't want to know who many saved files I have for episodes 1-4. It's very complicated to keep track of all those files - I am so glad there exists spreadsheets!
Some more numbers:
episode 1: 456 renders
ep.2: 653
ep.3: 987
ep.4: 1740
ep.5: 2150
it looks like ep.6 is going to have 3228 render.
KG is one of the most intriguing and complex games I have ever encountered. Nothing but praise for Tess. I sure want to interview Tess about how (and how long) she planned creating this game. Did the game change in depth during the creation proces? - English is not my native language - I'm sorry for errors.
Rendering one of the last big batches...whew...my guess is 3,491 final render count, give or take 10-20 or so up or down as I make changes during editing--->Test--->General.
That 456 for 0.1 kind of shocked me for perspective. I remember taking 3 months carefully doing that amount. I think I did 500 in the last two weeks or so!
I spent about six months outlining another game idea I decided to wait on because I knew I didn't have the skill to try it for a first game. It was very complex and I naively thought KG was super simple. My friend Anais who helps me a little with art is still trying to get me to do that game instead, but someday...not now. I still don't have the skill for it, and it would require more people than a mostly solo act to do it well. I guess in comparison KG is much simpler too, but not necessarily in how I am branching it out right now.
I spent about 3 weeks I think outlining KG with roughly fifteen "endings" (some are variations of similar themes with different women) and characters, etc. The only two characters I have changed a bit from the original are Katsumi (originally a minor character but now a bit larger role due to Patron popularity and some new ideas for the narrative to be honest) and a character that has not been introduced yet formally. The tricky part for this game to me has always been the balance with more than one protagonist and different types of paths. I worry I can't get deep enough with all of the characters because of how wide the net is cast so to speak. So at some point, I am winnowing things down more to stricter paths for depth as Act III begins later.
I also changed some physical appearances from original designs -- Alessandra, Juliette, and Samantha were changed late to their current models from another design. Veronica Karlsson was actually voted on by Patrons out of about 7-8 options through voting way back in the day, so they are primarily responsible for that pick. (although to be honest I was quietly rooting for this design too) Kane's new haircut (after 0.1 from the long hair) was also picked by Patrons as I had 6-7 designs I showed them.
New character for 0.6 Cynthia DeKock (although I couldn't make first choice work so runner up model is being used) was also voted on by Patrons, as well as a few others although my brain is fuzzy with last minute work on this update.
The only two models I always felt comfortable right away with what I wanted (in terms of nailing what I imagined in my mind) were Olivia and Elena as they never deviated from my very first render of them. The models I have never been entirely comfortable with (even now) are Kane, Dominique, Sonya, Natalia DeKock (new character coming in 0.6), and Patricia...and not for a "looks" reason but rather how I picture them in my mind given what I know is coming later.