ProofreadingRUS

Forum Fanatic
Aug 10, 2019
4,202
2,007
Wow, definitely needs a walk-though mod after taking so long to update.
I forgot where I put the saves. I hope it's worth starting from the beginning.
What?? 10 months worth of an update?
I think you should concentrate more on 10 days worth of a script and less animation and quality and whatever else is causing the delay. Cut a lot of corners here and there and it won't take another 10 months to update the next release.
We are more interested in the story rather then seeing the animations.
As stubborn as some people are, it's not really necessary.
Just like any game, I used to like the animations or movie clips before, but now it's annoying and getting in the way of my game-play time a lot.
 
Last edited:

Domiek

In a Scent
Donor
Game Developer
Jun 19, 2018
1,903
9,575
I see, that's why you were so vehemently defending psychodelusional in the Apocalust thread. I'm looking forward to the 3DCG VN/Game scene with more creators switching engines. A game rendered purely in Blender, sounds exciting when I consider all the amazing animations that people utilize it for. BTW, what's the 3rd engine apart from DAZ & Blender that you used for this title?
I wasn't defending Psycho so much as just trying to make sure that people are forming opinions based on correct information, rather than baseless emotional accusations.

This game started with Daz Iray then Octane then Blender Cycles because their Octane plugin was buggy when I switched. Of course I ended up switching only two months after I spent $600 buying an Octane license, I'm just that type of lucky person :whistle:
 

somebodynobody

Engaged Member
May 11, 2017
3,236
4,184
Is Alex supposed to say the "You came already" or daisy? Both make sense, but with the way Daisy reacted it feels like the line should be hers instead.
 

keefer43

Well-Known Member
Dec 24, 2019
1,402
2,206
Hi everyone, hope you enjoy the update. I'm copying a post from Patreon in anticipation of comments/questions regarding the time it took for this update as well as a quick recap of the last 10 months.

TLDR:

"Will the next update take another 10 months!?"

Although this update took 10 months, it's not 10 months worth of content. The overwhelming majority of this time was spent on not only learning the software but figuring out how to implement some of the same functions that already exist in Daz. I discovered that there are many things in Daz I took for granted.

I expect the next and likely final update to be completed by the end of the year.



--------------------------------------------------------------------


Finally, after 10 months we have an update. I'd like to do a quick recap of the journey so far and why it took so long. (I'm lying, it's going to be a lengthy read)



December 2019, I was planning on releasing a Christmas special. After a week of frustrating bugs and errors in Daz, I was fuming and thought that there's got to be a better way. Poor Sophie would randomly look like a shark attack victim because Daz would bug out on simple tasks in the animation timeline. Seriously, how the hell does this happen?





Daz is an excellent program when it comes to doing the core things it was designed to do, which is being able to quickly pose and render beautiful still images with ready to go assets. Animation, simulations, modeling and a plethora of other tools are non-existent or very primitive. Frustrated and annoyed, I reached out to asking if he'd like to explore the option of leaving Daz with me to another software. It's always easier learning new things with someone else. We spent a lot of time learning, bouncing ideas off each other and troubleshooting things together. Thank you, you grumpy cuddly teddy bear <3

First up was Cinema 4D, a fun but pricey software. After nearly a month of learning it, watching tutorials and trying to figure out how to bring our Daz characters in, we realized it's not the best option for what we're trying to do. At least I got to make this cute little submarine from a tutorial, so... worth?





Next up was Blender. Turns out this free software has everything I need to make a great game.

- Sculpting (Make quick adjustments and customization on anything)

- Modeling (Can make anything from scratch or quickly edit and customize existing assets)

- Simulations (cloth, soft body, fluid, fire/explosions, collisions, hair)

- Advanced Character Rigs (No longer using premade pose libraries, everything is posed from scratch to fit the scene)

- Animation (Robust animation tools that make it a fun and enjoyable experience. No more shark attacks!)

- Performance (I can preview my animations in real time rather than guessing what its going to look like and having to render it every time for an accurate preview like in Daz. Projects open in 10 seconds not 5 minutes.)

- Data Exchange (Other software that do certain things better can easily be incorporated into Blender)

Most of these perks of Blender, although nice, are not needed for Personal Trainer. Other than the animation tools, I can fake the rest using Photoshop. However, everything listed is an absolute requirement for my next game, which will not be possible to make in Daz.

I've mentioned this several times already but Personal Trainer was always intended to be a learning project. It's a guinea pig for learning the technical side of things. This is why it has renders from three different engines and has so many inconsistencies in visual quality, writing and doesn't take itself seriously whatsoever. My goal was to learn as much as I can while also hopefully giving you guys an enjoyable experience and a laugh or two.

Please keep in mind that just because Blender is capable of all these things doesn't mean that I'm completely capable just yet. It's a learning process which is reflected in this update. Some animations look just as janky as my old ones and some look pretty damn good. Some renders look like a regression and some look great. I'm still learning and improving. The good news is that the biggest obstacle now is my own knowledge/capabilities rather than fighting the software itself like poor Sophie's Jaws attack I showed earlier. I wanted to get through the huge learning curve now rather than bringing these sorts of inconsistencies into my next game.



Finally, I'd like to get ahead of a question I know many will have.

"Will the next update take another 10 months!?"

Although this update took 10 months, it's not 10 months worth of content. The overwhelming majority of this time was spent on not only learning the software but figuring out how to implement some of the same functions that already exist in Daz. I discovered that there are many things in Daz I took for granted.

I expect the next and likely final update to be completed by the end of the year.



Thank you all for your continued patience and support. I hope you enjoy this update.
Do your thing - it's been fantastic. Your take on this artform is unique and very entertaining. Keep us posted and break some one else's leg as needed.
 
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ElBandarra

Member
Dec 3, 2019
136
406
So far this is a "Tell Every Women In Need Of Attention That Crosses Your Path What She Wants To Listen Simulator". I´m just wondering at what point in the game all the women the MC is telling "I love you" are going to meet and talk each other and start thinking in castrate the MC. Or at what point the husband of Amy is going to get a gun and kill his family, the MC, a couple of cops and himself. What happens first. :ROFLMAO:
 
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joejr1

Newbie
Jun 9, 2020
36
38
So far this is a "Tell Every Women In Need Of Attention That Crosses Your Path What She Wants To Listen Simulator". I´m just wondering at what point in the game all the women the MC is telling "I love you" are going to meet and talk each other and start thinking in castrate the MC. Or at what point the husband of Amy is going to get a gun and kill his family, the MC, a couple of cops and himself. What happens first. :ROFLMAO:
or when sophie poisons his breakfast
 

D Dog

Active Member
Jul 31, 2018
870
1,103
Domiek GREAT job with the game, just outstanding playing the update. I'm going start from the beginning to enjoy the whole experience. Keep up the great work.
 

RC-1138 Boss

Message Maven
Apr 26, 2017
12,878
18,952
Hi everyone, hope you enjoy the update. I'm copying a post from Patreon in anticipation of comments/questions regarding the time it took for this update as well as a quick recap of the last 10 months.

TLDR:

"Will the next update take another 10 months!?"

Although this update took 10 months, it's not 10 months worth of content. The overwhelming majority of this time was spent on not only learning the software but figuring out how to implement some of the same functions that already exist in Daz. I discovered that there are many things in Daz I took for granted.

I expect the next and likely final update to be completed by the end of the year.



--------------------------------------------------------------------


Finally, after 10 months we have an update. I'd like to do a quick recap of the journey so far and why it took so long. (I'm lying, it's going to be a lengthy read)



December 2019, I was planning on releasing a Christmas special. After a week of frustrating bugs and errors in Daz, I was fuming and thought that there's got to be a better way. Poor Sophie would randomly look like a shark attack victim because Daz would bug out on simple tasks in the animation timeline. Seriously, how the hell does this happen?





Daz is an excellent program when it comes to doing the core things it was designed to do, which is being able to quickly pose and render beautiful still images with ready to go assets. Animation, simulations, modeling and a plethora of other tools are non-existent or very primitive. Frustrated and annoyed, I reached out to asking if he'd like to explore the option of leaving Daz with me to another software. It's always easier learning new things with someone else. We spent a lot of time learning, bouncing ideas off each other and troubleshooting things together. Thank you, you grumpy cuddly teddy bear <3

First up was Cinema 4D, a fun but pricey software. After nearly a month of learning it, watching tutorials and trying to figure out how to bring our Daz characters in, we realized it's not the best option for what we're trying to do. At least I got to make this cute little submarine from a tutorial, so... worth?





Next up was Blender. Turns out this free software has everything I need to make a great game.

- Sculpting (Make quick adjustments and customization on anything)

- Modeling (Can make anything from scratch or quickly edit and customize existing assets)

- Simulations (cloth, soft body, fluid, fire/explosions, collisions, hair)

- Advanced Character Rigs (No longer using premade pose libraries, everything is posed from scratch to fit the scene)

- Animation (Robust animation tools that make it a fun and enjoyable experience. No more shark attacks!)

- Performance (I can preview my animations in real time rather than guessing what its going to look like and having to render it every time for an accurate preview like in Daz. Projects open in 10 seconds not 5 minutes.)

- Data Exchange (Other software that do certain things better can easily be incorporated into Blender)

Most of these perks of Blender, although nice, are not needed for Personal Trainer. Other than the animation tools, I can fake the rest using Photoshop. However, everything listed is an absolute requirement for my next game, which will not be possible to make in Daz.

I've mentioned this several times already but Personal Trainer was always intended to be a learning project. It's a guinea pig for learning the technical side of things. This is why it has renders from three different engines and has so many inconsistencies in visual quality, writing and doesn't take itself seriously whatsoever. My goal was to learn as much as I can while also hopefully giving you guys an enjoyable experience and a laugh or two.

Please keep in mind that just because Blender is capable of all these things doesn't mean that I'm completely capable just yet. It's a learning process which is reflected in this update. Some animations look just as janky as my old ones and some look pretty damn good. Some renders look like a regression and some look great. I'm still learning and improving. The good news is that the biggest obstacle now is my own knowledge/capabilities rather than fighting the software itself like poor Sophie's Jaws attack I showed earlier. I wanted to get through the huge learning curve now rather than bringing these sorts of inconsistencies into my next game.



Finally, I'd like to get ahead of a question I know many will have.

"Will the next update take another 10 months!?"

Although this update took 10 months, it's not 10 months worth of content. The overwhelming majority of this time was spent on not only learning the software but figuring out how to implement some of the same functions that already exist in Daz. I discovered that there are many things in Daz I took for granted.

I expect the next and likely final update to be completed by the end of the year.



Thank you all for your continued patience and support. I hope you enjoy this update.
Nice work Domiek. :cool:
 
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