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TheAnimence8

Newbie
Oct 15, 2016
64
102
I just like being devil's advocate cause like, if I haven't been on a page for a while and its gone up like, 20 pages or something, I wouldn't wanna sit through and read them all. Is it annoying to answer the same question over and over again.
most definitely.jpg
 

Germanfragger

Newbie
Apr 15, 2018
25
12
For all that are complanig: last Patreon update was 19.5 so not to long ago 30 days in between in a single dev run is very much ok! !
 
Jul 31, 2019
29
42
In case anyone's wondering what's taking so long for an update, Dom has mentioned several times over the last few months that he was switching his visual production suite from Daz to Blender. He said that he went as far as he could with Daz and kept reaching its limits. Once he figured out how to work in Blender, he went back and redid EVERYTHING. That takes a lot of time.

Think of it like starting to shoot a movie in 1080p, then getting your hands on a 4k camera halfway through production. It would look really weird if half the movie looked one way and the last half looked another, so it was feasible for him to just redo what he did before.

Just be patient and play another game in the meantime.
 

Avaron1974

Resident Lesbian
Aug 22, 2018
25,902
89,352
In case anyone's wondering what's taking so long for an update, Dom has mentioned several times over the last few months that he was switching his visual production suite from Daz to Blender.
He was also declared essential for work, has a wife to keep happy and think up an awesome way to give Ava a very happy ending with Jenna.

That later of which is top priority of course.
 

ogr blanc

Active Member
May 15, 2019
938
1,581
Fully engrossing yourself in this kind of thing is guaranteed to burn you out, speaking from experience. What I've found helpful is to set aside a handful of times per week that you deal with community interaction (catching up on forums/discord/etc) and make sure you're not doing any of that right before sitting down to work on your project.

For example, last project I set aside an hour at the end of my Saturday evening dev session to go through social media. Anything I needed to deal with I'd note and handle next dev session. Made things way less stressful.
wouldnt make it something like a AMA a day per week or 2 a month be better? maybe tell people to post questions that you will pick at random and answer. wasting too much time on dealing with people will burn anyone out. specially when your main "job" is to work in the game, need a fresh head to not go insane from the stress...
 

lkta

Member
May 3, 2017
360
577
Seems like it used to get updates every few weeks which was great but has now only had 2 updates since 0.29 was released more than 12 months ago. Will be reaching Milfy City & Gumdrop update frequency soon ;)

v0.29 May 18th 2019
v0.40 August 20th 2019
V0.55 December 16th 2019
 

MurkyTurtle

Member
Jul 28, 2017
398
1,486
Seems like it used to get updates every few weeks which was great but has now only had 2 updates since 0.29 was released more than 12 months ago. Will be reaching Milfy City & Gumdrop update frequency soon ;)

v0.29 May 18th 2019
v0.40 August 20th 2019
V0.55 December 16th 2019
Out of curiosity, do we know why the version numbers are so unevenly spaced? Does Dom have internal builds that he doesn't release to the public, or does he just amuse himself by picking a random number increase for each release?
 

I'm Not Thea Lundgren!

AKA: TotesNotThea
Donor
Jun 21, 2017
6,605
19,027
Out of curiosity, do we know why the version numbers are so unevenly spaced? Does Dom have internal builds that he doesn't release to the public, or does he just amuse himself by picking a random number increase for each release?
Knowing Domiek, it's probably a dig at people obsessed with version numbers. ;)
 

potatoman398

Newbie
Aug 3, 2019
52
81
In case anyone's wondering what's taking so long for an update, Dom has mentioned several times over the last few months that he was switching his visual production suite from Daz to Blender. He said that he went as far as he could with Daz and kept reaching its limits. Once he figured out how to work in Blender, he went back and redid EVERYTHING. That takes a lot of time.

Think of it like starting to shoot a movie in 1080p, then getting your hands on a 4k camera halfway through production. It would look really weird if half the movie looked one way and the last half looked another, so it was feasible for him to just redo what he did before.

Just be patient and play another game in the meantime.
Damn, that's really exciting. And would totally justify a lengthy development period.
 
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Domiek

In a Scent
Donor
Game Developer
Jun 19, 2018
1,996
10,156
Damn, that's really exciting. And would totally justify a lengthy development period.
Just to clarify. I'm not redoing renders for content that's already in the game. I'm converting and porting all assets from Daz to Blender, which does require redoing all textures, lighting, cameras, etc. The update currently in development will be done entirely in Blender.

I don't think I've hit the limits of Daz in general. There's still a lot I don't know. Thinking ahead for my next game, I want to involve a lot more animations, simulations and vfx. In this aspect, Daz is very limiting and Blender offers much better tools. For example, animating in Daz feels like working in the dark. You can't see how your animation looks in real time, resulting in very clunky and frustrating work.
 
Last edited:

johnconnor

Active Member
Jul 24, 2017
524
796
Just to clarify. I'm not redoing renders for content that's already in the game. I'm converting and porting all assets from Daz to Blender, which does require redoing all textures, lighting, cameras, etc. The update currently in development will be done entirely in Blender.

I don't think I've hit the limits of Daz in general. There's still a lot I don't know. Thinking ahead for my next game, I want to involve a lot more animations, simulations and vfx. In this aspect, Daz is very limiting and Blender offers much better tools. For example, animating in Daz feels like working in the dark. You can't see how your animation looks in real time, resulting in very clunky and frustrating work.
Awesome, my friend. Good luck in stretching your tech skills.
 

RC-1138 Boss

Message Maven
Apr 26, 2017
13,491
20,288
Just to clarify. I'm not redoing renders for content that's already in the game. I'm converting and porting all assets from Daz to Blender, which does require redoing all textures, lighting, cameras, etc. The update currently in development will be done entirely in Blender.

I don't think I've hit the limits of Daz in general. There's still a lot I don't know. Thinking ahead for my next game, I want to involve a lot more animations, simulations and vfx. In this aspect, Daz is very limiting and Blender offers much better tools. For example, animating in Daz feels like working in the dark. You can't see how your animation looks in real time, resulting in very clunky and frustrating work.
Yeah i remember another dev mentioning something along those lines about Blender X Daz.
 
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