![]() ![]() Thus their computer isn't bogged down rendering all the time, or doing one scene at time. enough that helps beef up the rendered scenes and frees up their time to create the scenes. I also have multiple developers that are newish that I render scenes (limited) about 100 scenes each per month. If your limited Computer power, I have been working with Developer for over two years (paid) and I render about 400 scenes per month. The biggest thing it needs is story, then images/scenes that go along with said story. The scenes should never be *click image*, one render scene, then animation, then one additional render to close scene. For example, Ary would change to her being awake and ready for evening BJ, that would change later to full night of sex (mixture and whole lot of renders). ![]() You can have repeat sex scenes but as the story progresses, increase the scenes you can do. If its done right, you can have some overlays from different renders to change clothing, lighting for the day, and location (background) for her body. You can have animation (using renpy) that her face has movement (mouth and eye movement). If the MC is doing the taking, during the talking. Some if done right can be reused.Įxample. Third release should have around 750 scenes rendered. dialogue, you need a lot more dialogue, to draw the viewer into the characters.Ģ. The scenes, renders and models are great.ġ. Yeah, the art is great, but the user experience needs a lot of work.Ĭlick to expand.I've been watching/testing this for while. It's not progressing the story, it's just slowing the player down.Īlso, there needs to be some kind of navigation button on the UI to go directly to locations, even if they're only the same locations that are currently in the "elevator" menu, plus the beach. Plus, having to go to Giorgia on the beach every time to ask her to dinner just adds an extra step. It just breaks the flow of the game unnecessarily. There's absolutely no reason to force multiple extra clicks to go between the main hall and the beach. ![]() and then I have to do literally every step of that again 2 more times before getting the "drop glass" option.Īny UI designer will tell you that that is an absurd number of clicks to do what is effectively two tasks. The art is great, but holy fuck getting around in this game is annoying, and the frustration level only rises due to the bizarre choice of having to remind people every single day that you want to progress with them later.įor an example, let's walk through how to progress dinner with Giorgia:Ĭlick again to select "beach", even though there's no other option.Ĭlick again to select "main hall", even though there's no other option.Ĭlick through a bunch of dialogue that simply repeats every time the event happens ![]()
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