They take just as long when you're doing everything yourself; Eric Barone (creator of Stardew Valley) only finished his game in 4.5 years because he worked on it extensively. 10 hours a day for 7 days a week; 70 hour work-week, basically.
They take just as long when you're doing everything yourself; Eric Barone (creator of Stardew Valley) only finished his game in 4.5 years because he worked on it extensively. 10 hours a day for 7 days a week; 70 hour work-week, basically.
November update 9: MtE: New animations for Fae
Sorry for the lack of posts, there are a bunch of additional animations I'm working on to polish up the fight! A few more are left to do. More updates soon.
They take just as long when you're doing everything yourself; Eric Barone (creator of Stardew Valley) only finished his game in 4.5 years because he worked on it extensively. 10 hours a day for 7 days a week; 70 hour work-week, basically.
The comparison isn't meant to be a 1:1; but instead to illustrate that THoodie is working on a lesser project, but with less time devoted to it compared to someone who could actually work out such an intense schedule. The main reason why Eric could do that is he was working with the idea that his game, while being a passion project, also had the potential to make enough revenue to return the lost of income from devoting as much time to Stardew as he could've just working a corporate job/overtime. With the nature of MtE, it does not have that kind of potential at all, so THoodie's significantly lower time investment in comparison makes sense.
i think he just likes drawing max. I don't think he seriously contemplated return on investment and time commitment.
sometimes game devs and animators don't have that sort of insane autism and devotion to exactly one particular thing or is they do they simply can mentally process having to focus animating exactly one thing, (hence why there's multiple teams doing sections and compartmentalizing the process in the big studios). It also explains why good animators can't waste their time working out programming and collision physics. Like Remtairy is storyboard and program guy and the artist is just devoted to art, it wouldn't have worked any other way the way it did. Artists fall victim to life and timesinks where they suffer having to do things they simply are not skilled or gifted at.
Like giving a architect a pick axe and telling him to cut the stone slabs for his own monolith design himself. He'll waste his time in the gym to 'get good' at cutting and designing ways to transport the slabs over doing what he's good at and what people like him for.
This project seems to keep appearing back in my mind, the artstyle and the way T-hoodie does it is well, unique. It oozes great animator characteristics. If I wanted to make a giant eroge masterpiece and have a big company to scrounge up all the greats of this generation I would pay attention to him too and try and employ him.
November update 9: MtE: New animations for Fae
Sorry for the lack of posts, there are a bunch of additional animations I'm working on to polish up the fight! A few more are left to do. More updates soon.
- yes CE and the table are open source to know its safe to use, but be aware of the installer in the free version, see spoiler below). Its a well-known tool since 2000. In a nutshell: Get/start tool, load table/or attach and auto-load, hit enable and activate the wanted options.
well, if you're familiar with ce you can f.e. just download the table, extract and rdy to go. Also things like archive-tool links if you already have you can likely skip, it all depends on knowledge or how easy one handles new tools. Hence the spoilers.
But I prepared hopefully for those too, who face trouble on whatever step(s) is/are neede.
Some parts are optional too, like everything after Not needed .....
Sry, I can't make it right for everyone, but tried to so that one can decides himself, what needs to be read into. Btw except the CE installler -where you have to click deciline all- you can't make s.t. wrong.