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Hello everyone.
The time has come when it's time to tell you all about the game and its development. There will be a lot of text here, so if you don't feel like reading the whole thing, I will divide this post into several parts to make it more convenient for you.
1) Betrayal.
Betrayal is the name of the game, which refers us to the story.
The original idea was that the name of the game carries a complete reflection of everything that happens in it and has some kind of spoiler to the overall plot of the game. At the stage of creation and the very idea of the plot for me everything was very transparent and simple, the plot itself was clear enough and had a fairly easy structure to work with, but ...
Frankly speaking, to take as a basis a game in which there should be a lot of branches of the plot, different ways of passing and a huge number of endings was an extremely rash decision, because it would have been impossible to connect all the ends into one common logical chain that would have answered all the questions. In other words - “The Scheme Of Betrayal” was an extremely ambitious game that would have been impossible to complete alone without having the proper experience to do so.
During the development stage of the second episode I started to realize that the game wasn't going the way I had planned because some things didn't make much sense and it would be a very long wait before they were revealed and since I didn't have much experience in writing a story and keeping it logical I started to confuse myself. Some scenes were constructed in such a way that they created a question that wouldn't be answered until chapter 4, for example.
Such a move can work if the story is kept consistent and doesn't have strong ramifications that make you simply forget what's going on. This is also the idea of introducing different timelines for the game. In fact, this approach has its place and can be quite interesting if you have the knowledge of how to work with it. Unfortunately, I didn't have that experience at the time of developing episode two and I realized that.
At this point, Betrayal is a rethinking of the story, the approach to developing and presenting that story, and the writing process itself.
2) Characters.
The game originally had a small number of key characters who were the main drivers of the story, namely: Vincent, Ashley, and Laura.
During the prologue stage, it occurred to me that I could add a character that would appear in the game under any conditions, but at different points in the game. That character was Mona and I didn't want to add her as a regular sex doll for the main character, so she had a significant part in the story of the game.
Let's talk about character creation. Each character's design underwent changes throughout the development of all the episodes that were available at the time of the last release. Every day at Daz provides something new to learn and, frankly, it's very hard to resist using something new when creating scenes. That's exactly what happened with the characters, I changed their textures, their bodies, body shapes, eye shapes and so on. Ashley alone changed about 8 times, not to mention the other characters. “Betrayal” will use the same characters as ‘TSOB’ but slightly altered and brought to life. When I was working on the bed scenes and creating the “Shorts” series for paid subscribers I started to notice some bad things in the character models. Some skin overlapped differently, creating an incomprehensible visual effect on their bodies that could only be fixed by completely changing the skin texture. If you change the skin texture, the character will look different, so now I've been working on creating characters and their bodies so that this kind of thing doesn't happen. If you base a character with his finished model, the quality of that model won't look the way I want it to look, so I have to work on creating a unique character by mixing them and customizing them. (I'll attach a new concept of Laura, since her model is considered the most difficult to work on for her scenes. You won't see a strong difference between the old Laura and the new one, because I'm trying to keep her visuals familiar.)
3) Motivation.
When I undertook the development of the prologue I was extremely motivated by the fact that I had the opportunity to tell an interesting story and, most importantly, to show it. At the time of the prologue's release I had not gone through many games of this genre, which was a mistake. While working on the next updates and during breaks from development, I went through some games and took something for myself from other developers. For example, staging, camera, interiors and stuff like that. The biggest challenge for me is the visuals, which I always want to tighten up. If you look at every prologue render, you can see that the initial explosion scene looks better than the morgue scene afterward. Originally, the game started in the morgue and the explosion scene was created and added after the meeting with Mona or the scene with Laura in the pool. You can also compare the explosion scene and the morgue scene - their difference in quality is quite big.
According to my plan the development had to go within certain limits - no less than 1000 renders per update and no more than 1200-1300 renders. The second chapter had almost 2000 renders, which was well beyond the scope of the update. Because of this, I had to find ways to reduce development time and it hit image quality, scene staging and fill. Some scenes looked too short and others, on the contrary, looked too drawn out. “Betrayal” will be held to a certain standard of working on updates and trying to ‘jump’ a previous update will be avoided. So far I don't have a definite plan for update releases, the amount of content in them and so on, we'll see after the first release.
Because of the things described above I stopped enjoying the process of creating everything about the game. So it was decided to take a little pause to gather my thoughts and figure out what I even want from all this and what to do next.
4) Changes.
“Betrayal” will have fixes for everything not fixed in ‘TSOB’, new menus, smoother use of sounds and music, more animated scenes. Also support for many languages will be implemented when the game is released, you won't have to wait for translation for a while, it will be available immediately when the new update is released. So far the game will support the following languages: Russian, English, Turkish and Italian.
There will be a gallery of special images, a system of achievements and possibly a music menu, where you can immediately find the name of the song you like. The visual design of the game will be changed as well. I will show you the concepts later, when they will be fully ready.
5) Plot.
We've gotten to the most interesting part - the plot of Betrayal.
The beginning of the story will be set shortly before the explosion, so that the player can feel the connection between the main characters. Some scenes will be cut from the game, some will be shorter, and some will be more extended. According to my plan, the game should contain more action than it has at this stage and I will try to pay more attention to this than I did before. Speaking about 18+ scenes I would like to mention that it is far from the most important part of my game, but such scenes have a place to convey emotions and feelings of the characters.
The game will definitely not have maximum stupid sex scenes where the main character says:
- “Hey! Let's fuck!”
- “Oh, cool! Let's do it!”
Naturally, that was a simple example.
6) Conclusion.
"Betrayal" is a reimagining of the whole story.
A breath of fresh air that I need as a developer.
Thank you for being with me all this time and you and I need to move on, even if we've gone a few steps backwards.