TheAnimence8
Newbie
- Oct 15, 2016
- 65
- 102
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.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.
I'm hoping that was a really shit attempt at a joke.Next Update??
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...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.
Had you put the same effort you did into spamming the same question into several threads you would already found out your answer...Hello.
Any news on the new update?
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?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
Knowing Domiek, it's probably a dig at people obsessed with version numbers.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?
Damn, that's really exciting. And would totally justify a lengthy development period.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.
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.Damn, that's really exciting. And would totally justify a lengthy development period.
Awesome, my friend. Good luck in stretching your tech skills.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.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.