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The past few weeks have been pretty rough my health has taken a toll, which unfortunately affected my work pace. Thankfully, I’m feeling better now and plan to pick up the pace in development. I hope this improvement lasts.
Recently, I completed rendering an animation consisting of two parts. Unfortunately, I made a mistake during the first attempt due to incorrect render settings, which severely impacted the image quality. I had to redo everything, but the animation is now finished, and the editing is complete. All that remains is to integrate it into the game.
Currently, four scenes are ready, with four more to go, which are going to be more ambitious. For instance, work on the university scene requires around 200 renders. Because of this, I decided not to focus on achieving top-notch render quality but instead prioritize speed to expedite the process. I’ll aim for a visually acceptable level that looks good enough without compromising the overall impression.
On a more positive note, I’ve found someone to create a race track for future gameplay. The track will be developed in Unreal Engine 5. The only concern is the process of exporting it from Unreal Engine 5 to Blender. I’m not sure how smoothly that will go, but I’m optimistic. Hopefully, I’ll be able to share a few previews soon.
Overall, the second part has turned out to be much more challenging than I initially expected. The content I’m planning for it requires significantly more time and effort. I sincerely hope all this hard work pays off and the result will be worth it. That said, it’s highly unlikely that
Time Heals will be ready this year. However, I’m planning to prepare a non-story-related holiday scene for the New Year.
That’s all for now. I’ll do my best to keep you updated and stay in touch more frequently. Wishing you a great week ahead, and see you soon!