Dev Update #280


As pretty much every year, in January, I'm starting the year strong with a good flu. It was bound to happen. I hope to get rid of it during this weekend. Anyway, after almost 2 weeks of various festivities that crippled my productivity, it is time to get back to work.

Steam!

The game launched on Steam on January 2nd. You can find it here :

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

It's probably a bit too soon to talk about the results of that launch. The first day has been kind of mind-blowing, the second way slower and I do expect it to slow down even more in the coming days. We'll have to wait for the end of the month to get a clearer view. But so far, it's not looking that bad. I do dare to hope.

Of course, it's not going to sell itself. I still have to do my best to bring some traffic to the store page. And my promoting game is pretty weak. It will have to do nonetheless.

If you do buy and play the game on Steam, please write a review. Positive reviews will help a lot. Thank you!

Animations.

So... my first real animation is a failure. I gave that subject a lot of thoughts during this past week and I had a look at what other devs are doing in that matter. I've already said that I hate the typical 1-second loop and I aimed for something more ambitious right out of the bat. I now think that it was a mistake, given my skills and experience that are both nearing 0 when it comes to animation. So we're back to reevaluating our ambitions and our goals.

My first animation was 10 seconds long. That was stupidly long. Unless the player would have deliberately paused on that moment to enjoy it, he would have never seen it in it's entirety. And that brings me to reevaluate that 1-second loop thing. It's easier to do, faster to preview and render and if it's quickly annoying because of the repetitive nature of that kind of clip, it is likely that most players will leave it behind them before the repetitiveness really hits them, simply because they won't watch it for more than 10 seconds.

So... yeah. I'm gonna do what I hate, because in the end it's probably what fits the most.

I will finish rendering animation #2 however. But after that I will go for shorter and easier stuff.

Another major pro for shorter loops is that it will render way faster. And that means I should be able to considerably up the quality of the frame themselves which was something that was bothering me a lot.

I could render a 1 second loop in a bit less than 30 hours with the same level of quality as my stills. Which would be great.


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.
  • 5060 words of new content so far.
  • 149 shots are planned, 75 are posed, 64 are rendered.
  • 2 animations have been posed. 16 seconds, 540 frames.
  • I'm currently posing scene 30.


You can follow my progress on this Trello board.

Thank you for your support!

The Naughty Captain

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(1 edit)

Well… I just got my copy a few minutes ago. 

The animations might be one of those things you just kind of get better at as time goes on. 

I think, given you released at a “60%” completion state… one thing that may be pivotal in pushing sales is timely updates. If the animations guts your ability to do them… then they may cause more harm than good right now while you’re just trying to build some revenue. If you’ve never tried… maybe you could reach out to some peers who have done a similar thing regarding a steam release. They might be able to share your experience and some dos/donts. Some might see you as a competitor and not reach back out but I’d like to think there’s one or more who’ll be happy to share their experience. 

You could also make animations a fun side project and kind of hold on to them. Work to finish the base game then do a “special edition”/gold release/remaster with a prologue and dump the animations in to get a big surge of sales after the game is over and maybe solidify it as a source of long term passive income. I know this is things that are likely still likely years away based on your current development schedule, which is where pushing your present output up might be beneficial. If you’re able to invest some sales into hardware that will meaningfully raise rending speed or something (I’m talking out my ass… as I’m no game designer) then maybe you’d get a real return on investment. I would imagine revision drops will have blips of increased sales. Off the top of my head, I think Shale Hill Secrets made it to steam this past year and wasn’t finished when it did… or maybe it was doing the free demo/paid full version model  either way, that might be a dev to drop a line to if it’s something that interests you. Even if your games aren’t the same… trying to learn the business sense of advertising and selling a AVN on steam is something maybe some of you devs can collaborate together on.

Anyways… great to see it make it. Best of luck to you getting over probably the same cold every other person seems to have… my household included. 

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I sure hope I'll get better at it.

The software I use doesn't help much in doing great animations but some other deavs manage to do decent things with it. I still hae a lot to learn and with time and practice, maybe...

The idea of publishing a version without animations first and adding animations later could also be interesting.

I'm still in the learning phase so I don't really know how much time it will really take me to make animations, rendering time is something that can be done during downtime, so I'm not sure it will be an issue once I'll get better. Fingers crossed.