PickerLewd
Engaged Member
- Dec 22, 2022
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Confirmed that the next project will be about playing with a Samurai 
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That sounds interesting.Well, this is one of the reasons I want to finish Project Myriam, to start another one, with another kind of story and other characters.
Once the coming update is shipped, and all I have to do is add all the endings, I will start giving some time to starting the next project, so that once Project Myriam is finished, I avoid having too much of a void between Project Myriam and sharing a first demo of the next.
Yes, I can see that, and it kind of join the way I want to rework the points for next game, with more of a scaling system, nothing definitive for now, but the idea should look something like that (for now):
- Trait/Kink rank from 1 to 10, with each rank having a gauge of 10 points.
- Actions/Events/Choices will come with a minor, moderate or major effect which will give points scaling on the rank of Trait/Kink.
- Meaning a Rank 3 and Rank 5 Exhibition kink would not gain the same amount of points with the 'minor' action of deciding to go topless on the beach for example.
- At some points, some high ranks level might not gain anymore points from minor actions.
- On the opposite, low ranks level will not be able to do some major actions depending on the kink in question.
That's the idea I have in mind and will start to think on for next project. The base idea was kind of the system of Honor of the TTRPG from Legend of the Five Ring for those that have played it, some of the actions the player would do with their samurai would have consequences on their Honor depending on their rank in it, a very honorable player would easily lose honor with a dishonorable action and would gain less with an honorable one, and the inverse with dishonorable characters, they would lose less with dishonorable actions, but gain more with honorable ones. (Sorry for the parallel ^^ )
I have only one other suggestion about what to do after you have finished this game, and moved onto the next.
Please find a good animator, turn over the Myriam resources to them, on commission perhaps, and get them to animate the h-scenes in this game, to be released as a DLC. I am very sure you would have a very good response to that. Can I get a vote?
I have only one other suggestion about what to do after you have finished this game, and moved onto the next.
Please find a good animator, turn over the Myriam resources to them, on commission perhaps, and get them to animate the h-scenes in this game, to be released as a DLC. I am very sure you would have a very good response to that. Can I get a vote?
I would like to know what movie from this scene. Do you know?
the one with the horse is blazing saddles and the one with the woman is airplaneI would like to know what movie from this scene. Do you know?
One of the thing I definitely want to keep in mind while working on the next project is the focus on choices and the consequences that come with it, some choices will open paths and block others... I understand that it can be frustrating/annoying on some levels, but the thing I find worse is choices that don't change or influence the story, sure not all choices should influence the story, some should be here for flavor or build up of the character, what I mean is that when the player has no influence on the story, the game is just not a game and just a kinetic story as you said, not that it's intrinsically wrong, but that's just not what I want to explore.Zorlun
To me, I think that one of the main attractions I have to this game, apart from the obvious one of Myriam herself, is the ability to always choose a response to any of the situations or scenarios presented, with any "points gained" really only affecting the resulting dialogue. My small disappointments have been being locked out of certain scenarios or characters because of previous choices, when it might only have been a small preference at the earlier decision point, which then meant I was unable to pursue a similar scenario with a different character later on.
Some games that I have liked besides this one, give the option to turn on/off certain contentious kinks or paths at the start, in the preferences section, whilst leaving the rest entirely up to player preferences throughout the game, and never "locking" choices out by greying them out because I didn't fit the "points" criteria (which are sometimes obfuscated behind mysterious dev plots or biases) that are largely unknown to the player. Hence all the "How do I get X to happen?" questions later
Again, I say that your system that you have used here has beaten many other schema used by other devs, and I would prefer you continued something similar next time, just adjusted to that particular story perhaps.
Anyway I look at it though, this game has been a blessing, and I continue to thank you for your work here.
I get that some people are into animation, but I never really was, I would even say I started the game really against as not a single game I tried with animation before starting my own did anything good with them, it was always a weird thing coming into the middle of the gameplay and repeating annoyingly into a loop and blocking you in its own window pop up that you could not pass...I have only one other suggestion about what to do after you have finished this game, and moved onto the next.
Please find a good animator, turn over the Myriam resources to them, on commission perhaps, and get them to animate the h-scenes in this game, to be released as a DLC. I am very sure you would have a very good response to that. Can I get a vote?
Vote is no.I have only one other suggestion about what to do after you have finished this game, and moved onto the next.
Please find a good animator, turn over the Myriam resources to them, on commission perhaps, and get them to animate the h-scenes in this game, to be released as a DLC. I am very sure you would have a very good response to that. Can I get a vote?
It's an interesting and logical idea. I'm a beginner with DAZ, particularly with regard to animation. Could you be so kind as to point me towards the best tools for animating DAZ characters? Thank you.Vote is no.
Daz3d is amazing for rendering but is the single worst option on the planet when it comes to doing animations. Daz3d's IK is just plain bad, it has ZERO collision detection or correction and even if you go frame by frame adjusting and correcting manually the animation still looks jerky and unnatural as hell. There is no faster way to drag a game down than including Daz3d animations.
Did I say to use Daz3D? Nope, don't believe I did really. Even I know its shit at animations and I don't even try to use it for that because of it.Vote is no.
Daz3d is amazing for rendering but is the single worst option on the planet when it comes to doing animations. Daz3d's IK is just plain bad, it has ZERO collision detection or correction and even if you go frame by frame adjusting and correcting manually the animation still looks jerky and unnatural as hell. There is no faster way to drag a game down than including Daz3d animations.
https://f95zone.to/forums/artwork.112/It's an interesting and logical idea. I'm a beginner with DAZ, particularly with regard to animation. Could you be so kind as to point me towards the best tools for animating DAZ characters? Thank you.
Really love that hill don't you ...Did I say to use Daz3D? Nope, don't believe I did really. Even I know its shit at animations and I don't even try to use it for that because of it.
Obviously there are other tools that can take the info from Daz models and use them to make animations (or htf do we get animations at all in Daz games now?)
I merely suggested finding someone good at animating (who would actually know how to get a good result)
Shit on Daz as much as you want mate, but that isn't the topic here.
And no, I don't know enough to do such a great game any justice, or I would offer.
I still think its a worthwhile project for someone, despite the narky comments about how hard it is. It is obviously hard, but also obviously do-able.
The game is rendered in daz3d using G8 models. In order to animate in another program you first have to export the characters via a bridgetool (like DazToUnreal) as the bones of the G8 series are different than those used by other animation engines. Then you have to set up the animation and run it, saving the result before exporting it as an FBX. Then the really tricky part is importing the created FBX back into Daz3d and translate the bone positioning back into a G8 compatible format, going through it frame by frame to make sure all keyframes and internal bones of the model are synced correctly. The you have to reapply the custom body morphs you use for the G8 character (because daz3d character morphs are rarely cross engine compatible) and hope they don't adversely affect the imported animation by creating unintended collisions. Now if successful you've managed to waste several days worth of time and intense effort for a shitty 30 second animation that you still have to spend a few hundred hours rendering frame by frame so some jackass on a pirate site who doesn't even pay to play the game in the first place can have something to enjoy for 30 seconds. The answer is still a resounding HELL NO.Did I say to use Daz3D? Nope, don't believe I did really. Even I know its shit at animations and I don't even try to use it for that because of it.
Obviously there are other tools that can take the info from Daz models and use them to make animations (or htf do we get animations at all in Daz games now?)
I merely suggested finding someone good at animating (who would actually know how to get a good result)
Shit on Daz as much as you want mate, but that isn't the topic here.
And no, I don't know enough to do such a great game any justice, or I would offer.
I still think its a worthwhile project for someone, despite the narky comments about how hard it is. It is obviously hard, but also obviously do-able.
Is there really no other option? What about any scripts?The game is rendered in daz3d using G8 models. In order to animate in another program you first have to export the characters via a bridgetool (like DazToUnreal) as the bones of the G8 series are different than those used by other animation engines. Then you have to set up the animation and run it, saving the result before exporting it as an FBX. Then the really tricky part is importing the created FBX back into Daz3d and translate the bone positioning back into a G8 compatible format, going through it frame by frame to make sure all keyframes and internal bones of the model are synced correctly. The you have to reapply the custom body morphs you use for the G8 character (because daz3d character morphs are rarely cross engine compatible) and hope they don't adversely affect the imported animation by creating unintended collisions. Now if successful you've managed to waste several days worth of time and intense effort for a shitty 30 second animation that you still have to spend a few hundred hours rendering frame by frame so some jackass on a pirate who doesn't even pay to play the game in the first place can have something to enjoy for 30 seconds. The answer is still a resounding HELL NO.
That script merely drops entire objects onto an object below it (it it makes one object consider another object the "floor"). It does not instill collision detections for the bones of an object (like the hands of a G8 for example) during animation as it only applies to the lowest point of the top object and makes Daz3d consider the topmost point of the bottom object being contacted as a flat plane.Is there really no other option? What about any scripts?
For example, this one:You must be registered to see the links
Or another tool like Blender?
Sorry for the stupid questions, but I believe that there is a reasonable decision.
OK. Thank you for the comprehensive explanation. I think I understand what you mean. Is there another way? Could I export the model to another tool, such as Blender or Maya, in order to create the animation? Ultimately, our goal is to create good animations without being limited to using DAZ.That script merely drops entire objects onto an object below it (it it makes one object consider another object the "floor"). It does not instill collision detections for the bones of an object (like the hands of a G8 for example) during animation as it only applies to the lowest point of the top object and makes Daz3d consider the topmost point of the bottom object being contacted as a flat plane.
Daz3d has no collision detection and even applying a smoothing modifier (like with the grasp handler add-on for breastacular) can (and often does) produce vertices intersecting (ie the fingers end up inside the breast). As far as I know there is no script that is capable of adding a real collision detection or true soft body deformations between two objects to Daz3d (though a few like grasp handler come close to simulating it with careful pose adjustments they are time consuming and do not produce 100% accurate results).
Even if there were a way to produce flawless animations in Daz3d there remains the issue of the hundreds of hours rendering a single animation requires. A single 30 second animation in Daz3d is composed of a minimum of 900 individual renders (30 frames per second times 30 seconds). Assuming the dev is using a decent rendering PC to produce HD images calculate 30 minutes per render for fairly cluttered scenes (two models, with background and props) that is 450 hours spent rendering a single animation. That's 450 hours of GPU service that pretty much makes your PC useless for any other task.
In my opinion, Zorlun should free up character resources and let fans create DLC.I have only one other suggestion about what to do after you have finished this game, and moved onto the next.
Please find a good animator, turn over the Myriam resources to them, on commission perhaps, and get them to animate the h-scenes in this game, to be released as a DLC. I am very sure you would have a very good response to that. Can I get a vote?