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Thoughts on clothing changes?

I do like a variety of outfits - especially if theres a range of normal, bikini, lingerie, etc.
 
I don't know how much effort it is but it certainly is a nice touch.
 
It's nice but it's a lot of work that could go in other scenes especially in 2d games
 
Not really, but I see it more as a non-essential bonus.
 
Though non necessary, it's really a nice addition. But I understand why it's not done much, it's quite the extra work...
 
No, no, maybe for a scene. If a rarely seen character changes clothes, I might not even recognize them. If the main LI changes clothes randomly, I am likely to not even recognize the change. They can situationally change, like swimsuit for the beach or fancy dress for a party, or after a shopping trip and it feels fine. You can also, maybe, choose one of three dresses for a short scene that will then have to be rendered three times. Giving the MC the power to change which clothes are worn seems to be too much effort for too little benefit. And too many opportunities for errors. This does not apply to those games where a character sprite appears over a background image and the amount of rendering is little to none.
 
Whatever you do, if possible without much additional effort, do not render what is otherwise exactly the same image several types with several sets of clothing. Even if the changes are not meaningful in relation to the respective clothing, move the camera around if it isn't much effort. But given that we are talking about a porn game, it's easy to make the changes in clothing and in perspective related to each other. More boos in one case, more ass in the other. Sideboobs view in one case, underboobsview in the other. Something like that. I would have said vary people's postures and facial expressions as well, but I guess that would involve too much effort. If varying the perspective is too much effort, too, then don't do it. But at least vary the the perspective a little bit, so you needn't change the lighting for it.
 
for me, it's yes and no. don't ask why, im not good at explaining
 
Are multiple outfits and clothing choices worth it to you? Obviously it's a lot of extra work and render time so it means longer waits between updates. But does it add enough to a game that you think its worth the wait?
Not sure what you mean by extra render time? Unless it's a really messed up outfit (which does happen) then there isn't a difference in render time on average.

Extra work though? 100% since you now have to 1) figure out what your characters day to day style is 2) find other clothing assets that match.
 
It is interesting as a bonus, perhaps more suitable for sandbox games.
 
Thread owner
Not sure what you mean by extra render time? Unless it's a really messed up outfit (which does happen) then there isn't a difference in render time on average.

Extra work though? 100% since you now have to 1) figure out what your characters day to day style is 2) find other clothing assets that match.
Extra render time when you now have to render the scene with outfit choice 1 and outfit choice 2. Instead of a no choice scenario where they only have 1 outfit and therefore 1 render

It is interesting as a bonus, perhaps more suitable for sandbox games.
Ive seen a lot of narratives use it. How often is there a date scene where a character has options for the outfit the LI will wear? Thats what made me think of it.

It feels just barely too inconsequential to me to care to wait for them to render the scene twice or lose length in an update. But I do like options
 
Are multiple outfits and clothing choices worth it to you? Obviously it's a lot of extra work and render time so it means longer waits between updates. But does it add enough to a game that you think its worth the wait?
I'm new to the development thing and about finished with the the third scene out of fifty for Alpha (30 image & 2 animated renders). What do you mean by "extra... render time..."? I don't really see any difference in render times with new outfits. If so it's pretty negligible. Before starting the project I tested about twelve different outfits and 30 Shaders/Morphs to assure compatibility - which was a pain - but that was the extent of the extra work.

My process begins with creating folders for each scene and everything is duplicated/saved/rendered within each folder & backed up hourly within encrypted volumes that self dismount after six hours of no activity. The backups are original png & avi so they are much larger. Like this...

Project Name (Location of Twine Script Flow Chart), (Location of Project Notes and Changelogs), (Ren'Py Root), etc...
- Scene 000 - Opening Scene -> render000.webp, render001.webp, animation.webm, Scene000.duf....
- Scene 001 - ACT 1 -> render000.webp, render001.webp, animation.webm, Scene000.duf....

Clothing and objects are located within each scene and referenced in Daz3D.

So, I don't see the time sink that you're discribing. Could you elaborate? I don't want to waste time :).
 
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Thread owner
I'm new to the development thing and about finished with the the third scene out of fifty for Alpha (30 image & 2 animated renders). What do you mean by "extra... render time..."? I don't really see any difference in render times with new outfits. If so it's pretty negligible. Before starting the project I tested about twelve different outfits and 30 Shaders/Morphs to assure compatibility - which was a pain - but that was the extent of the extra work.

My process begins with creating folders for each scene and everything is duplicated/saved/rendered within each folder & backed up hourly within encrypted volumes that self dismount after six hours of no activity. The backups are original png & avi so they are much larger. Like this...

Project Name (Location of Twine Script Flow Chart), (Location of Project Notes and Changelogs), (Ren'Py Root), etc...
- Scene 000 - Opening Scene -> render000.webp, render001.webp, animation.webm, Scene000.duf....
- Scene 001 - ACT 1 -> render000.webp, render001.webp, animation.webm, Scene000.duf....

Clothing and objects are located within each scene and referenced in Daz3D.

So, I don't see the time sink that you're discribing. Could you elaborate? I don't want to waste time :).
if you make a scene where love interest could be wearing a blue dress or a red dress bases on the players choice earlier. You would need to render ther scene twice, once in the blue, once in the red dress, right?

That's the extra render time I'm talking about. Or is there another way to do that.
 
i love clothing changes. bonus if it the npc dose it them selves based on the day, and getting lewder as they get more corrupt. extra double bonus points if you can dress them up and they will cycle between the combos you chose

if you make a scene where love interest could be wearing a blue dress or a red dress bases on the players choice earlier. You would need to render ther scene twice, once in the blue, once in the red dress, right?

That's the extra render time I'm talking about. Or is there another way to do that.
depending on your game their are alternatives. many 2d games will have a default nude characters and a bunch of independent clothing sprites that sit on top of the body.
and games that are rendered in engine can dynamically change outfits no problem
 
if you make a scene where love interest could be wearing a blue dress or a red dress bases on the players choice earlier. You would need to render ther scene twice, once in the blue, once in the red dress, right?

That's the extra render time I'm talking about. Or is there another way to do that.
Ah, OK I see what you're getting at. Changing the clothing is pretty easy if you set-up a character at the very beginning of the project. Think "wardrobe" changes on Broadway. Each character's complete wardrobe, morphs, genitalia, assets, etc... are all in one place. It take no real time after setup. Scene changes necessitate changes to the 'scene'. If the clothing makes no sense, then it should be changed. If you're going to go through all the trouble of going to a swimming pool, prom, hiking, etc then you need to change. Personally, I try to keep characters away from major scene changes unless it is critical to the game. I lock my camera's, lighting, clothing, genitalia, etc... so if I have to go back everything is ready to go. It makes thing way easier if I can reuse assets too (ex. talking is only 2-3 renders).

So, my answer is, if you're going to write it, then you need to commit to the changes you make. Change their clothing if not doing so breaks immersion.
 
It's more realistic than having them wear the same thing every day...
 
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