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So, the good news is that the Daz optimizations and changes I worked on during Last Call .3's development really helped speed things up towards the end. I did encounter a few small issues, but I've updated my notes for when I use these steps for new content in the future.
Renders were finished for Last Call .3 on July 4 evening, so that has given me almost a week to work through a to do list and test out some other things in Daz. It has been a break from game renders and script work, at least. These to dos are usually improvements or fixes I notice as I do game renders. Doing two games now often means double the work with some of these fixes, but nothing too huge.
I've started work on To Be A King .2 while Inkwell begins work on the Last Call .4 script. One of my big things with Last Call .3 was using some new Daz and hardware improvements I made to add more background characters to a scene to make it come alive. You'll be seeing this in To Be A King, as well, though a bit more sparingly given its setting.
Last Call .3 is where you begin to really see our branching paths. It was a massive update, but players won't necessarily see many more renders on a single playthrough than .2 provided. Enjoy those branches, and remember that there is no harm in playing through multiple times to enjoy all the content.
That's all from me! Enjoy Last Call .3! And remember that we are only on our third release here. Major story elements will take time to play out. Have a great weekend, everyone!
- IT Roy