Dev Update #300


Meager progress again this week.

I wasted a lot of time trying to animate something. That failure led me to rethink some choices. I'm considering dropping entirely the animations for scene 32. I feel like the poses I came up with don't do well with the concept of animations. Difficulty aside, the poses lack amplitude and oompf. It's more of an intimate setting than an overly sexual moment. In that context, I'm not sure I can create anything satisfying when it comes to animated loops. I'm telling myself that I can do something else than the usual mindless pumping but then, maybe I should focus on producing better stills. At least for this scene. I feel like animations are better suited for some more demonstrative moments.

I also lacked time to really work on Summer Scent, this week. And next week will most likely be worse in that regard. Things will be different soon. Starting June, Summer Scent will become my main activity again for at least a few months. I hope to make some good progress. Going back to working full-time on the game should speed up the dev cycle quite a bit.

In terms of numbers, I have reached shot #176 and the posing got seriously intense. Contacts and interactions are difficult to pose. I would love for Daz to add some soft body physics and deformation to its software, that would seriously make things easier. Sadly, it doesn't seem to be on the menu.

Rendering is progressing nicely so far.

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.
  • Day 6 scenes 30 and 31 are fully written, posed, rendered, and proofread. Post-processing and coding phase #2 are done.
  • 18 746 words of new content so far.
  • 3 331 lines of code so far.
  • 561 shots are planned, 511 are posed, and 485 are rendered.
  • 5 animations have been posed, and 2 more are planned. 330 / 330 frames rendered, 330 post-processed.
  • I'm currently posing scene 32.

You can follow my progress on this Trello board.

Thank you for your support!

The Naughty Captain

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Comments

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(+1)

With the quality of this game, you can have any number of messages, without updates. I just love it.

(+1)

Thank you for your kind words.

(+1)

No problem. I wish I could make my game(s) on this level, but I can aim for halfway :D

It's just a matter of time and work.
And money, I can't deny that. Rendering isn't cheap!

(-3)

300 messages, no updates

(+1)

Have you ever considered switching to Blender? I know quite a few AVN devs have done so due to frustrations with Daz.

(+1)

Yes and no. I am considering it for a hypothetical second game, once Summer Scent is complete. For now, Daz will have to do. I'm too far into the game to risk changing the look and feel of the visuals.

(+1)

I have heard of very few AVN developers who solely work in Blender. Same with Hexagon.

(+1)

Idem, but the lack of progress and essential features in Daz is pushing us to find an alternative. Especially the lack of a proper soft body physic and deformation engine, and the ridiculously subpar animation tools.

(+1)

Agreed....though to be fair....if you take all AVN creators, there is like ...15% actual individual 'artistic' developers, the rest is just playing with Ren'py  and creating lewd images with HS or DAZ. Of the 15% only 30%-40% is using animations, the rest is using stills, and of those many still manage with DAZ dformer/smoothing tool or mesh grabber. I mean: Summer Scent, Bad Memories, Desert Stalker, Projekt:Passion, Jury are in their own right. Then there are more top level, who have strong stories, but the game isn't a piece of art in total (story, graphics, immersiveness). Can you imagine I have only three of the above, that make me choke up during play (okay, I'm a 50+ guy that has a lot of life experience). Summer Scent wouldn't do that if the immersiveness was low. Do you need realistic soft body physics? I'm not sure, but I agree that it all looks ('feels') just that bit more realistic. But is the learning curve for Blender worth it? I don't know. I have worked with both, but still haven't been able to do too much interesting with it (exporting model, making it a 'mesh' to drop on the floor with dforce).

(+1)

That is an excellent argument.
More than realism, I think it's about the details. And the details, even though subtle, can make all the difference. So... do we need soft body physics? No, but if we had it, it would allow us to do great things.
Of course, Details are no replacement for a good story and a decent narration.

(+1)

Just this reply gives me the trust that Summer Scent is going to be a real awesome game (as it already is :D )