I had planned on making releases once a chapter. Do you want that or multiple releases per chapter?


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Rycharde's Realm

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Oh an active volcano sounds interesting. Will you add light to the lava or show the braziers glowing in the background for the scenes. I look forward to seeing how you tackle this.
Both. Take a look at the environment model: and .

An image from the game (1920x1080):
08 11 01.png
 
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Rycharde's Realm

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My body has been beating me up for the past two days. So, to avoid damaging the rendering setup, I went through some of my old work from a few years ago when I was learning Daz3D. There, I found .

I placed her and her teddy bear, , with Keket, the protagonist of my game, to show her true size. I MAAAY add her to the game as an AI robot. No further info known, though she may be a companion of Myrddin. Though you probably do not understand who Myrddin is, she will be in a future chapter in the game.

(Damn, I hate Poser! I had to re-awaken most of how to assemble items built under it.) :cautious:

Thursdays Child 1.png Thursdays Child 2.png Thursdays Child 3.png
 

Rycharde's Realm

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Okay, I re-rendered the three gotcha (stabbing) scenes of one of my beasts, a ctembro ( ), adding some spotlighting after watching a video put out by Rauko ( ) on YouTube. I might have gotten it a bit too bright, but... And, before anyone asks if I will re-render earlier scenes: Hell NO! ;)

And, yes, noticed the black corner, which I didn't see until making this post. :rolleyes: Thanx to the Goddess, I did not move the characters for the next render. I will re-render that error.

Here are the pix before and after:
08 btl 00a 02 test.png 08 btl 00a 02.png
 
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Rycharde's Realm

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Devlog (20 May 25)
Re-rendering the battle scene

So, I had rendered some of the battle sequence before the living situation I ran into about a year ago. Now, I have looked over the earlier renders and found some wanting. I have thrown the entire battle series away. There were 26 renders originally. I have done 26 re-renders, but these are focused on two of the ten-member explorer party, less than a fifth of the battle sequence, so I will render a BIT more than originally projected.

I LUV my imagination! *heavy sarcasm* :cool:
 

Rycharde's Realm

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Devlog (30 May 25)
Finding it a long process to do the battle/sex sequence

Yep. Setting up the battle/sex scenario with ten characters against an unknown number of monsters in a massive underground chamber is time-consuming, with most images being 30-45 minutes per render, plus the length of some renders of particular monsters exceeding 2 hours (image provided below). Stupid me, I had set the characters in a four-way crossroad with monsters coming in from all directions. Initially, I was under the impression that I would limit the number of characters and monsters by one-quarter. Still, when setting up camera locations, I found that some required the presence of a character or more from one or more of the other three avenues. Of course, I discovered this issue AFTER I had completed several monster attacks on one of the four spokes.

A 2+ hour render.
08 btl 00b 07.png

Now, I am constructing the other three avenues of the battle by single renders, blah-blah-blah.

In other words, this is a lengthy process done by a semi-OCD-inflicted renderer, which adds even more time to completion. :cool:

It has been worth the extra time devoted so far. I have removed the previous 26 renders (now at 48 new ones). The prologue will be render-intensive, with multiple semi-animated scenes for spell activity, the entry of creatures through portals, the creation of one of the four portals, and more. These animations will not necessarily be in later chapters, leaving future renders mainly for story progression.

I know, way back when, about a year ago, I had thought by this time, I would be working on chapter three or four. Then IRL kicked in HARD. I am still working on this game, something I have put a LOT of work into over the past few years. I will complete this game unless death claims me first. ;)
 
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GokutheG

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One technique I've heard of is the divide the number of characters up in sections and the combine the in a program like Gimp. I've also heard that using billboards cut the time down but in not sure how that affects quality like shadows in a scene.
 

Rycharde's Realm

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One technique I've heard of is the divide the number of characters up in sections and the combine the in a program like Gimp. I've also heard that using billboards cut the time down but in not sure how that affects quality like shadows in a scene.
Billboards would work if there were background characters, but at present, the 10 explorers are all present, playable characters. I MAY use billboards if I have a crowd of people in one render. I know that I can create billboards of the characters, but I have found it is easy to tell when a billboard is used.

The beasts I have a nifty way around having their bodies lying all over the place: soon after their death, they are "called" back to their dimension.

I have mitigated the issue of overloading the processor with too many characters by dividing them across four areas of combat. The max characters will be 3, though I am toying around with having 4 persons in one particular combat area.

When working with 2-3 characters per combat zone, all other characters are turned "off". That way Daz3D does not see them, which, if visible, even when the character is not going to be rendered, that character is still "rendered" by Daz, though not displayed in the pic generated. I suppose, taking in things like reflected light. Don't know. Just something I have stumbled across.
 
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Rycharde's Realm

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Devlog (7 Jun 25)
Placing and posing characters, moving lights about, modifying settings... and more!

The setup for each image takes longer than the 30-45 minute rendering time. I am still working on renders. With the time it is taking for each, I believe the length of the battle will be reduced. :cry:

BTW, posing is a MAJOR PAIN IN THE ASS!

I've been working on Ren'Py, trying to keep up the text and images, since there are four separate conflicts on a crossroads, and there will be times when two or more conflicts will be visible in one render.

With all these issues, there are times I bash my head on the desk or pull my (limited) hair out. I am SOOO looking forward to outdoor scenes that will have no spotlights! :LOL:

I'm nearing the end of Scene 8, which is a long one, and then Scene 9, which will be MUCH smaller and last.

Here is the last image I have rendered:
08 btl 02a 02.png
 
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Rycharde's Realm

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New Rycharde's Realm logo.png

This is my current logo. I found the a couple of decades ago, and later located the , the symbol of Afallon, and the armor of the ruler of this kingdom. I love this Norse symbol attributed to Odin.

Now I see through multiple sources that white nationalism and similar ideologies have usurped this. I hate white nationalism and other ideologies that espouse this backward sense of supremacy.

Even with this usurpation of this beautiful symbol, I will continue to use the valknut as my logo. I will place subtle references in the game showing my beliefs in this regard. I'm hoping no one sees my use of the valknut as my logo as anything but a cool symbol.
 
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Rycharde's Realm

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Devlog (20 Jun 25)
Took a small break rendering for the game,
Worked on Keket's form, instead
Finalized the four ages of Keket that will be in the game. Of course, not only four ages, but three transitional states: natural form, partial transformation that removes the wings, horns, and tail, and full transition to a near elven look, plus nude and clothed versions of each, except for the youngest. The youngest, a 9-year-old, is too young for full frontal nudity and sexual activity.

The reason I worked on Keket's form is that she will have at least one dream about her 9-year-old self at the beginning of chapter 1. There will probably be more dealing with the two older selves.

The four ages are 9, 15, 16, and 19 years old. Thought I'd take a pic of all transitional states and all ages. Three images. All four ages per pic.

I'm halfway through the battle at the end of the prologue, I believe, though looking at other scenes I've worked on, that MAY grow a bit.

transformation.png part transformation.png no transformation.png
View attachment 638794 View attachment 638795 View attachment 638796
 
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Rycharde's Realm

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Devlog (8 Sep 25)
Battling IRL and Working on Game

First, after removing several images from v0.0.1, I dropped the number of future renders and the timeline length due to the SIZE of v0.0.1 (1.59GB). I am close to the end of the battle of the 8th scene, leaving only the 9th, which will be real quick.

Second, because of household IRL issues, especially dealing with a certain roommate, my production of the renders and coding had dropped off drastically. (I'm waiting with bated breath for getting my own place. Cross fingers, please.)

I have ramped up my work on the game schedule. Not putting any dates or the like, cause IRL is a bitch!

As I was thinking of making this post, my ADHD brain thought of the protagonist Keket's teeth. Made a subtle change, and voila:

The original first, then the new teeth. Playing Inner Growth, where their protagonist has vampire-like teeth, so what do you think?
teeth orig.png teeth 2.png
 

Rycharde's Realm

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Devlog (30 Sep 25)
Worked through a bit of writer's block

Finally pulling through the writer's block today. I did some Daz3D character refinement during the time. Here are a couple of images:
test keket pissed f.png test keket pissed d.png
Zuno Niklasson (naked adult + 13yo) naked.png Zuno Niklasson (naked adult + 13yo).png
The first two are of Keket playing around with face changes and magical effects. The last two are Zuno Niklasson, ages are adult and 13 years old. If you look at the crotch in the nude, you'll see a problem just above the cock. I've adjusted all of the settings available in the Futalicious asset with no joy.

The work on Keket will be in Chapter One. Juno will be in a later one, though I MAY have her in Chapter One as a background character. We'll see.
 
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