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I'm now trying to think if there are any completely nudist gamesJust have em naked always, saves time!![]()
I'm now trying to think if there are any completely nudist gamesJust have em naked always, saves time!![]()
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.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?
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 renderNot 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.
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 is interesting as a bonus, perhaps more suitable for sandbox games.
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.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?
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?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.
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.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).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.
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