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9 Months of Service
My main rig is a 9800x3d with a 5090 and 64GB of memory, all tuned and overclocked/undervolted. I also have a second computer with a 5900x and a 3090 or 5070ti I could throw in that to do less intensive stuff if I get to that point. I'm a software developer, a pretty hardcore gamer, and I've been building PCs for over 25 years at this point so I've always had pretty high-end hardware.
I grabbed a few screenshots of some of the initial generations I did for the main girls, they are pretty early and this is without the trained LORAs, but here's a sneak peek:
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First, it's great to find at least a few likeminded people who love to entertain the idea to use AI to create games. I think this will have a lot of future, but right now we are still in the pioneering phase. I hope you guys didn't mean my little game when you were talking about the latest AI slop games out there.
The issue is about consistency. I don't know if a Lora necessarily is the best way. I mean it has good performance once you trained it, but it never trains just the character, it always also trains a certain environment, style, clothing, .... unless you put a lot of work into the training.
With tools like Qwen Image Edit 2511 and maybe the upcoming generation of tools that will even top that, you can really create very good consistency just by working from very well done reference images and prompting the rest you want to have.
Also keep in mind the style of the game you want to make: In your reference images, at least the right one was highly realistic.
Dunno if that is what you really want to do. If so, keep going. As long as you don't dive into Sholi territory as I do, that's fine.
But once you decided for a style, you should try to stick with it. My game is lots of fun and has lots of potential, but it is still struggling from style inconsistencies due to changing models over the time i made it, and on top these video models kind of do what they want, in case you want more than just still images. In the future, maybe evolution cycles for such tools will slow down a bit, and you can resist the temptation to always go with the newest models.
DAZ and 3D are great in terms of consistency, but bad at animations and detailed lifely backgrounds. Maybe the best approach is combining both worlds, which Tieneretsu did for his game Girl Scout Island.