- Aug 24, 2020
- 10
- 3
Core i3 6006uPost your hardware, and I'll get an idea of the issue.
8gb
Geforce 920mx
I know it's potato. Though, I didn't get an fps drop with a bunch of trees, only with waterfalls. Played on low-med
Core i3 6006uPost your hardware, and I'll get an idea of the issue.
you have to reinstall winrarjust to be more clear, as soon as i open de zip file winrar tells me the file is corrupted, and i can't extract it because of this.
Try one of the launch .bat files Vulcan or dx12. Game isn't optimized yet but we also cannot give perfect results on older systems. We can try though!Core i3 6006u
8gb
Geforce 920mx
I know it's potato. Though, I didn't get an fps drop with a bunch of trees, only with waterfalls. Played on low-med
Cool. You won't find that shit here.MaL0 present
Greg mode activated.
You know what photos would please greg?
That's right, pregnant pics.
shit dawg, it's not working. please try to read the release post at least.how do you go past fearful my bar is at max and even though i do some shoot it's still not change?
That actually has me less confidant. With separate teams of people working on separate projects I would assume progress on each would go a bit faster.Each game has its own development team. UC has two people, WN has two people, Elewder is on standby atm, and Sapphire has eight people.
What exactly do you think goes into game development? It's not just boob boob make a zip lol. More team members means more gets worked on leading to bigger games.That actually has me less confidant. With separate teams of people working on separate projects I would assume progress on each would go a bit faster.
I was reading the Tags. I did not see a "Male Protagonist" in itYou okay? Because in this game its not VR and its not Female only. But you know, you'd know that if you played it.
Not in my control. A little research would have answered your question though.I was reading the Tags. I did not see a "Male Protagonist" in it
Programming, art design, animations, sometimes voice acting and script writing all of which are difficult things to do if you aren't using pre-made assets.What exactly do you think goes into game development? It's not just boob boob make a zip lol. More team members means more gets worked on leading to bigger games.
I never said I was lol. His concern was more people = less quality/speed/whatever, that is not how development works. More staff means more focused development, which means more tech/game is made in a shorter period of time.Programming, art design, animations, sometimes voice acting and script writing all of which are difficult things to do if you aren't using pre-made assets.
You're not God's gift to gamedev man, people voicing concerns is justified. Especially with an unproven dev team.
You're talking to the same person and that was not even close to my concern. My concern is, in fact, that since you have actual teams working on separate projects you SHOULD have more done but you don't. You have 3 in development projects being worked on with another on indefinite hold for some reason or another. That's incredibly concerning when you're trying to convince people to give you their money.I never said I was lol. His concern was more people = less quality/speed/whatever, that is not how development works. More staff means more focused development, which means more tech/game is made in a shorter period of time.
For instance, we hired a single programmer to build our photo scoring system, for him to work out the best way to mathematically score aesthetics in photography. What that means is the content for scoring will be more robust and include more options and systems. If we had another team member do it along with their other tasks the scoring system and whatever else they were doing would have less time for polish and setup, aka, worse.
And if your concern is "too many cooks in the kitchen spoils the broth" then you have no idea of what scrum masters do, nor do you know what sprints are. To which we have/do both things. We hit deadlines, and we hit schedules because we know what we are doing, and have done this a lot in the past.
Hope that helps you to understand where I am coming from.
from what i can gather, they are modeling and rigging these assets themselves as well as doing the backing code. that takes a substantial amount of time, especially rigging a versatile skeleton for something like a sex game. from what i can see, just being able to tell that they're actively working and developing is good enough for me. of the things discussed, i would say the only legitimate thing would be questions of performance since less performance = less audience. it's also not always clear how to optimize something, which can be a very difficult problem even for someone very seasoned unless it's something obvious like reducing polygon count or whatnotYou're talking to the same person and that was not even close to my concern. My concern is, in fact, that since you have actual teams working on separate projects you SHOULD have more done but you don't. You have 3 in development projects being worked on with another on indefinite hold for some reason or another. That's incredibly concerning when you're trying to convince people to give you their money.
Performance is the least of my concerns at this stage since the game is not even in an actual alpha state, of course performance is not good. After all, you can't optimize stuff that isn't in yet. Handling that stuff comes later in the beta stage of development.from what i can gather, they are modeling and rigging these assets themselves as well as doing the backing code. that takes a substantial amount of time, especially rigging a versatile skeleton for something like a sex game. from what i can see, just being able to tell that they're actively working and developing is good enough for me. of the things discussed, i would say the only legitimate thing would be questions of performance since less performance = less audience. it's also not always clear how to optimize something, which can be a very difficult problem even for someone very seasoned unless it's something obvious like reducing polygon count or whatnot
not every game can be developed at the same pace and there are many factors that go into what a team can accomplish
Wet nightmares has a two person team and it is a publishing joint so the devs work on their own schedules.You're talking to the same person and that was not even close to my concern. My concern is, in fact, that since you have actual teams working on separate projects you SHOULD have more done but you don't. You have 3 in development projects being worked on with another on indefinite hold for some reason or another. That's incredibly concerning when you're trying to convince people to give you their money.
You SHOULD spend less time on a piracy website acting like a child when people have legit concerns about your, let's say, lack of anything approaching a good track record.Wet nightmares has a two person team and it is a publishing joint so the devs work on their own schedules.
Under contract has one full time developer and 4 part time. The part time is modelling, animations, sound and narrative. They work when the need for their skills comes up.
Sapphire has 7 full time staff members who do not work on other games.
I SHOULD only have done what is possible to be done in that time.