F.L.HX99X

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May 14, 2019
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Chapter 3 - Dev Log #20

Hello,
This log was supposed to be out yesterday... Sorry!
There are sometimes days when I enter a hyperfocus state during work and time becomes a blur... Sorry, that happened yesterday.

The current numbers are:
Chapter 3: 1680
Chapter 3x5: (560) -> 635

My current focus is primarily on SG, as it's releasing this month.
The work during a release week can't really be split into parts, so the more effective way is to set up WiAB renders, and while those are being rendered over several days, I work on the technical aspects of SG.
After the SG Beta releases, WIAB will enter the technical phase and be my main focus until its release.
And because WiAB's next Chapter is already quite advanced, I shouldn't have a double release again.
So the release timetable looks as follows:

1. SG Chapter 5 Beta - October
2. WiAB Chapter 3 Beta - November
3. WiAB Chapter 3 Full - November/December (2 weeks after the Beta.)
4. SG Chapter 5 Full & Steam release- December/January (It completes the last part of the rework.)
5. WiAB Chapter 3.5 - No ETA yet.
6. SG Season 2 - Chapter 1 - No ETA yet.
The good part about me spacing out and missing the log yesterday was... I felt inspired to do a treat today...
So I created a five-picture set with Monica.
Mon_1.png

As always with the treats, the rest can be found



The preview block is active again. I don't want to spoil any more stuff.

SG CH 5 is almost out and WiAB CH 3 will follow soon.



- Ocean
 

Ragnar

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Aug 5, 2016
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So we completely refuse to believe his own words that he works on two projects alternately to avoid burnout? :rolleyes:
You must be very naive to believe that. Nobody decompress from work taking another job in the same field. That's double work load plus stress. To decompress you go out, have hobbies and son.
He's working on 2 projects because he gets money from 2 Patreon accounts period.
 
Last edited:

Penfold Mole

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May 22, 2017
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You must be very naive to believe that. Nobody decompress from work taking another job in the same field. That's double work charge and double stress. To decompress you go out, has a hobby and son.
He's working on 2 projects because he gets money from 2 Patreon accounts period.
My god you must be having a god awfully boring job to be even unable to imagine having the kind of creative job where you can switch between duties or projects when one gets stuck or difficult or just bores you too much.
I feel sorry for you.
No wonder that you think that all game devs are lying money grabbing scammers, being such a sad unhappy cynic as you seem to be.
 
Last edited:
Feb 16, 2022
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Chapter 3 - Dev Log #20

Hello,
This log was supposed to be out yesterday... Sorry!
There are sometimes days when I enter a hyperfocus state during work and time becomes a blur... Sorry, that happened yesterday.

The current numbers are:
Chapter 3: 1680
Chapter 3x5: (560) -> 635

My current focus is primarily on SG, as it's releasing this month.
The work during a release week can't really be split into parts, so the more effective way is to set up WiAB renders, and while those are being rendered over several days, I work on the technical aspects of SG.
After the SG Beta releases, WIAB will enter the technical phase and be my main focus until its release.
And because WiAB's next Chapter is already quite advanced, I shouldn't have a double release again.
So the release timetable looks as follows:



The good part about me spacing out and missing the log yesterday was... I felt inspired to do a treat today...
So I created a five-picture set with Monica.
View attachment 2999961

As always with the treats, the rest can be found



The preview block is active again. I don't want to spoil any more stuff.

SG CH 5 is almost out and WiAB CH 3 will follow soon.



- Ocean
Man, The hype is killing me, waiting for the update.
 

Penfold Mole

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May 22, 2017
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Like most of the people on this planet does.
This actually makes me quite happy about my own job. Doesn't pay much, but hardly ever gets boring. And I can be creative often enough.
Also makes me able to imagine why and how Ocean works on two games simultaneously or switching between them, understand how much easier it actually makes it to do more as a result.
 

Ragnar

Super User
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Former Staff
Aug 5, 2016
5,155
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My god you must be having a god awfully boring job to be even unable to imagine having the kind of creative job where you can switch between duties or projects when one gets stuck or difficult or just bores you too much.
I feel sorry for you.
No wonder that you think that all game devs are lying money grabbing scammers, being such a sad unhappy cynic as you seem to be.
Please finish just one project before you start talking to me about creativity and art, Leonardo :LOL:
Ocean himself has explained several times that working on the second game was not planned. He started working on Summer's Gone because whoever was doing it left the project. After that came the excuse about art and creativity because the natives were getting restless.
 

yossa999

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Dec 5, 2020
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You must be very naive to believe that. Nobody decompress from work taking another job in the same field. That's double work load plus stress. To decompress you go out, have hobbies and son.
He's working on 2 projects because he gets money from 2 Patreon accounts period.
I mean I have working hours. I have a pool of tasks that need to be completed. Sometimes I stumble on a task and run out of ideas. I'm not making any progress on this task. Then I take a break, go for a little walk or something, give myself a little rest, and then try again. If there is still no progress, I put the current task aside and switch to another.

I'm usually able to unconsciously generate new ideas for postponed task while working on another, and when I return to a task I've put aside, I usually know what to do next. So, I work on two tasks alternately in one week. Of course, I’m not doubling my working time this week, I’m just changing the order of work, instead of sequential: task A completed -> task B completed, I do it alternately: part of task A -> part of Task B -> task A completed -> task B completed. The total time spent is the same for both cases.

This is how I understand his idea of working on two projects to avoid burnout. Not sure if this would work for me in the long run. But the last thing I want is to judge someone’s approach to their work. I worked with a dude who could write code while listening to black metal so loud I could hear it through his headphones. God forbid I experience this again; while working I can only listen to relaxing music or a calm trance.

Regarding the money... Of course, dedication to the patrons of both games is another reason to continue both of them, it would be stupid to deny that. But if it's just about the money and people are grumbling but still willing to pay, why not make 3 games instead of 2 because that's even more money? Why not make short games that, even after completion, will generate a smaller, but constant income? Why not cancel both games and start making the fuckin' wallpapers? Judging by the other games' threads, wallpapers making still pays well.

And then, I don’t encourage anyone to anything. I have my own eyes to see and my own brains to draw conclusions. Among the large number of developers and their work that I've seen, Ocean looks much more worthy than many, even making two games at the same time. It's only my subjective opinion, of course. But you guys draw your own conclusions.

PS: In recent days, people have been more enthusiastic than usual about counting Ocean's incomes. Lately I was reading old posts from DPC, and he spoke quite openly about money things in those days, I can recommend reading it.
 

Ottoeight

Forum Fanatic
Mar 13, 2021
5,527
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Good grief, these everything-a-dev-does-is-right-and-everything-a-dev-tells-is-true guys are really embarassing.

You know, these guys who develop these Patreon funded erotic games are human beings like you and me: they might make mistakes sometimes, I even daresay.

:rolleyes:
 

Ali ibn Hassan

Engaged Member
Dec 19, 2019
2,657
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Please finish just one project before you start talking to me about creativity and art, Leonardo :LOL:
Ocean himself has explained several times that working on the second game was not planned. He started working on Summer's Gone because whoever was doing it left the project. After that came the excuse about art and creativity because the natives were getting restless.
third-rock-third-rock-from-the-sun.gif
 
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weirdscix

Active Member
Apr 10, 2021
559
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Unreal is a 3D game engine, one of, if not the most advanced ones in the world. DAZ is a 3D modeling environment and Iray is a photorealistic CG rendering engine for 3D models.

Basically, potatoes vs apples.

A person who says that Unreal could produce better static images than DAZ modeled scenes rendered in Iray, is completely clueless or a moron.

Sure, a 3D game engine is faster at rendering, but with lots of complications and a fraction of the rendering quality.

Unreal is designed for ultra fast real-time 3D rendering, collision detection, NPC AI and everything else a 3D game needs. It is not designed for 3D modeling and design. The rendering speed however is achieved basically by approximating light and cutting the quality where it's less noticeable.

DAZ is just a 3D modeling environment to produce 3D models. Iray is a renderer capable of producing accurate photorealistic images from this kind of models by using ray tracing, simulating the flow of light particles.

Telling Ocean, a rendering perfectionist to use Unreal for rendering... If I were him, I'd tell the the idiot who suggests it to get stuffed.

Besides, rendering speed hasn't been a problem for him for quite some time and VRAM size gets in the way only on a few very complex scenes. His little "rendering farm" is mostly capable of rendering much faster than he's been able to feed it with new scenes. By using Unreal, he'd still have to design and set up the scenes and pose the models, so faster rendering speed wouldn't help to speed up the workflow by much if any at all.
Sigh, so much misinformation in one post, and resorting to insults.

Unreal is capable of much higher output than Daz. It can render simple images or use different methods, multipass rendering, Path Tracing amongst them. Path tracing has been long used in the movie industry for ultra realistic images.

The only advantage that Daz has is in its easy access to character models and morphing, skilled users however can use those assets within Unreal, in fact the Daz store now specifically states that the models are compatible with Unreal, Blender, Unity and others.

How do you think all the key art of such high quality are produced for games?







I could post hundreds of more examples of character renders and that's not to mention its ability to render cinematic animations far superior to Daz in a fraction of the time, then we have the environments which once again are far superior.

Daz is a program aimed at amateurs to give a gentle introduction into 3D rendering.

Skilled users will stick with Blender, Unreal, Maya, Cinema4d

If you are going to refute points in a post, make sure you know what you are talking about.

Maybe have a watch, you may learn something:
 

Ali ibn Hassan

Engaged Member
Dec 19, 2019
2,657
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Sigh, so much misinformation in one post, and resorting to insults.

Unreal is capable of much higher output than Daz. It can render simple images or use different methods, multipass rendering, Path Tracing amongst them. Path tracing has been long used in the movie industry for ultra realistic images.

The only advantage that Daz has is in its easy access to character models and morphing, skilled users however can use those assets within Unreal, in fact the Daz store now specifically states that the models are compatible with Unreal, Blender, Unity and others.

How do you think all the key art of such high quality are produced for games?







I could post hundreds of more examples of character renders and that's not to mention its ability to render cinematic animations far superior to Daz in a fraction of the time, then we have the environments which once again are far superior.

Daz is a program aimed at amateurs to give a gentle introduction into 3D rendering.

Skilled users will stick with Blender, Unreal, Maya, Cinema4d

If you are going to refute points in a post, make sure you know what you are talking about.

Maybe have a watch, you may learn something:
Now that you made your point how much more clever engines can be used to produce an AVN, so piss off and render your own one instead of whining about the superiority of your theoretical skills.
 

weirdscix

Active Member
Apr 10, 2021
559
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Now that you made your point how much more clever engines can be used to produce an AVN, so piss off and render your own one instead of whining about the superiority of your theoretical skills.
Show one place I said anything about my skills, I said that Ocean was being unrealistic in needing professional level GPU's and what Daz can achieve.
 
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