SakeTami
alorth
alorth

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Status progress

I know how eager everyone is, since it has been a few months now since the last update of one of my games "Neko Paradise". This post is mostly, to inform everyone that I plan to get the release out next month without fail.
The rest of this post, will be just me criticizing circumstances and the pain of trying to deal with my own perfectionism.

I've been since some time, trying to teach apprentices and make them work on my projects.
Things like Radiant as an example, pose little problems and things have been working out.
When it comes to things with higher difficulty like Neko Paradise, which is like my own garden of joy, it's rather been impossible and I just tend to lose more time fixing stuff than doing it myself and it has been extremely frustrating.
I tend to come closer to the conclusion, that nobody can do things the way I want and I just have to do everything myself.
I mean, at some point I even start questioning my own work and why I can't improve further anymore or if it's because I'm using an outdated version of the application that is making me struggle at moment. But updating the version also causes inconsistencies because everything changes in the way it performs visually.... simply because the guys that made the engine suck.

Comments

We're at the end of the month and no word yet. Oh dear....

Ricardo José Reyes

We love you anyway

marsch

Yeah I believe it. Once your scenes are set up tho imagine the possibilities. I do have experience exporting out of daz straight to fix and bringing models in directly into Unity and Unreal. In those engines level/environment design can be much easier as well. With as many if not more 3d models at your disposal in their respective stores. Everything is drag and drop.

Lost Track Games

You're underestimating the knowledge needed in each engine on how texturing and surfaces work together, Daz in comparisson to blender for example, work differently in many ways, like Daz using iray and blender Cycles, also blender takes much more time to setup scenes in comparisson to Daz, but is more limitless.

Alorth

Only if youre coding inside of an engine like that. The time it takes to learn a graphics engine and learn graphic design is different. Your outstanding principles stay the same and you learn the controls and the quirks of the engine instead. If you go real time, artists have found it easier to use unreal vs unity or Godot. Unreal has a lot of graphics optimizations and post processing activated right off the bat. Otherwise blender has been a huge learning curve for me but it's rendering engine is so beautiful. The best part about it is both should be free for you to use. So it never hurts to dabble for a few hours. I just know you can't limit yourself to older software because the lack of support could eventually cause issues as newer updates happen in your OS can begin to cause conflicts with the older software.

Lost Track Games

That would only be feasible after I finish my game. But learning a different engine on the same experience as I got now with this one, would still take 2 or 3 years.

Alorth

Maybe it's time to take a leap. Try a new rendering engine altogether. You only want to go up not down. Potentially real-time rendering which might save you some time and provide similar if not better results.

Lost Track Games


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