Dev Update #276


Posing.

It's slowly progressing. So far, no real issues. Some light artifacts and aberrations on a couple of previews but they are very limited and I hope they will disappear during the rendering, or at least be easy to post-process out. Aside from that, I didn't encounter any major difficulties so far. Some shots are very time-consuming, and some others are very easy to pose, just as expected. I only posed 30 shots, however, because I invested some dev time into something else...

Animation.

Ok, don't get your hopes too high. It's not done yet. Animations are a "feature" that is very often requested and it's probably also a major selling point for some players out there. So far, I managed to do without and focus on the stills, but I have to admit that there is value in animations and that Summer Scent is lacking in that department. So I'm looking into it, with the objective to add one, or two, maybe three animations to Day 6 part 6.

Nothing is certain. I'd rather release some good stills than a crappy animation, and if I can't produce anything decent enough, I will release without.

But I'm looking into it, and I have two options.

First, I can try animating with Daz. It's a tool I know and the one I use for the stills. Making decent animations with Daz will be pretty difficult because the tool itself is bad when it comes to animating, but they should have the same look and feel as the rest of the shots, and that is a major advantage.

Second, I can try working with Blender. I would have to learn that new tool, but it's immensely better than Daz when it comes to animations, and the time I would invest in learning and practicing it could be very useful later. The issue however is that I cannot guarantee that the result will look like my other renders and the result could be jarring. I give a lot of importance to coherence and consistency, so this is a huge issue for me. Some other creators are working like that and manage to produce some blender animations that mix very well among Iray renders. It is possible. But will I be able to do it myself?

I spent some time testing several things with Blender in mind. So far my results are laughable, but there is a lot of room for improvement. So there is hope.

I think I'll take one more week of reflection on that matter and then make a decision.

I would greatly appreciate some feedback on this. If you have any opinions or insight in that matter, I'd gladly hear it.

The quick sum up :

  • Day 6 Part 6 will contain 3 new scenes: scenes 30, 31, and 32.
  • Day 6 Part 6 will contain 1 reworked scene: Day 2, scene 3.
  • 5010 words of new content so far.
  • 149 shots are planned, 33 are posed.
  • I'm currently posing scene 30.

You can follow my progress on this Trello board.

You can also add the game to your wishlist on Steam !

https://store.steampowered.com/app/2994790/Summer_Scent/

Thank you for your support!

The Naughty Captain

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Comments

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(+1)

Hey I wanted to comment with some love. Summer Scent was literally my first ever AVN. It created the genre in the universe of me. I have now played many dozens of others, but this one was really pivotal. The story, the emotions, the quality of images. It was made with care and it is a class above most others due to that care. I consider it exceptional quality, particularly the character development and expression of emotions.  That is where you breath through into that top tier, where a titillating AVN becomes art.

I know you put a lot of pressure on yourself for progress in development and feel in that squeeze between quality and time. It's an impossible balance. So I want to pitch an idea that might be crazy, but maybe, hopefully would help.  I wonder if you have people in your community that have some of the skills to help. I think the story, the character development, the final touches should always be yours to own 100%. But perhaps others would volunteer to help bug catch; or create storyboard positions for you to fine tune; or translations, etc. It would probably take some experimentation - throw out some labor-heavy, low-expertise tasks out there and figure our which types of things were helpful, and what weren't.

I haven't worked in this world and I don't know if this is a foolish idea or not, but wanted to throw it out there in case it helps.  Keep up the good work man!

Thank you for your kind words.

There are several successful AVNs developed by teams, so it can work pretty well, and the idea isn't foolish at all. And it is, indeed more efficient than a solo dev. Sharing the workload allows for a faster development cycle, and having someone to share ideas with is always a great help in any creative work.

For me, however, it's a more personal adventure and I'm far too deep in the journey to change anything now.

I did think about it, though. Not for Summer Scent, but maybe on some other project on which I could work as a writer while someone else would handle the visuals. Maybe when I'm finished with Summer Scent.

On the one hand, I love that you give us updates. Getting a peek behind the curtain and seeing you talk about everything you do and the occasional glimpse into your thought process is fantastic. On the other hand, every time I see your update and it's not a release, my heart dies a little inside. I want the update!!!! I wants it I wants it I wants it!!!!! Alright, I've had my tantrum. Thank you for your hard work Captain, I can't wait to see the results of it.

I do understand the frustration. if I could dev faster, I would.

(+1)

Don't rush on my account! What you've been doing is honestly fantastic, and if I rush you I might ruin things, and no one wants that. Looking forward to your next release, no matter if it's tomorrow, next month, or in years.

No worries, I won't rush anything. I am certainly eager to progress, but I won't publish anything until I feel like it's ready.