BobTheDuck

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Dec 24, 2018
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BobTheDuck , I think Ocean is already doing some of the 'magic' you are referring to.

(I would have responded to your post directly but my last post reply was targeted so ... you know the deal. ;))

The 32 person render scene is actually larger (this from the dev log on Feb 26, 2025):

The scene has around 45 people in it, and at most 34 are visible at the same time. The issue was that the queue stopped two days in a row at night because it encountered scenes that were too big.

Long story short, it was one of the G9s that for some reason used up 11GB on her own.


I think a 4 person render scene with one person 'weighing in' at 11 GB would crush the hardware of a lot of less well equipped devs.

Once he fixed this issue with the offending 'G9' - it went way.

Ocean shares hardware and software glitches with his monthly $ supporters and one of us shares it here for the larger community to read.

Some enjoy it, others treat each 14-day dev log as another chance to find fault with Something that Ocean is doing.

I enjoy the story details and technical share details of each dev log.

If I was ever going to try to learn Daz/Blender/etc. - Ocean's Dev Logs certainly help provide some ideas on hardware/software issues and considerations.

They are also about as far as I am willing to go since, unlike Ocean, I am not going to be starting a new Python class to up my skills and I'm unlikely to give up some of my gaming time to spend an hour or two daily to learn/improve my blender skills.

I want faster quality updates to SG just like the rest of us, but I also appreciate Ocean's dedication to his craft and his desire to improve his creations.

Perfect is the enemy of 'good enough' but... good enough Always has a scale... :)

Cheers!! :coffee:
Oh I totally get that - I mentioned the opening scene at the college, because that was done even before the A6000 ADA's with all the tricks. The issue is the aesthetic decision vs the technical reality - tt's always the case with these kinds of ambitious projects (not just Ocean, but anything really). In the situation mentioned in the devlog it was one character, but what happens if there are two characters with some kind of morph that makes them take up more memory? He might forget what each character has to modify it from custom, load too many memory intensive characters in a scene, and the computer just says no. The time he spends trying to work out why the computer says no is the problem. It will mean that day is one of problem solving, not creativity. And watching progress bars that have paused while waiting for renders, only to realise it's frozen.... a lot of these things are cumulative and wear the clock down.

He has to be his own tech support, and that's understood. But the decision of needing to pose 45 characters rather than turn some of them into cutouts like I assume he did in the first college scene is the thing. I'd hate to imagine he tries to render 100 characters for a basketball tournament of a music gig in a bar. There aren't 30 - 45 active people on the screen at a time, so how many should he make that need to be full quality?

But for me I do prefer that he finds the compromises he's willing to make. I can't make his computer go faster, so... it's more my concern for his own peace of mind. Technical things like memory leaks and having to optimise things takes away the time he can focus on creating, that is all.
 

yossa999

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Dec 5, 2020
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But for me I do prefer that he finds the compromises he's willing to make. I can't make his computer go faster, so...
If he starts looking for compromises, updates will probably come out more often. And even the script can probably be edited so that it will be finished in some foreseeable future. Heck, I am almost sure that with willing to do so and due effort it can be split into two games, without spoiling the initial idea too much, and making each of the two parts a self-sufficient game with the same characters. He can go for a lot of compromises, let's say with the music, you know this very well.

I just think that after all this, SG will remain a good game, even an excellent one. Hell, it will even remain one of the best of a few top games here. But it will lose something that makes it the best game the zone has to offer, something that puts it on a separate shelf from the rest.
 

BobTheDuck

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If he starts looking for compromises, updates will probably come out more often. And even the script can probably be edited so that it will be finished in some foreseeable future. Heck, I am almost sure that with willing to do so and due effort it can be split into two games, without spoiling the initial idea too much, and making each of the two parts a self-sufficient game with the same characters. He can go for a lot of compromises, let's say with the music, you know this very well.

I just think that after all this, SG will remain a good game, even an excellent one. Hell, it will even remain one of the best of a few top games here. But it will lose something that makes it the best game the zone has to offer, something that puts it on a separate shelf from the rest.
Ah sorry, a little misunderstanding. By 'compromises' I don't mean compromising the game. I mean finding those points where there are diminished returns. The person who is 1.5cm tall in the distance doesn't need to be anything more than a cutout, because we can't percieve the reflections or the light well enough for it to matter. The compromises I mean are being aware that the ideal way to do something is not always the most efficient. It's 'ideal' to have all characters as posed models, because they can be manipulated, have their clothes changes etc. stitching multiple renders together makes it harder to change whatever is pre-rendered. It is weighing up these concerns and deciding which compromise to make - the 'ideal' which is less efficient, but more future proof, or the practical, which might cause headaches later if a change is necessary.

I prefer that things are magical, but that's just not the real world of technology. My preference is that OCean keeps his standards, but doesn't go mad while waiting for progress bars and renders to finish.
 

Penfold Mole

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/snip

Now, we know Ocean has said that decisions from WiaB at some point WILL be carried over to SG. I honestly don't think he'll do that though. He has to have coded it in from the start of SG, and he has to have written all the variables in from a finished WiaB. WiaB isn't finished, and SG doesn't have any code connecting the saves that I know about, or any flags related to pre-existing choices. It would be a massive rework to retrofit the changes, unless they are cosmetic script based 'lore' (ie what happened before just being recounted to the new generation)
/snip
While it's possible that he'll bury this idea, there's really nothing there to stop him from carrying some of the decision variables from WiAB to SG in the future when there is something in WiAB that he wants to carry over. He can do that with any of the chapters of each game.

Let's say, in chapter X of WiAB there are some critical decisions being made which affect events in SG starting from chapter Y.

In chapter X of WiAB a set of variables are being exported into a file, the player is being informed about the file after he quits the game.

After starting chapter Y in SG the player gets a notification that in case he has played chapter X of WiAB, he has an option to import a set of variables which may affect events in SG starting from this chapter. The player can at this point either:
  1. import the variables from WiAB if he has them;
  2. in case he doesn't have the variables, he can stop playing SG and start to play WiAB until he has the variables and then continue with SG chapter Y (It may also be considered as a kind of marketing trick to promote WiAB to SG players);
  3. continue SG with a set of default or randomly generated set of variables needed to determine what happened in WiAB in the past.
The code for this doesn't really have to be in there from the start, it can be added to any of the new updates of either game.
He even has an option to do this repeatedly, exports in WiAB and imports in SG can happen more than once during the progress of each game. Although not too often to be too troublesome for the players.
 
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yossa999

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Ah sorry, a little misunderstanding. By 'compromises' I don't mean compromising the game. I mean finding those points where there are diminished returns. The person who is 1.5cm tall in the distance doesn't need to be anything more than a cutout, because we can't percieve the reflections or the light well enough for it to matter. The compromises I mean are being aware that the ideal way to do something is not always the most efficient. It's 'ideal' to have all characters as posed models, because they can be manipulated, have their clothes changes etc. stitching multiple renders together makes it harder to change whatever is pre-rendered. It is weighing up these concerns and deciding which compromise to make - the 'ideal' which is less efficient, but more future proof, or the practical, which might cause headaches later if a change is necessary.

I prefer that things are magical, but that's just not the real world of technology. My preference is that OCean keeps his standards, but doesn't go mad while waiting for progress bars and renders to finish.
But the thing is, he pushes the boundaries, uses available technologies to the limit of their capabilities and gets a result that others don't even try to achieve, doing "I didn't even need it, you can't see the 31st character anyway" - face. But the problem is not that it can't be done, but that it's difficult, time consuming, takes a lot of efforts, and, frankly, they don't even know how to do it. And because of that we get Summer's Gone instead of Yet Another Freshman Harem.
 

BobTheDuck

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While it's possible that he'll bury this idea, there's really nothing there to stop him from carrying some of the decision variables from WiAB to SG in the future when there is something in WiAB that he wants to carry over. He can do that with any of the chapters of each game.

Let's say, in chapter X of WiAB there are some critical decisions being made which affect events in SG starting from chapter Y.

In chapter X of WiAB a set of variables are being exported into a file, the player is being informed about the file after he quits the game.

After starting chapter Y in SG the player gets a notification that in case he has played chapter X of WiAB, he has an option to import a set of variables which may affect events in SG starting from this chapter. The player can at this point either:
  1. import the variables from WiAB if he has them;
  2. in case he doesn't have the variables, he can stop playing SG and start to play WiAB until he has the variables and then continue with SG chapter Y;
  3. continue SG with a set of default or randomly generated set of variables needed to determine what happened in WiAB in the past.
Oh, yeah, I know it's not hard to implement. But it's hard to retroactively implement. SG S1 doesn't have those variables. The longer that SG is developed without variables, the more meaningless those imports will be - they won't open exclusive insights or customise basic things. For example, Ayua might or might not exist the same way depending on your choices in WiaB. It's happened with similar things in ME, the first game had decisions that unfolded in the third. But they were written as variables to carry through. Currently I don't think there's anything like that in the script, only variables internal to SG are there I think. The longer he avoids it, the less likely it will be for those choices to be meaningful. Or it will be limited to exposition dialogue where it's effectively bonus content added to a directors cut after it's all done.

But the thing is, he pushes the boundaries, uses available technologies to the limit of their capabilities and gets a result that others don't even try to achieve, doing "I didn't even need it, you can't see the 31st character anyway" - face. But the problem is not that it can't be done, but that it's difficult, time consuming, takes a lot of efforts, and, frankly, they don't even know how to do it. And because of that we get Summer's Gone instead of Yet Another Freshman Harem.
I don't think the thing that attracts me to SG is the technology. Ocean's eye for cinematic frames was evident quite early on. The renders are prettier, but the composition is a function of his aesthetics, as is the story and the characters. There are plenty of well rendered games that look boring, and play even worse, because they don't intrigue. Ocean knows how to reference things that are outside the frame. The 31st character or more is just a function of juggling, and it is more to justify the process to himslef than about pushing the boundaries. All he's done is added more capacity, and he spends up to that capacity, just like a budget. IN any case, the results are fantastic. But doing something to prove you can isn't always that important for the story. The most meaningful renders so far haven't been the ones with crowds, but the detailed epressions on closeups - again, his ability to compose and draw attention to the necessary details.

In any case, I'm eager for what's next. I'd much rather have more story details to wonder about than technical. :coffee::whistle:
 

yossa999

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The renders are prettier, but the composition is a function of his aesthetics, as is the story and the characters.
That's right, and if the composition calls for a crowded bar and the technology allows it to be shown, rather than breaking the entire panorama into small groups with 3-4 characters, then I think I can put up with this workstation saga. :KEK:
 

BobTheDuck

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That's right, and if the composition calls for a crowded bar and the technology allows it to be shown, rather than breaking the entire panorama into small groups with 3-4 characters, then I think I can put up with this workstation saga. :KEK:
Sure, but he could break the panorama into 4 groups of 30 people and mingle the groups: 120 people rendy for the scene, and mingle them so it looks like more, only 30 active in any one render. I'd say it's best to get that experience now, before he reaches a basketball match with an audience.
 

Penfold Mole

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Oh, yeah, I know it's not hard to implement. But it's hard to retroactively implement. SG S1 doesn't have those variables. The longer that SG is developed without variables, the more meaningless those imports will be - they won't open exclusive insights or customise basic things. For example, Ayua might or might not exist the same way depending on your choices in WiaB. It's happened with similar things in ME, the first game had decisions that unfolded in the third. But they were written as variables to carry through. Currently I don't think there's anything like that in the script, only variables internal to SG are there I think. The longer he avoids it, the less likely it will be for those choices to be meaningful. Or it will be limited to exposition dialogue where it's effectively bonus content added to a directors cut after it's all done.
/snip
Oh, sure, the things already set in stone can't be changed retroactively without another remake of the game, but I wasn't talking about these. The first season of SG is already fixed in place, there won't be any changes in there any more.

It doesn't mean that there won't be any of such things in the future of WiAB that will have consequences in the future chapters of SG.
 

qazwsxedcplm

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Oct 28, 2021
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Can someone help me, I'm on mac and I don't know how to unzip and run Summers Gone. I downloaded the SummersGone_Season1_Steam-pc_UPDATED.zip from the homepage but when I try to open it says Error 79- Inappropriate file format. Not sure what's wrong. A few months ago I was able to play the game, but I completely forgot the process I went through to download and run it again. The version I played a few months ago might've been the 5 beta, not sure.
 
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rudy007

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Can someone help me, I'm on mac and I don't know how to unzip and run Summers Gone. I downloaded the SummersGone_Season1_Steam-pc_UPDATED.zip from the homepage but when I try to open it says Error 79- Inappropriate file format. Not sure what's wrong. A few months ago I was able to play the game, but I completely forgot the process I went through to download and run it again. The version I played a few months ago might've been the 5 beta, not sure.
I guess it's similar to Windows, search for program called "7zip", install it and unzip... Download it from 7zip page and the latest version (current v24.09) enjoy!
 
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BobTheDuck

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Can someone help me, I'm on mac and I don't know how to unzip and run Summers Gone. I downloaded the SummersGone_Season1_Steam-pc_UPDATED.zip from the homepage but when I try to open it says Error 79- Inappropriate file format. Not sure what's wrong. A few months ago I was able to play the game, but I completely forgot the process I went through to download and run it again. The version I played a few months ago might've been the 5 beta, not sure.
I use "the unarchiver" off the app store. If a file has been zipped by a pc user, sometimes it breaks the mac executables when zipping, so the inbuilt archive utility isn't the best choice.

But most importantly, you downloaded the pc version by the look of it. Download renpy and use renpy to mac a mac version from the pc one, and then you can download any renpy game on this site, even if the dev doesn't support a mac version.
 

qazwsxedcplm

New Member
Oct 28, 2021
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5
I use "the unarchiver" off the app store. If a file has been zipped by a pc user, sometimes it breaks the mac executables when zipping, so the inbuilt archive utility isn't the best choice.

But most importantly, you downloaded the pc version by the look of it. Download renpy and use renpy to mac a mac version from the pc one, and then you can download any renpy game on this site, even if the dev doesn't support a mac version.
Thanks for the help. I ended up using Keka to unzip it and it worked.
 

AlexFXR

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Sep 24, 2023
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No, my words don't contradict themselves, you're just not understanding. SG is based on events that have already happened in WiaB. Events in SG are affected by this (the Zane presence). So they are both part of the same overall meta narative. That is what the series is. But SG has a different protagonist, and it remains to be seen if Willi gets any meaningful role in SG. Already we have the conditions that the player can't chose something that leads to Katie's death, and that Ayua is a Zane, Leia, Willi, Kaite, Zoey and Emilio survive whatever happens. Choices that could impact those facts for SG can't be taken, or the game is not connected. It is that simple. The more OCean writes about what happened 20 years earlier in SG, without having finished WiaB, the fewer meaningful choices he can write into WiaB. If for example, Katie does a big reveal of the turf war that leads to the Zane's gaining a business empire that includes the college, he gives away the plot of WiaB, and makes WiaB a kinetic novel. In order for the WiaB choices to be meaningful, he can't give away too much of what happened before in SG.

Now, we know Ocean has said that decisions from WiaB at some point WILL be carried over to SG. I honestly don't think he'll do that though. He has to have coded it in from the start of SG, and he has to have written all the variables in from a finished WiaB. WiaB isn't finished, and SG doesn't have any code connecting the saves that I know about, or any flags related to pre-existing choices. It would be a massive rework to retrofit the changes, unless they are cosmetic script based 'lore' (ie what happened before just being recounted to the new generation)

If I consider a AAA game such as the ME trilogy, each game builds on the previous game, choices made in the first game affect the third. But the series started from the first game, and was developed in a linear fashion. Ocean made a mistake in some ways allowing development on SG before fiishing WiaB. A good example of this is Steven Erickson and Ian Esslemont, writing a series together. Erickson did 6 books before Esslement did his first, so the series is entirely flavoured to Erickson. The idea is that two people can create a more vibrant world, but it requires people to work as a team. In SG's case, that didn't happen, and Ocean picked up the slack. So now we're in a situation where the development is happening in parallel.
This is what I was talking about, SG and Wiab will exist in the same game universe without interaction, but with mentions of events from the past.

If you're fast forwarding the 'chatter' how do you even know the details of the story though? The 'chatter' is where the story predominantly happens, the chatter explains what you see on the renders. I'm guessing you fast forwarded through the book club? This would explain why you don't know all the connections/insinuations between the games.
I'll let you in on a little secret, there are 2 types of dialogues that are found not only in games, but also in books, etc. The first type is when you're told interesting things about the plot. And the second type of dialogue is when you're given a bunch of meaningless information that doesn't affect anything, it only serves to stretch out the time of the game (movie, book). If you start listening to a dialogue filled with crap, you can safely fast-forward it, because there won't be anything interesting there.

See this is where you are wrong. Speed won't always be comfortable. Just like he's rendering (foolishly in my opinion) scenes with 32 characters. This will have effects on the basketball games. 32 is more than enough for two teams and coaches but he'd better not do too many bystanders. Or he acts with sense and stitches renders together. But these moments in the game with large numbers of characters at full complexity will slow his comupter down. So look at the current dev time for both games and divide the number of renders currently by the number of days. That will give you the average Ocean speed. He'll have just as many hiccups. THere is no comfortable speed - because we don't know if one update (the gala when it happens, or a big basketball match) will have 32 characters the whole update (I Hope not) and that WILL slow the game development down. So I'll stand by my words. Two updates a year for both games would be an amazing result, and is within the capabilities of Ocean to deliver. He can do faster, but he'll get overambitious in some ways - simply because he's always trying to impress. His efforts to do too much make the game better, but also hamstring him.
Have you ever looked into rendering courses? After a certain part of the training they give you a ready-made scene with a toothbrush or a barn (many options) so that you can render it. But you won't be able to do it, it's easier to render an Ocean's scene with 32 people. What's the joke? The problem is in the textures and materials, they are gigantic in size, but that's why they need to be cropped. The same can be said about the scenes with Ocean, if you crop the textures correctly, then you can easily render everything without any loss of quality. I don't understand why you need to make scenes with 32 people that will then be blurred. A good option was suggested by HarryDubois420, you can create at least 1000 low-poly people, they will still be blurred later and no one will notice their poor quality. But I don't see the point in making scenes with a large number of characters. And don't come up with excuses for Ocean, they sound ridiculous.

It's hard to create a game from scratch, but when there are ready scenes and characters, the time for developing a new chapter is greatly reduced, like in DPC, for example. But in Ocean, the development time is not reduced, but constantly increased, don't you think it's strange?
 
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Dee6902

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This is what I was talking about, SG and Wiab will exist in the same game universe without interaction, but with mentions of events from the past.


I'll let you in on a little secret, there are 2 types of dialogues that are found not only in games, but also in books, etc. The first type is when you're told interesting things about the plot. And the second type of dialogue is when you're given a bunch of meaningless information that doesn't affect anything, it only serves to stretch out the time of the game (movie, book). If you start listening to a dialogue filled with crap, you can safely fast-forward it, because there won't be anything interesting there.


Have you ever looked into rendering courses? After a certain part of the training they give you a ready-made scene with a toothbrush or a barn (many options) so that you can render it. But you won't be able to do it, it's easier to render an Ocean's scene with 32 people. What's the joke? The problem is in the textures and materials, they are gigantic in size, but that's why they need to be cropped. The same can be said about the scenes with Ocean, if you crop the textures correctly, then you can easily render everything without any loss of quality. I don't understand why you need to make scenes with 32 people that will then be blurred. A good option was suggested by HarryDubois420, you can create at least 1000 low-poly people, they will still be blurred later and no one will notice their poor quality. But I don't see the point in making scenes with a large number of characters. And don't come up with excuses for Ocean, they sound ridiculous.

It's hard to create a game from scratch, but when there are ready scenes and characters, the time for developing a new chapter is greatly reduced, like in DPC, for example. But in Ocean, the development time is not reduced, but constantly increased, don't you think it's strange?
It’s obviously strange but it’s clear Ocean is trying to hard to raise the bar and try and be overly ambitious with the renders. That’s what they’re saying Ocean should do the easier route not only for dev time but convenience. Hopefully Ocean can realize this and after these bigger updates simplify it. But it’s just hope.
 
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TheDuke9999

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Jan 3, 2022
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It’s obviously strange but it’s clear Ocean is trying to hard to raise the bar and try and be overly ambitious with the renders. That’s what they’re saying Ocean should do the easier route not only for dev time but convenience. Hopefully Ocean can realize this and after these bigger updates simplify it. But it’s just hope.
if ocean making the kind of money they saying still after so much time is passed he will keep on going without releasing cause he probably making the entire VN so he can take a vaction and just keep putting updates out without working .. if you keep funding it he take as long as he wants.. your paying him for not releasing anything.. anyone would do the same thing making that kind of money for nothing
 
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BobTheDuck

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This is what I was talking about, SG and Wiab will exist in the same game universe without interaction, but with mentions of events from the past.
What differs is that if WiaB was put on hold until SG was finished, Ocean would have to make WiaB to fit the canon of SG. Right now he can decide whatever he want most for either of them. The more he confirms in SG before it happens in WiaB, the more he ties his hands. I really don't know why this seems so hard for you to accept. The 'events of the past' are WiaB.

I'll let you in on a little secret, there are 2 types of dialogues that are found not only in games, but also in books, etc. The first type is when you're told interesting things about the plot. And the second type of dialogue is when you're given a bunch of meaningless information that doesn't affect anything, it only serves to stretch out the time of the game (movie, book). If you start listening to a dialogue filled with crap, you can safely fast-forward it, because there won't be anything interesting there.
I've found that the only dialogue in SG that was truly pointless was during the tt scene. That did next to nothing to advance the characters or the story. Are you suggesting the book club or the night and Vic's were filler? Because more revelations happened in those stwo scenes than during the basket ball dialogues, or breaking into the Holgersons. Mostly, story tellers weave those two kinds of dialogues together, and the people who are impatient and skim read miss things.

Have you ever looked into rendering courses? After a certain part of the training they give you a ready-made scene with a toothbrush or a barn (many options) so that you can render it. But you won't be able to do it, it's easier to render an Ocean's scene with 32 people. What's the joke? The problem is in the textures and materials, they are gigantic in size, but that's why they need to be cropped. The same can be said about the scenes with Ocean, if you crop the textures correctly, then you can easily render everything without any loss of quality. I don't understand why you need to make scenes with 32 people that will then be blurred. A good option was suggested by HarryDubois420, you can create at least 1000 low-poly people, they will still be blurred later and no one will notice their poor quality. But I don't see the point in making scenes with a large number of characters. And don't come up with excuses for Ocean, they sound ridiculous.

It's hard to create a game from scratch, but when there are ready scenes and characters, the time for developing a new chapter is greatly reduced, like in DPC, for example. But in Ocean, the development time is not reduced, but constantly increased, don't you think it's strange?
You've gone way off the mark here compared to what I was talking about there. I don't need to know about daz or courses or anything. If Ocean does an update of 7000 renders (plus animations and postwork) in x days for SG, then 2333 renders (plus the animations and post work) should easily be done in x/3 days. This is already includes all the time spent on rendering scenes with 32 people or 1 person. So it's really simple maths based on his current speed and habits.

I don't think that it's needed for Ocean to push the cards to their hardest the whole time. But it's his new thing, and he wan't to see what the limits are. So that is at least sensible. If he kept working at the limits, well, that becomes foolhardy.
 

AlexFXR

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Sep 24, 2023
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What differs is that if WiaB was put on hold until SG was finished, Ocean would have to make WiaB to fit the canon of SG. Right now he can decide whatever he want most for either of them. The more he confirms in SG before it happens in WiaB, the more he ties his hands. I really don't know why this seems so hard for you to accept. The 'events of the past' are WiaB.
I've found that the only dialogue in SG that was truly pointless was during the tt scene. That did next to nothing to advance the characters or the story. Are you suggesting the book club or the night and Vic's were filler? Because more revelations happened in those stwo scenes than during the basket ball dialogues, or breaking into the Holgersons. Mostly, story tellers weave those two kinds of dialogues together, and the people who are impatient and skim read miss things.
I'll answer 2 at once, because they are connected. Remember what they told Ocean when he decided to make 2 games at the same time? He was told that these games are too big to devote only half of his attention to each. He needs to put all his efforts to finish at least one, and then start making the others. If he continues to make SG and Wiab at the same time, the games will be half-dead and after some time will be completely abandoned. Years later, we see that this is exactly what happened, the games are half-abandoned and are still in their early stages.

Ocean had enough energy to make 3.5 chapters in SG, after which the development ended and the game began to slowly die. In chapter 4, he came up with aliens that take up half a chapter and no one likes them. He could have fit this card game into a couple of renders, it would have been much better. I don't even know what to say about chapter 4.5, it is completely useless. All we learned is that there is a new social network and Victoria's sister will work as a gym teacher. As for me, this is completely unnecessary information that could have been contained in a couple of sentences, and not stretched out over an entire update. The entire beginning of Chapter 5 can be thrown out. Ocean has achieved that the scene with naked Bella instead of joy brings negativity and misunderstanding. In general, there are only 2 moments in this chapter that deserve attention, this is the club where you are introduced to new characters and the basketball game.

As a result, we get that all that Ocean does is constantly slow down the development of the plot in his games. It is financially profitable for him to do so, and he is not going to change it.
You've gone way off the mark here compared to what I was talking about there. I don't need to know about daz or courses or anything. If Ocean does an update of 7000 renders (plus animations and postwork) in x days for SG, then 2333 renders (plus the animations and post work) should easily be done in x/3 days. This is already includes all the time spent on rendering scenes with 32 people or 1 person. So it's really simple maths based on his current speed and habits.

I don't think that it's needed for Ocean to push the cards to their hardest the whole time. But it's his new thing, and he wan't to see what the limits are. So that is at least sensible. If he kept working at the limits, well, that becomes foolhardy.
Apparently you didn't understand why I was talking about 4 months, I'll try to explain it more simply. I'll only take Ocean's data. As you know, its average speed is about 1000 renders per month. It will be able to create those 2333 renders you're talking about in less than 2.5 months. All that's left is to insert the pictures into Renpy and write text for them. How long will it take to insert 1 picture and write text for it? No more than a minute, let's increase it to 3 minutes to be unbiased, that's enough time to write even with one hand. Now the math: 2333*3=6999 minutes or 116.65 hours. To do all this in 1.5 months, you need to work an average of 2.6 hours every day. Do you call that working at the limit? Then I'm interested in what you'll say about an 8-hour workday, like most people on our planet work.
 
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alanrock

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You've gone way off the mark here compared to what I was talking about there. I don't need to know about daz or courses or anything. If Ocean does an update of 7000 renders (plus animations and postwork) in x days for SG, then 2333 renders (plus the animations and post work) should easily be done in x/3 days. This is already includes all the time spent on rendering scenes with 32 people or 1 person. So it's really simple maths based on his current speed and habits.
Apparently you didn't understand why I was talking about 4 months, I'll try to explain it more simply. I'll only take Ocean's data. As you know, its average speed is about 1000 renders per month. It will be able to create those 2333 renders you're talking about in less than 2.5 months. All that's left is to insert the pictures into Renpy and write text for them. How long will it take to insert 1 picture and write text for it? No more than a minute, let's increase it to 3 minutes to be unbiased, that's enough time to write even with one hand. Now the math: 2333*3=6999 minutes or 116.65 hours. To do all this in 1.5 months, you need to work an average of 2.6 hours every day.
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