- Jul 26, 2023
 
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		Hello everyone.
I want to start by saying that the music issue is 90% resolved. A few things still need to be paid for, and then we’ll have 24 unique tracks that no platform will complain about — which makes me very happy. The musical style will be a bit different from what you’ve heard before, but that’s actually a good thing, so I’m as happy as a clam.
The issue with car models is still open and, most likely, will never be fully resolved. So we’ll have to find creative workarounds to make sure no one complains about those either.
Since the last update, something strange happened — DAZ suddenly stopped acknowledging my keyboard, which is one of the main tools for controlling actions in that wonderfully (and absurdly infuriating) program. A lot of time was spent trying to find and fix the problem, and — as it often happens — the most effective solution was also the most obvious: a complete uninstall with no leftover files. That helped, and I really hope it won’t happen again.
In parallel with rendering, I worked a bit on the menu and added a couple of new features. But the final version of the menu — and work on it — will be completed after the second update. Right now I’m simply not ready to finish it — I’m short on both time and patience.
The long, heavy rendering sessions are behind me, and now it’s time for quicker ones — but that won’t last. Soon we’ll be back to one-hour (or longer) renders again. If everything goes smoothly and there are no unexpected emergencies, then we should meet again at the end of the episode this summer. I really hope so.
My plans before the next devlog, besides rendering, include creating a few new visual effects for transitions, and adding a feature I hadn’t planned on making a full system. If everything works out the way I intend, I’ll share more details about it in the next log.
I’m also considering releasing this as a prologue rather than a full chapter — a prologue that would be twice the length of the previous one (TSOB). Why? Because right now the story includes not only main characters but also secondary ones. Their screen time is distributed unevenly — some appear much more than others. Structuring the story into chapters would allow better control of screen time, making sure specific characters get their moments in the spotlight during particular releases. But again, this is just a thought for now — we’ll see how Future Me handles it closer to release.
Right now we have 861 renders done, plus 15–20 in the queue. No preview this time (I’m not sure what to show — I’ll show it later), but I do have some art to share.
See you in the next post, ladies and gentlemen.
Big hugs to you all!