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There's a lot going on right now. Some great, some good, and nothing really bad at all (gotcha, didn't I?
). Best part is that we're fairly far along into the render setup process. We'll save that for below. But I do want to talk a little about what's going on outside of development for a moment. I'll start with the off-topic stuff here since it's rather short, and save some of the more dev-y ramblings for the lower for somewhere near the end.
I'm finally done with school. Had a lot of great experiences, put myself in a metric ton of debt, and all for a piece of paper so I could do what I'm being hired to do. I'd already had a job lined up prior to graduating, spent a lot of years there part-time to live, so it's nice being able to stay and do it full-time. I'm still on-call for now, so my schedule is still going to be slightly hectic, but with no more classes/work/reports/exams/etc., I'll have a not insignificant amount of time to dedicate to MTC.
Along with some other stuff. Which I'll get into with the aforementioned dev-y ramblings. Will also go over some other stuff including where were at with Steam, Blender, what's currently being done, etc.
- As of writing this, we're at 1,424 renders for Episode 3. Which puts us at approximately 400 renders to go. The asterisk here being that I'm not including the fundraiser game renders in that number yet. I started on the scene early on in E03's dev cycle, but left it as I didn't want to burn out on it. But there's (at least) going to be an extra 100-150 renders for that scene, possibly more. So, all said and done, we're probably looking in the ballpark of 2,000 renders for Episode 3.
- We're currently at 8 SFW animations, with the NSFW to come after all the base story renders are done. A little bonus bit for this later on.
- We previously mentioned that there's stuff that'll only be appearing in Episode 3 to avoid restarts. However, given the result of the poll, we'll be adding them from the beginning. This includes a moved set of quick menu buttons. There's a button that hides all of the quick menu buttons and expands them once you click on it. I'm still deciding on the placement of it, but it'll either be on the far right (in the vertical middle) side of the screen or on the lower/bottom right.
- What won't be changing with the restart and will appear only in E03+ in the music/jukebox page buttons/layouts. It's just too much unnecessary time being spent on something that most people are going to be looking at one. The layout for E03 will be more button/text based than image-based. This will save time long-term as I don't need to photoshop imagebuttons for every album/song cover. While I think it looks better, the three/four days spent doing that could be spent on checking for typos or bugs.
- There's a lot of "if steam_version is X" code being inserted, as well. If you're playing with a cheat/mod, I'd recommend leaving this alone. This is more relevant for any potential modders, but something I should put out there. All it's basically doing is removing certain features that are a no-go on Steam and keeping them as they are for the Patreon version. Such as music attribution, linking to other games, and stuff of that nature. Along with supporters, etc.
- Code for walkthrough has been implemented into the Patreon version. Still deciding whether I'll distribute it on Patreon or just leave it up on Steam to buy.
- We've cleaned up many typos (thanks to everyone who chipped in with some help!), and while there's probably still some in there, I think we grabbed most of them. If you take a look at Task list, you'll see half of a checkmark, the other half of that is reworking some dialogues. If you've seen any that come off as weird, don't hesitate to point it out.
- Between StockMusic and TunePocket, along with free option like Soundcloud (which seems to be a surprisingly decent option for CC music.), FMA, and of the like, I should have enough to hold MTC over for a while. I might use some of the same songs over again, but I guess that's just the nature of a game soundtrack.
- While there's a steam variable changing the code for attribution, I'll be placing a text file into the game folder to credit artists and to stay in line with both Steam's rules and the CC license terms.
- After I finish up with the walkthrough code, the next task to tackle is going to be the character menu. I'm going to be completely revamping it. More relevant information, and something that's a bit easier to digest. Still kind of in the planning/layout phase, but we'll have something by Episode 3's release.
- Following that is probably the Superstar Trait implementation. On the visual side, at least. The code is already (basically) set up for it. The visuals just need some tweaking, especially looking at the variables for them.
(Didn't feel like making a new banner for this, so just cropped/repurposed an old one.)
So, onto a more dev-y ramble. If you follow me on Twitter, you'll see I've been practicing Blender a decent bit as of late. Something that extra time off of school has afforded me. I'm still very much in the learning phase, but the renders are already looking fairly good. And I've started playing around with physics in Blender. Still a WIP, but definitely feel I'm getting somewhere with it. Here's a couple renders:
You can also view the result of me experimenting with Simplicage
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. Or this
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that you may or may not see in Episode 3.
So, maybe the question is why now? For a while now, I've felt like I've hit a wall with Daz. I can make figures look good, I can make the renders and lighting look good, and I can even make animations look fairly decent (which seems like it's a tall order for some, based on how I hear people talk about it.). Nothing world changing, but definitely good enough for a VN. Sure, maybe there's some stuff I can do better in Daz, but something that'll fundamentally improve my work? I don't know. Maybe? I'm not too sure about that. Some might say "you're just now feeling like that?", and maybe it is a bit late. I dunno. But I feel like I can pretty confidently say I've pushed Daz close to its visual limit. Some might disagree, and that's their prerogative. But the point remains the same either way. That figurative wall feels close, so to speak.
I don't really like sitting still. Complacency is a problem, especially in art. Even more so in this space. If my work in any medium looks the same as it did five years ago, how could I be proud of that? If you aren't growing, then you're stagnating. That doesn't just go for art. It goes for everything. So, more or less, someone posted a thread on Blender and I found myself agreeing with a lot of it. I'd dipped my toes into Blender a decent bit before, but never took it too seriously. Finally said fuck it and decided to dive in. Between Domiek, 3DeadAngel, and AnimeNyan's Discord, it's gone relatively smoothly. Still a long way to go all the same, though.
So, pretentious rambling moment aside, what does this mean? Not much right now. Realistically, this means nothing for MTC. You might see some non-NSFW Blender animations featured in future updates, but nothing sexual most likely. Simply due to the skin differences. While close, they're still noticeably different in Blender. That and the time it would take to move everything over properly in Blender. It's just not a smart use of time.
re: Steam.
As for Steam, our most recent build submission was rejected due to the aforementioned music attribution linking to other stores (total bull, imo.). Along with smaller stuff like a few missing details on the Mature Content Survey, small issue with cloud saves (my fault), and achievement issues. All of them have been fixed, but before we submit again, we'll be adding in the walkthrough code. Just to avoid any potential issues.
That about covers it for now. We might have one more Play Sheet before release, but we'll see. Things never go to plan as you imagine them. But until then.
MF.