Rajesh Ram
Member
- Aug 13, 2021
- 291
- 712
Just because he isn't posting anything in my game's thread, doesn't mean he's not helping me out or supporting me in different ways. Me and him regulary talk about game development, whether it's MNGF or SoA. I share knowledge with him and he does the same. I'm also more of a degenerate than him, so I spend more time on this site than he does.There is something i find quite interesting. You always come to CG’s help, like his comments, promote his stuff etc. Which is great since you consider yourself his friend and friends’ should have each other’s back.
However i haven’t seen CG in your game’s thread, not even once. As the matter of fact he didn’t even react to your first post. So yeah, i guess this tells something about CG’s values.
Thank you, you see , this is how healthy conversation goes. I assumed he doesn’t back you up since i never see him in your thread, you explained the situation. So again, thank you.Just because he isn't posting anything in my game's thread, doesn't mean he's not helping me out or supporting me in different ways. Me and him regulary talk about game development, whether it's MNGF or SoA. I share knowledge with him and he does the same. I'm also more of a degenerate than him, so I spend more time on this site than he does.
Most of our conversations happen in DM, so I get why you might be under the impression he doesn't support me, but he does.
Thanks.
it comes down to "was it worth it?"
if the dev spends an extra month on an extremely expensive (in terms of development time) group dance scene... well, that dance scene better be pretty amazing, you know? because otherwise... it was a waste.
AI is notoriously bad at handling certain types of scenes, like cramming multiple people into a single scene. a smart dev might actually choose to write a story that plays to the AI's strengths, and focus the story more on 1-on-1 interactions, instead of giant orgies.
quality can't be objectively quantified, it's up to personal taste. development time CAN be measured, and i think it's useful to do so. it is very, very rare for development times to get FASTER as they go, as others have pointed out.
to me, the every-2-months releases felt appropriate for the content that was being released. if the tradeoff for "more group scenes" is "3-4 months development time instead of 2," that's definitely not a good trade in my opinion.
I’m not criticizing the developer here, but I would like to share my opinion. Games that typically take around six months to develop are usually choice-based, offering multiple paths and a complex storyline. In this case, however, the story is linear.I get complaints after playing the game, but complaining before release when the dev never lied about release dates is crazy.
Some games I play that takes more than 6 months each release, but what matters is if said release have enough content to make up for the waiting.
Chapter Days Pics Pic per day Script, KB KB per day 2 25 115 4.6 93 3.72 3 50 186 3.72 115 2.3 4 65 271 4.16 160 2.46
A main difficulty I see with AI games is that if the script gets more complicated, then the AI demands past a simple 1 or 2 character image become difficult: so we see many AI games abandoned ( awaiting tech catch up ) or finished early with a simple route. Those of you who have tried AI scene creation will know that simple images are improving all the time, but more complex scenes involve many failures and re-generation.Another problem is that in the months between updates a million clones of this game have popped up to the point of oversaturation. So even while it was the original that every AI dev is ripping off, if we are only getting a chapter every 4 to 5 months, by the time we get Chapter 6, there will be 200 games that are really similar, and hype will start to die down. While most of the copycats are slop, as AI gets better and easier to use, a few creators will inevitably make something pretty good, and start getting more attention. It places more pressure on each release to be a home run.
Very true. Especially in the NTS genre, it'll eventually involve multiple character scenes. Making every individual character feel alive and part of the scene is a difficult feat. Circle having an art background really does help and the work he's done in Chapter 5 is very impressive so far. There's a lot of things Pony or SD can do, but there's even more that it can't do, which is why a lot of the games coming out... feel the same? They have the same poses, same facial expressions, ect...A main difficulty I see with AI games is that if the script gets more complicated, then the AI demands past a simple 1 or 2 character image become difficult: so we see many AI games abandoned ( awaiting tech catch up ) or finished early with a simple route. Those of you who have tried AI scene creation will know that simple images are improving all the time, but more complex scenes involve many failures and re-generation.
Plus yes, there are new similar AI games weekly now, as you would expect from a self learning tool, the iterative process accelerates with volume demand.
This pressure's a bad thing?Another problem is that in the months between updates a million clones of this game have popped up to the point of oversaturation. So even while it was the original that every AI dev is ripping off, if we are only getting a chapter every 4 to 5 months, by the time we get Chapter 6, there will be 200 games that are really similar, and hype will start to die down. While most of the copycats are slop, as AI gets better and easier to use, a few creators will inevitably make something pretty good, and start getting more attention. It places more pressure on each release to be a home run.
this is exactly why tracking development time is so important for these games. because these problems are inherent to AI development, and there is no obvious solution. as supporters, i think it's important to know "uh oh, this game is starting to hit the limitations of the dev/AI engine," because as we have seen many, many, many times now, this is usually the first step toward a slowdown and abandonment.A main difficulty I see with AI games is that if the script gets more complicated, then the AI demands past a simple 1 or 2 character image become difficult: so we see many AI games abandoned ( awaiting tech catch up ) or finished early with a simple route. Those of you who have tried AI scene creation will know that simple images are improving all the time, but more complex scenes involve many failures and re-generation.
Plus yes, there are new similar AI games weekly now, as you would expect from a self learning tool, the iterative process accelerates with volume demand.
While some people might not agree, but learning to be your own artist and making your own art, not only can you do more but there are less restrictions. It might take a bit longer, but with how energy inefficient a render is with AI. It might be worth just getting into an self-art school or drawing over the art yourself and fixing it instead of praying an AI rendering will get it right with a shotgun method.A main difficulty I see with AI games is that if the script gets more complicated, then the AI demands past a simple 1 or 2 character image become difficult: so we see many AI games abandoned ( awaiting tech catch up ) or finished early with a simple route. Those of you who have tried AI scene creation will know that simple images are improving all the time, but more complex scenes involve many failures and re-generation.
Plus yes, there are new similar AI games weekly now, as you would expect from a self learning tool, the iterative process accelerates with volume demand.
There is solutions but it just means actually learning the same process artists do to make them or game designers. You'll notice with a lot of older RPG maker games they had an image of someones face have it be blank, They would then switch around the eyes or add blushing. Or add details. This can easily be done with LIVE2d or other tools where you just render one character once, and change the face around to suit the subject. This would cut down on development time, and then you can do the big RENDERs of CGs. While also letting you focus on the big moments of renders instead of rendering each scene individually.this is exactly why tracking development time is so important for these games. because these problems are inherent to AI development, and there is no obvious solution. as supporters, i think it's important to know "uh oh, this game is starting to hit the limitations of the dev/AI engine," because as we have seen many, many, many times now, this is usually the first step toward a slowdown and abandonment.
Eh I think just simply photoshoping things together is much easier, if you want to improve the pipeline, along with just shifting how much images you have to generate.ControlNet gets rid of most of the issues people are discussing here as it allows to generate and manipulate images to a degree simple prompts couldn't achieve. The real limitation is hardware imo, but with the new 50 series that will be less of a problem. AI is constantly improving aswell. If you compare images from 2 years ago with what's available today, there are worlds between. Video generation is making massive leaps aswell.
TLDR; I don't think we have to be concerned about the game being abandoned over AI limitations.
Also, from what I've been told, CG is doing lots of it by hand. He's not just typing prompts and crossing his fingers.
ooooh bulimia-sexy! or is that heroin-chic?U have driven our girls in nervous wracks… they need time now to recover… respect this pls!
What is Vi up to I wonder?! Haven't seen her in those club previews I believe? Surely she's up to no good either way..VIP Booth
A little more privacy is always nice!! I will keep you guys posted about the progress on the update. I can't confirm the release date yet, everyday until friday is going to be crucial but either way we are getting pretty close to the end no matter what.You don't have permission to view the spoiler content. Log in or register now.
View attachment 4490911 View attachment 4490913 View attachment 4490912