- Feb 19, 2021
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Let's be real. Aurora probably isn't the real villain. She's a red herring.And I have to admit that I like Aurora the villain more and more with each new scene , something that never happened to me with other games.
Let's be real. Aurora probably isn't the real villain. She's a red herring.And I have to admit that I like Aurora the villain more and more with each new scene , something that never happened to me with other games.
Yes, there may not be a 'villain' as such, she is more of a rival in the trials, but she does seem to fall in love.Let's be real. Aurora probably isn't the real villain. She's a red herring.
no you aren't.Is it only me or old Lana was much sexier than an a new one?
You mean the change of hairstyle? If so, yes, old was absolutely better for me. I understand it's changing back though (thankfully).Is it only me or old Lana was much sexier than an a new one?
Uh I don't think she's a villain, think she's more like a Quinn character in season 1. But the one I DO think Is going to be a villain would be that poker face guy who's father Is a famous lawyer. But it's pretty early to talk about those things so, enjoy it.It's like Flavio says, for me too, the first chapter was long and very enjoyable, in fact I think it's the game with the most starting content that I've played (in the world of AVNs).
And I have to admit that I like Aurora the villain more and more with each new scene , something that never happened to me with other games.
oh no, if they have sex it could be incest.Has anyone brought up, or thought, that Mike and the MC might be fraternal twins? They are both adopted, tall and have similar looks.
Fixed itoh no,ifwhen they have sex it could be incest.
most likely yes.hey i saw you previous game has romance tag on it. Is this game going to have romance tag in future
question for the dev
Yeah, I've thought about it. I find it to be very likely, as not only are they similar, but they are also already linked to each other as rivals and have that "sibling Yin-Yang" thing going on, with Mike being a "win at all costs" guy, and the MC possibly being a "For Justice!" fella.Has anyone brought up, or thought, that Mike and the MC might be fraternal twins? They are both adopted, tall and have similar looks.
Well,he went on holiday for two weeks and is unknown if he is back or not yet.No more dev updates since 7 oct?
Hello everyone! I'm back from my holidays, and despite how short they were, a lot happened, so let's dive right into it.
First off, my main goal was to finish writing the last scene of the second episode of Law School, and I did it! While it’s not a huge win, at least I’m right on track with my goals. Now I’m working on creating the renders for that last scene. I say last scene, but it's actually two scenes. The second one is just very small.
Anyways, the good news is that, after wrapping up the writing, I could finally count how many lines of dialogue this episode has: we’re looking at around 5,500 lines. Not too bad, considering the first episode had around 6,200, if I’m not mistaken.
Now, onto something not as positive.
During the 9 days I was away, I had set both of my computers to render the static story images that had been piling up in the queue while I prioritized animations. Each computer had about 580 images to render, making a total of 1,160 images. I planned to check the progress daily from my laptop, and I did for the first two days. But, since I was quite exhausted during the holidays, I forgot to check after that. Even though I call them holidays, it was only my mind that got a break—each night, I went to bed early and woke up early for the day’s activities. Five days later, I finally checked the computers. One was working perfectly, but the other had been stuck on the same scene for 135 hours. Needless to say, the software had crashed, and I didn’t catch it. I restarted everything from my laptop, but that’s 135 hours of lost rendering, nearly 9 days now that I'm back, since my computers run for 15–16 hours a day.
I’m disappointed, but luckily it hasn’t caused too much harm, and that leads me to the second point.
Over two weeks ago, I sent 14 animations to the animator I work with. I told him to take his time since I was going to go on holiday, but I haven’t heard back yet. The silver lining is that I still have static images to render due to the aforementioned hiccup, so my second computer is handling those. However, I’m worried that by the time I finish rendering these images, I still won’t have received the animations, meaning my computers will sit idle, which would waste valuable time.
On the bright side, I have about 480 images left in the queue, plus I’m working on the images for the last scene and two (or maybe more) animations. So, I have about 7–8 days of rendering left, and once I finish the animations and remaining renders, probably another 8 days or so. If I don’t receive the animations within the next two weeks, I’ll start to worry, but for now, everything’s under control.
Now, about the last scene I’m working on.
I started it on Friday, as I was too tired to work after returning on Thursday morning. I’m roughly 40% done, so I’m confident I’ll finish before Saturday, which is the deadline I set for myself since I’ll have visitors for a few days.
After that, I’ll need to create about 20 Facegram images and fewer than 10 custom images for the game (secret rewards). This should take less than a day. I’ll also review all the images I’ve created to catch any clipping, lighting issues, eye problems, etc., and figure out which ones need to be reopened, fixed, and sent back to the rendering queue. This usually only takes a few hours, as less than 5% of my renders typically need fixes.
Once that’s done, we’ll move on to the next phase: post-work.
Funnily enough, I had a small wave of anxiety yesterday thinking, "Wow, we’re getting to the post-work phase." Subconsciously, I think my body and mind both know how exhausting this phase is. It’s always packed with a lot of work, emotions, and unexpected challenges. I can’t even remember the last time I felt anxiety—if not fear—about starting the post-work phase. I think this one feels monumental because of all the changes I need to make to Episode 1, both the new renders, but also the Facegram and the GUI.
That said, I’m still excited because it means we’re closer to the release date. If everything goes smoothly this week, and I get news from the animator, I’ll be able to announce a release date next Monday.
I also had a small surprise lined up for you all, but it’s taking longer than expected, so I’ll need to keep you in suspense for a bit longer!
Now, let’s talk numbers:
As you can see, between Friday and this morning, I created 187 story images. I’m pretty proud of that. It seems the holiday did me some good! Unfortunately, I’m feeling a bit under the weather today, but hopefully, it won’t slow me down too much. By the time I’m done with this last scene, I think we’ll be looking at nearly 2,400 renders for this episode.
- 2,112 static story images
- 78 animations
- 34 scenes fully written
That’s it for today’s progress update. Time to get back to work. Wishing you all a great week!
MisterMaya
Hey everyone! Hope you’re all feeling better than I am today!
Last week went great; I almost hit every target and nailed some awesome numbers, plus I wrapped up Day 6 in the game. If you remember, my goal was to complete Day 6 before Sunday with around 400 renders for a big scene I started the Friday before last.
After nine intense days of hard work, I managed to create 415 renders—a personal record in my 3+ years of AVN creation. I was joking with a friend that if I could keep up that pace, I’d only need 12 weeks to make an episode! But, in all honesty, it’s been tough on my body. I was working 12-16 hours a day, just focused on the same 3D scene, and it took a toll. The first couple of days, I was hitting 60-70 images daily, but by the end, I was down to 30. I’m relieved it’s behind me, though, and now I can shift to something fresh.
On the bright side, my animator got back to me, and I already have some animations to work on. A bit of tweaking, and we’re good to go.
Yesterday and today have been rest days, which I needed, and for the rest of October, I’m focusing on one mission: finish the remaining 3D work by October 31. That way, November can be dedicated entirely to post-production.
Starting tomorrow, I’ll work on two animations and some renders for Day 7, plus review existing renders to see if any need redoing. Wednesday, I’ll tackle the 18 Facegram images and the 7 secret unlockable gallery images. Thursday, I’ll dive into the animations I received from my animator. By November 1, post-production officially begins—might even start on October 31, but you get the idea.
Now for the numbers update:
That’s where we stand for Episode 2. It may shift a bit since not all renders make the final cut, but we’ll probably end up with around 2,280, which I’m happy with. I’m especially pleased with the animation count, and it might increase depending on the number of camera angles I decide to use with the new animations I'll receive.
- 2,323 static story images
- 78 animations
- 34 scenes fully written
I know many of you are wondering when Episode 2 of Law School will be released. I’ve had a good idea in mind for a while, but I wanted to ensure I could complete the 3D work and shift to post-production before November.
Here’s my plan for post-production: the first six days of November will be for touching up all static images in Photoshop and Lightroom and organizing them in the game files. Then, I’ll handle animations, which should take about a day. So, let’s call the first week “image corrections and script work.”
Afterward, I’ll focus on Facegram and GUI menu choices, which I mentioned in a previous update. This part makes me a bit anxious since coding isn’t my strongest skill, and I’m not entirely sure how long it’ll take. It could take anywhere from three to ten days, so I’m planning ten, just in case.
Next, I’ll work on music, update Episode 1’s Freeroam with the new scenes, and should be able to knock that out within a day. Then it’ll be time for self-testing, making any fixes needed before handing the game to the testers. I estimate the first 19 days of November will be for post-production, with testing starting on November 20. Testing usually doesn’t take more than 10 days, so this time should be no different. That means I’m aiming for a December 4 release for Episode 2 of Law School.
December 4 is significant since it marks the anniversary of Law School’s demo release last year. Who knows, if everything goes smoothly, we might be ready even sooner!
So that’s the roadmap for the coming month. I didn’t create a specific render with the release date since things could change, but I’ll know more in the next two weeks and will share an update with an image then.
That’s it for today’s progress update! I’m thrilled with how this episode is shaping up and can’t wait for you all to experience it. Catch you soon!
MisterMaya