[歐美H game]推介(12)

赤色之瞳

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赤色之瞳 2025-04-15 21:08:29
Domino Beach


Hey everyone!

Sorry for being out of touch for so long. February wasn't the best month for me. I don't want this to sound like excuses or complaints, but life happened. First, I took a week off after releasing Episode 2, and then I got sick. Nothing serious, just a regular cold, but I felt weak for about a week afterward and had to really force myself to get back to work. Then my entire family got sick too. So yeah, loving this spring season.

Anyway, let's talk about the game. First, regarding Episode 2 - I've read many reviews, both positive and quite critical. I actually agree with some of the criticism. Some of my story choices were controversial. The characters are diverse, and some might have seemed a bit cartoonish. I did want to portray them as antagonists, but perhaps I went a bit overboard in some aspects. Still, this is just the beginning of the story, so things will balance out in the future. At least I hope so. Some people also complained about the large cast of characters. I think that's fair, but there's not much I can do about it now. In my defense, I'm not planning to introduce many new characters and will focus on developing the existing ones, with very rare exceptions.

I've also slightly adjusted my vision for Episode 3 and the game as a whole. Nothing dramatic that would change my overall concept, but I always try to listen to reasonable criticism. So I've definitely drawn some conclusions.

Now, about Episode 3 - I've completely written it. All scenes, dialogues, and everything else (except maybe the epilogue). I can tell you that the third episode will have significantly more lewd scenes. It will be lighter in atmosphere and generally more rewarding for the MC. In terms of length, if nothing changes, the episode will be approximately the same as the first two. I've also been busy creating new locations, modifying old ones, plus some items, models, etc.

I started working on the renders about a week ago. Not much is ready yet, only 45 renders, but progress is steady. I'll try to share updates more frequently in the near future.

Thanks for your support, and take care!
赤色之瞳 2025-04-15 21:11:31
Elmwood University
Dev Update #54​
Hi everyone, quick update from me. Work is going well and I've managed to get some good momentum this week. I still have mountains to do thanks to the new features I'm adding but I'm making good progress. I'm currently working on posing characters in a variety of scenes at once rather than working chronologically. This is mostly so I can identify any potential issues with the environments/story and adjust my script. So far things are looking good but some of these scenes will be difficult and I want to tackle those soon.

In a couple of weeks I'll be able to start showing you some real E4 renders (as opposed to just outfit previews - but there are also a couple of outfits I'll show you before then).

Thank you so much for your patience with E4, I can't tell you how much I appreciate your support.

Hope you have a great week
赤色之瞳 2025-04-15 21:16:08
Projekt: Passion
An update
In the middle of January I got sick, which wouldn't subside for a month, ending with an intense stomach cramp that forced me to stay a night at the hospital. A week after that I got news that a loved one has been diagnosed with late stage pancreatic cancer, which has been weighing heavily on me ever since. On top of this, the world is burning and I keep putting unnecessary stress on myself.

But despite such a shitty start to the year, my community has come through and shown to be a significant light in the darkness. The amount of approval and support I've gotten these last few months have been insane, and I love and appreciate all of you for it.

With that said, it's time for me to take an extended break before I start working on Season 3, so that I can focus on my own well-being. I will be pausing Patreon billing for a month so that I can minimize the amount of pressure I feel to start developing. Apologies that it'll be a while until the next update, but I'm certain that most if not all of you would prefer a happy Lemon over a burnt out Lemon who doesn't feel good.

Also I will be updating my Patreon tiers eventually since you can get P much cheaper here than it should be, I just won't be changing anything right now.

That's all for now, stay classy!
赤色之瞳 2025-04-15 21:17:49
Friends in Need
Dev Update! 4/14/25
Hey, hey! Hope you folks are doing well this week! The sun's finally shining in my little part of the world, which is a welcome respite from the endless crummy weather that marked March. Just as a quick little FYI, this morning I put up a new Wanton Weekends set featuring Viola, comprised of 26 images. As always, it's available to everyone at the $2+ level.
Moving on! Chapter 1's remake is over 800 images now, and I think I can set the release date for the Alpha, for Sunday 4/19. Knowing me, it'll likely be in the evening, as I tweak and adjust things up to the last minute. This build will add onto the previous teaser for Chapter 1, and contains the corruption path for Nicki. In this route, we we explore a more transactional version of her relationship with our irascible protagonist. As much as I'm a fan of writing the super romantic stuff (seriously, your dude is a huge fan of romcoms..) I really, really love this dynamic where I get to have Nicki and Guy snipe at each other in the way only friends can.

I'm thrilled to finally be rounding the bases on this thing. As much fun as it's been to revisit the past, I'm ready to get back to the present and formally introduce everyone to Cassie.

I'll leave you with that today! But as always, take care of yourselves and thank you for your support!
赤色之瞳 2025-04-15 21:21:57
How to Fix the Future
Public development update #163 + 4 new previews
Hello everyone!
It’s been a while since my last public dev update, sorry about that. I’ve been getting more and more questions about progress and the date for the next release, so I figured it’s time to give an update, not just for my patrons. This post will be long and split into two parts. The first part focuses on the game, development, and progress. The second is more personal, so if you’re only here for dev news, feel free to skip it.
Part One:
So, where are we at, and what’s done? Dialogues and code for 17 scenes are fully completed. Some spots need minor polishing and tweaks, but they’re essentially ready. I’ve put in a ton of work on the storyline and planning future scenes up to the game’s finale, revisiting five-year-old notes to align plot points, rewriting things multiple times, but it’s all set now. I’ve posed and rendered 870 renders and 86 animations. Octavia’s lewd scene took up most of my time. I worked on it nearly all winter. It has 3, maybe even 4 variations for different paths and choices, which is why it took so long. But I’m happy with how it turned out, and I hope you’ll like it too. I’m also slowly but steadily reworking scripts from past scenes, adapting them for future translations. I need to swap out dialogues in old game files to English for easier translation work. I haven’t decided the best approach yet, maybe I’ll use AI for translations and ask volunteers to edit them. I’ve mentioned this before and am leaning toward that option, since professional translation for this volume of text (and there’s a lot) would cost a fortune. For the Steam release, I want the game in all major languages: Chinese, Spanish, Portuguese, French, German (though less crucial for Steam, I might still do it), and Ukrainian. Maybe others too, if I find a fast, quality, affordable translation method.
About the Steam release: for those who don’t know or forgot what I wrote a year ago, I’m planning it after two more updates. This upcoming one and one more after that. These two updates will wrap up the first part of How to Fix the Future (Book 1) with a logical conclusion to a long-running story arc. That’s when I’ll renumber the chapters, drop the parts, and end up with 7 chapters for the first book. I’m also planning a small remake of older scenes. Nothing major, don’t worry. No full overhaul of old parts, just updating animations from the intro and maybe Chapter 1, plus tweaking some renders with too much noise or blur to match my current art level. Dialogues in older scenes might shift slightly too, but not much. Also, some sound effects may have to be swapped out due to licensing issues. As for the Steam page, I’m not sure yet. I’d hoped to launch it this winter, but some circumstances delayed things. It’s not a priority right now anyway. I’ll let everyone know (repeatedly) once it’s up. Wishlists are very important for small games like mine.
Okay, moonmi, we get it, you’re doing great. Well done, pal! But when’s the release?!

I’ve got 2 scenes left to write (dialogues + code) and art for 4 scenes to finish. Some parts will be lewd, some won’t. One scene is pretty big and varied, with multiple locations, characters (including new ones), so it’ll take more time. Still, there’s not much left overall. I’m hoping to wrap it all up in a month or two, so very tentatively, I’d aim for a May release. I still need to handle post-processing for the art, edit animations, polish code, pick and add music, and sound effects, plenty to do tbh. But we’re way closer to the finish line now. It won’t be long, and I’m grateful for your patience and understanding. This update will stand out from the rest. Probably one of the biggest yet. It’s got long-awaited main story progress, lewd scenes people have been asking and waiting for, and some plot twists. I’ve poured a lot into it and hope you’ll enjoy it.
赤色之瞳 2025-04-15 21:22:09
Part Two: Personal Stuff (Skip if you’re not interested)
The last six months or even more have been rough. While the energy situation and blackouts were a bit better this year (at least in my region), I didn’t have to start the generator as often (which is why I got so many animations done; otherwise, rendering that many frames would’ve been impossible), it’s still been mentally draining. Daily massive attacks, deaths, destruction, it’s impossible to just sit and work like nothing’s happening. No matter how much I want to, sometimes my brain shuts down, and creativity? Forget it. I’ve had creative blocks where I couldn’t squeeze out a single word, days where my hands just dropped, and I couldn’t even move the mouse. On those days, I’d stick to monotonous tasks, working off prepped scenes and drafts that didn’t need much effort. Sometimes I’d take a couple days off to recharge, play something, read, watch a movie or show. Working on the game is a distraction that keeps me sane too, but even that needs a break sometimes. My sleep schedule’s trashed again, thanks to the constant attacks. You finish work, plan to sleep, then end up hiding till 5 a.m. because drones are buzzing overhead all night and the sky is bursting with explosions from all sides. So I wake up around noon, need to start work, but there’s other stuff demanding attention too. There’s never enough time... By the time I finish everything and sit down to work, I’m either wiped out or it’s night again, and the cycle repeats. It’s chaos and a nightmare, and it’s wearing me down. It’s not exactly ideal for productive creative work, but I’m pushing through, and there’s progress. Just not as fast as some might hope, including myself.

On top of that, my PC’s acting up. Nothing critical yet, but it needs maintenance. Something’s off with my system drive, and the GPU’s been weird sometimes. I’m scared to mess with it until the update’s done, I don’t want to break or mess up with my workflow and my setup. But the warning signs are there, and once I finish, I’ll need time to service it, reinstall stuff, etc. All game stuff has backups in the cloud, so I'm not worried about losing anything. But still. Speaking of the GPU, I’m thinking of swapping my 4090 for a 5090. More VRAM is key for me. I’ll probably wait a bit longer, though. Let prices drop more and get this update out first.

That’s it for now. I could ramble on about work details or life stuff, but that’s overkill. Just wanted to update you on development and the situation. We’re close to the release, just a little longer. I’ll let you know when I’ve got solid dates, as always.

Quick reminder since you are all here: You can be listed in the game credits for $15 (add your name here), suggest ideas and formats for special renders (for the in-game or patrons) for $30 here, or request a custom render of anything you want for $100 (my highest tier, only two spots left. Just write a dm here or on discord so we can discuss it first).

Next week, I’ll post polls for monthly wallpapers and special renders. Soon, there’ll also be a poll for all voting patrons about in-game special renders. As always, I'll use some of the patron specials, and some I’ll make new based on your votes.

Previews are in the attachments, if you want to download them. And btw the postwork on them isn't final.

Thanks again for your support, understanding, and patience. Love you all, guys. You are the best!

Have a great week and take care!

mr.moonmi
赤色之瞳 2025-04-15 21:27:02
Karlsson's Gambit
Grym Gudinna Patreon

Corporate Development Memo 13th of April 2025

Hello everyone!

Just another weekly update, and will try and keep this organized!

1) I will just start with the simple game update first. I did another 105 renders and this brings the total to 1062 renders! This is about half of the update! I have been pretty consistent with a metric of 100 renders a week. I hope to later ramp up to a bit more as I get closer!

2) What this practically means for me is that I am going to take this week to shift to a more "big picture" and game testing type of week since I feel it's about at a point (roughly halfway) where I want to play test everything and see if/what tweaks I might want to change for my outline for the rest of the update. I might expect a lower render count this coming week due to both working on the sub poll images (kind of a tough one to do too) and a lot of game testing and kind of focusing more on big picture stuff. I feel this is about the right time to do it but it's a very critical and good part of the overall creative process for putting together a narrative, etc.

I will try and report a more formal count of all paths and where I am overall next week. But so far, I have done more dom path renders than sub so far and this will likely shift after this week to balance it out more. I am kind of where I expected to be overall right now, so nothing really negative or problematic at all so far.

3) I did cut the sub poll as I said I would since I accidently put it at 14 days versus seven. The Olivia "movie night" scenario won out. It's a pretty tough one for me personally in that it has multiple locations (it's really three distinct scenes plus a screen element in one of them) but I kind of like the idea too so I'm looking forward to working on it! This will be on my tasking for this week.

4) I have started writing the dom ideas and will try and post them this week. The sub path always gets way more submissions (I have I think only 2 dom poll suggestions right now) so I tend to do more ideas on my own for this side. I'll try and remember to only set it for seven days this time!

5) On the personal front, a mix of good and bad are impacting my time up and down for the game in the short term. I expect everything to hopefully calm down or work itself out by May. Taxes are all now done! Whew! That is a BIG lift off my back because my taxes honestly are nasty and complicated with how I individualize literally everything I can in small discrete chunks (an example being each individual rental property being its own LLC) and it takes a while to do accounting/finance for it.

I am on Lanai for two days this week (I rarely want to be too personal about certain things but will mention it's around my birthday!) so got a nice little celebration/relaxation trip for a few days with my man! One of my favorite golf courses I've ever played is there too (Bill Gates even got married on the 12th tee there!) and I haven't been there in a while as it's honestly not a good value to price/experience ROI to me! (I think visitors pay 550 dollars to play the course now yikes!)

On the negative side, the pissing content between China and the United States is currently decimating a friend of mine in China who I have used for furniture and other interior design items, etc.

The unfortunate reality now is that a 125-145+ percent tariff is not 34 percent anymore and it's beyond a practical ability to absorb the cost with no exemptions for like electronics versus our stuff. So we're looking at Indonesia stuff now and it really hurts that I'm turning away from her right now to be honest (I am very much a people person about how I deal with a business...I invest in the human/passion behind the company more than any other factor as a long-term strategy unless there are serious macro issues that override talent) but it is what it is right now.
花生進口商 2025-04-15 21:27:09
近排No mercy好似好紅
多謝uk女權
赤色之瞳 2025-04-15 21:27:12
I am still eating the entire cost of everything on my side that I ordered already (about six months out of stuff) to help her out just to survive, but I can't order new stuff right now at current prices as I have in my mind a fiduciary duty to also make sure my own employees can work and get paid too and the costs are currently going to be too high. :( Hopefully things change later.

One of us may have to travel to Indonesia in a month or two for a week if things don't improve with China by the summer. My business partner has never been there and I have, so I'm hoping he gets the chance to go even though he's a bit nervous about the country.

6) Steam languages are progressing -- the walkthrough/gallery/bio stuff are also moving. This stuff will take some time so I won't always be updating this every single week. But suffice to say I am trying to make sure Patrons can somehow get a way to get the Steam Version, etc. As I learn more on all of this stuff, I'll put it all together!

7) Last minor note and may as well get it out now. It is very likely I will pause billing for December 2025 and those of you that know me a little better can easily guess why But I will have an update out before then for sure and likely Steam is out by then too. But more on this later as I am being careful about being specific about especially dates/plans and such.

8) There's still a little bit of time to send dom ideas, but not too long! I'll be really trying to work on this Wednesday when I get back 100 percent.

9) I'm now looking for a second system for the game with another RTX 4090. I think it would help for both backup and having some extra rendering ability -- especially for longer/nastier rooms and animations. Daz Studio itself is in a big mess -- it CANNOT upgrade under its current version to the RTX 5090 and requires a brand new version of Daz Studio. Not a patch or update, but an entire new code (distinct from the current Daz) and version (Daz Studio 5). The 5 series will never be compatible with the current Daz 4.x versions from what they are saying.

What it means practically for now is that no one can use a 5 series card with Daz Studio for the foreseeable future. It's kind of scary looking for a 4090 because basically it's used stuff at this point and this is not my wheelhouse/area at all. So I feel like I'll be playing the silicon lottery game or something.

I always feel like I'm working so fast and that it's short but now I look up and it's a really long update! Sorry! I am rambling writer by nature (I often cut down a ton of dialogue from KG too initial versions) and need to get better at being succinct.

Please have a great week all!

Love,

Tess
赤色之瞳 2025-04-15 21:27:38
不意外,愈反反而愈多人知
福田ルミカ 2025-04-15 21:42:59
remake Chapter 1
快啲金髮3P好過啦
赤色之瞳 2025-04-15 21:57:23



my bully is my lover時間飛左3年,除左moon都係咁靚之外其他全部樣衰左
赤色之瞳 2025-04-15 21:58:34
之前講左remake好耐雖然我唔知有咩咁好remake,Brittani幾時先主場
赤色之瞳 2025-04-15 21:59:11
race of life
Development Update - 01.04.2025
Hey everyone!
It’s been a while since my last update – sorry for the radio silence! I got back from vacation and... well, the return wasn’t exactly smooth. First, I got stuck at one airport due to bad weather, which made me miss my connecting flight, and then I got stuck at another airport. Add an extra layover on top of that and – long story short – it took me over two days to get home. Barely slept, came back more tired than when I left.
But hey, sometimes that’s just life – not everything goes according to plan. At least it’s a story I’ll remember forever!

Now, onto Race of Life!
I’m back at it – currently working right behind Joshua. I’m keeping things consistent and clean, plugging everything directly into the code so we can minimize the testing time later. So far, I’ve passed 300 renders, and the first animations are already in!

I’m also on the lookout for people to help with NSFW sounds and voices. Right now it’s still in the research and testing phase – figuring out the best way to implement it. Don’t worry: these sounds will be totally optional. You’ll be able to toggle them on/off easily, so if that’s not your thing, you can still enjoy the game with other sounds (like the car animations, etc.).
As soon as we figure out the technical side and are 100% sure we’re going forward with it, I’ll let you know!

Hope you’re in a voting mood, because this month’s packed with polls!
First and foremost – it’s time to vote for the next Extra Scene! So far, we’ve had bonus scenes for Natalya, Alexa, Jasmine, and Allison. This time, they’ll take a little break, and you’ll get to choose between Veronica, Maggie, Kris, Kalani, Tiana, and Patricia.
No threesome option this round – last time the feedback was mixed, so let’s let one girl shine on her own this time. Threesomes might return in the future, though! Leave you vote here - https://www.patreon.com/posts/125675035

Also... Easter is around the corner! 🐰
As always, I’ll be doing a special Easter renders – and I’ll need you to help me pick the bunny... I mean bunnies, who’ll go on an egg hunt with Jake this year. Jasmine will be sitting this one out – she already starred in Valentine’s, Christmas, Halloween, and last Easter. Let’s give the spotlight to someone else this time.
Two girls will be featured, and one of them will be the face of this year’s Steam Easter promo for Race of Life! Leave you vote here - https://www.patreon.com/posts/125674574

For all Mechanic tier and above – there’s a special thank you section in the game credits.
But not everyone wants to be listed, so it gets a little tricky to manage right before release – especially since the number of Patrons is still growing.
So! If you'd like your nickname to be included in the credits for Episode 4, please leave a comment under the special post - https://www.patreon.com/posts/125675936
That way, it'll be much easier for me to keep track of everything 💙

Oh – and one more thing!
Maggie’s got a brand new haircut! 💇‍♀️ She’s been to the salon and came back with a fresh new look.
They say when women change their hair, it’s often because something’s shifting in their life… maybe Maggie needed a fresh start?
Either way – she’s looking more mature, and honestly for me… even sexier than before!🔥

Thanks as always for your support – more updates (and polls!) coming your way soon ❤️
赤色之瞳 2025-04-15 22:01:42
Sort Of Justice
Development Update 03/04/2025
Welcome back! Another development for this development hell. This time, I bring you some updates on the progress of the development and some expectations I have. After that, I'll discuss some more technical stuff of the development. Please prepare for another long yap session.

Progress:
Since the last development update, I've racked up another 468 renders, so now we're totalling at 1,362 renders. Unfortunately speaking, there are still multiple scenes I need to go through, but we're not far off from completion. However, I am going to get a lot busier on the up coming months, which leaves me less time on the development. Now! This is not a promise, but just an expectation: I'm hoping that by the next development update, I will be finished with the renders and move on to the coding and editing. It's not entirely impossible if I were to lock in and dish out renders at robot pace. So, let's do a recap on the work that I still have do for this release.

Proof-reading script
Re-render some scenes in chapter 1
Gather new music and sound effects
Make a phone system (Depend on development progression)
Remake choice menu (Depend on development progression)
Fix some visual bugs in the Android version

These are the more important stuff I need to get my hands on as soon as possible. There are some more trivial changes I want to make on the game but that really depends on how the development goes. Because let's be honest, the development for this single chapter has gone on for way too long. Somehow I need to just come to a compromise by trading off features for a faster release. Of course, core features need to be added and maintained for a quality release; I just need to realise that I can't get every little detail as perfect as I want them to be. Especially when this is my first visual novel and only the second chapter. How many years will it take to finish this story if I go at it at this pace? But again, I don't do this full-time, and I can't afford to do this full-time. We'll see how it goes.



Difficulty In Portraying Action:
A major problem I've encountered in rendering the action scenes in chapter 2 is that, depicting action in a visual novel format does not always give the look that I want. Unlike a video, where action can unfold fluidly without confusing perspectives (with the right direction), static images cannot always capture the motion you're trying to depict. Now this would be less of a problem if it were in the hands of a skilled 2D artist, as there are already a variety of methods to draw action, evident in the majority of comic books that depicts action. But for me, who uses 3D renders to tell an action scene, things get a little tricky. Here are the 2 main challenges I'm facing when rendering an action scene: illustration of speed and sequencing.
赤色之瞳 2025-04-15 22:02:07
Illustration of speed:
The first challenge is the presentation of motion itself. A video doesn't need to make something looks as if it was moving, because the motion is already being played out. But for static images, we need something to captures that velocity the motion has. One of the ways to achieve this is by adding special effects. For example, in manga, when the artist want to draw... let's say a punch, they may add some motion blur on the arm or add a series of speed lines to illustrate the direction and speed of the punch. I can also do this with 3D renders, but that require some post-processing. Motion blur in 3D renders is kind of a 50/50 of it looking good or looking ok. I can never seem to find a consistent solution to make every motion blur look the way I want it to. There are 2 ways I add motion blur to a render: 1, adding motion blur on body parts, and 2, adding motion blur to the background. I try not to mix them together, because if I blur the body part as well as the background, they sort of blend together and confuses the action. Generally, I motion blur the background when the action involves the movement of a larger object instead of a small part of the object. For instance, I motion blur the background when a character is running, or when a vehicle is moving. On the other hand, I will motion blur only a small part of the object when it is the only part that is moving in a render: when a character is throwing a punch or a kick. However, in some renders, which you may find when chapter 2 is released, I didn't have any motion blur on the punch or kick because the motion blur may ruin the presentation of it. Anyway, so far, I haven't yet found a way to consistently make motion blur look good in a 3D render. Maybe I will in the future, who knows. Speed lines though... yeah... don't think I'll ever add speed lines to a 3D render. It's just weird.



Sequencing:
The second challenge is sequencing. In my experience, there are three things to consider when writing a fight sequence: execution, impact and reaction. Execution is when a character initiate an attack; this will show how exactly is the attack executed. Impact is the connection that the attack makes with either a character or an object; this will show the immediate effects inflicted on a character or an object affected by the attack. Reaction is the aftermath of the attack; this will show how a character react after an attack, or how an object is affected by the attack or the consequence that it causes. Now, here's what I'm having trouble with each of these 3 aspects.

Execution
Execution of a technique can often come in a series of action. From the simplest of telegraphing a punch, to executing a series of movement for a jiu-jitsu technique. But! How exactly should we sequence this?.
-Option 1: We can use 1 render for preparing a jab, and 1 render for throwing the jab. That means, the player will have to click 3 times for landing a single jab. Clicking once for preparing the jab, clicking once for throwing the jab, clicking once for landing the jab.
Option 2: We can use only 1 render for an already thrown jab, and the next render will be the impact. That means, the play will have to click 2 times. Clicking once for throwing the jab, clicking once for landing the jab.
Option 3: We can use 1 render for preparing the jab, and the next render immediately goes to impact. Player will have to click 2 times, same as above.
Option 4: We combine the execution and the impact, to make only 1 render. That means, the player will only have to click once to land the jab.
赤色之瞳 2025-04-15 22:02:23
All of the above options are viable, but the real challenge is using them accordingly. The thing with putting concept into pictures is that it helps immediately visualise the current action, leaving little to imagination. So naturally, you want the audience to think as little as possible. If we move the scene too fast by using option 4 constantly, the audience will need to do more "Fill in the blanks". They need to imagine how an attack happen before it lands. This might work if we're just talking about strikes since they're pretty straight forward, but when we're talking about grappling, it's a different story. Grappling involves a series of movement on a technique and thus, require multiple renders before the impact. So, what am I yapping about? Where's the challenge? The challenge about sequencing an execution of attack, is the flow of how these attacks are stringed together and the consistency of it. If I take 2 renders for the first attack, how many renders should I take for the second attack? Let's not make it too complicated. The question I'm trying to raise is, in what situation should we keep or disrupt the consistency of how many renders each attack takes. Should each execution have the same number of renders, or should the execution have different number of render at each individual attack. If we have 3 attacks that consist of 2 renders in a roll, should we continue taking 2 renders on every attack along the line? What if the next attack requires more than 2 renders, otherwise it would be confusing to the audience? Either way, there's just so many ways a fight sequence can unfold depending on each individual attack. Finding the perfect execution sequence will remain a challenge to me for at least a while.



Impact
Showing the impact of an attack is pretty straight-forward. There are a few things to keep in mind, though. 1, where the connection is, 2, the immediate reaction of the character, 3, camera placement. Here are some challenges I'm having:
The connection between the strike and the body requires some amount of detail to accurately illustrate the force of the impact. This may includes some form of deformation on the body, the direction at which the body travels at the point of impact, and the pose of the character being hit. The challenge here is not that it is difficult to do, but the time it takes to do them. I can perfect these detail all I want but it would take a significant amount of time to complete them. So far, I have done a lot of impact renders and I regret to say not all of them are as good as I want them to be.
The immediate reaction of the character plays a major role in showing the impact. The pain reflected through their expression, as well as the how their body moves as the attack lands, shows the audience what they need to know about the impact. Again, I don't want the players to have to think too much when they're looking at the fight scene. They should see exactly what I want them to see right away, and that is the force of the impact. If the impact is light, there will be less movement on the body and a softer expression on the face. If the force of the impact is heavy, the body will react more violently, meaning more jerk, more movement or a more painful expression. This one isn't really hard to do but after writing this, I realise I've been skimping on this detail too often. I'll pay more attention to it in the future.
赤色之瞳 2025-04-15 22:02:48
Camera placement is a very important aspect in presenting a convincing attack. It directly affects what you want the audience to know what you're trying show them. If you want them to feel the force of a punch, place the camera close to where the punch is landing. If you want them to see the technique of an attack, place the camera on the visible side of the technique where the camera captures all the essential part of the execution. If you want to emphasis how the character feels from taking a hit, include their facial expression in the frame. Using the right camera angle is generally not a difficult thing to do, but sometimes I do get lazy and stop considering what I want to show the player.
Reaction
Only by giving characters and objects the appropriate reaction after suffering a blow, can we show exactly how severe an attack is. In simpler terms, this reaction means the consequence of an attack. If the character is being kicked in the head, he's not going to just take the kick, shrug it off and regain his composure. I want to point this out because this is exactly a mistake a made in chapter during the fight scene between MC and Ajax. The consequence needs to be appropriate to the severity of a strike. If it's a clean head kick, the victim needs to be at least dazed for a moment before regaining his composure. Better yet, he'll be dropped to the ground, and we'll continue from there. Now, I know, I know, can't make everything too realistic. If the fight scenes in movies follow the same logic as in real life, every fight will end like: Guy takes clean right hook to the chin, end of fight; guy takes clean head kick to the head, end of fight; guy takes clean elbow to the head, end of fight. So, the ultimate goal is, make the consequence of an attack look reasonable. This can be presented through giving the characters an appropriate facial expression, how the character holds their body after suffering from a blow, what's their psychological reaction to the damage done to their body, and how they deal with this psychological reaction. Let's give an example:
A character is being hit by a liver punch. The punch so devastating that the character immediately dropped to the ground on his knees, holding his hand against the impacted area, trying to sooth the pain. All the while, he gives out an angry expression, reflecting the irritation he feels being helplessly dropped by a stronger opponent. But in the end, he gets over the pain and immediately stood back up and face his opponent once again.
These are the details that make a fight scene realistic and entertaining. See it this way, fight scenes exist even in the form of text. Who would want to read a fight scene that reads: Dude A hit Dude B with a punch, Dude B dodged and countered with a kick, Dude A is hurt, so on. The only thing different in a Visual Novel is that we have to show it in images. So? Show them in the images! We want the audience to feel exactly how the characters feels at the moment. Being able to show them in images is already an advantage, and we don't want to leave this advantage in the dust. Saying this to myself, take good use of this advantage and pay attention to the above details.
赤色之瞳 2025-04-15 22:02:58
Acknowledgement
That's it for this month's yap session, I hope you're not too disappointed with how the development is going. I want to thank my patrons again for sticking with me even though I haven't had a release in months. I want to thank my fellow devs for helping me in all sorts of way during my development. I want to thank all the players that contributed to making the game better by giving quality feedback and suggestions. And, I want to thank all the people who have played my game and actually liked it. You are the ones that keep me going, and believe me, no one wants the next chapter out as much as I do. Please comment below to let me know whatever opinion you have on the game, and I'll carefully review all of them. As always, thanks for bearing with me, I'll see you all in the next update. Later!
赤色之瞳 2025-04-15 22:06:37
summer story

Weekly news

Good evening guys,

I'm still working on redesigning the relationship system in the game and adding music.

I'm currently doing day 21, and over the past few days I've removed a few extra scenes from the game, and slightly changed a couple of dialogues.

Here's Kasie in a dress to make it easier for you to wait for the update:

New update status: █████░░░░░] 65%
PS. I will help for not looking back, the progress didn't move, stuck in 65%...
赤色之瞳 2025-04-15 22:07:46
summer heat
Status Update #31

Hello, everyone!

There's not much going on news-wise this week. We've mostly been dealing with the usual monotonous stuff like posing, lightning, rendering and simulating. While waiting for clothing simulations to crash Daz3D, we also worked on scripting, post-processing, and fixed some important pixels. Unimportant pixels get to stay, nobody cares about those anyway.

Finally, we worked on the Freeplay code. Freeplay needs some extra love and attention this time around, there's a lot of pieces moving and custom screens which can cause issues. Surprised the back rooms in 0.6 didn't break anything except Android.

The focus this week has mainly been on Bree's scene and some Freeplay content.

On a totally unrelated note, who do you think will have the most content in 0.7?


Weekly summary:

72 vir– new renders

Coding & SFX

Chicken jockey

Freeplay coding

Fixing minor bugs


Other news

The monthly Influencer poll is currently running and it looks like it's tied between Sophie and Ms. Hill! Eve is hanging on to 2nd place. Only main girls to choose from this time, no Becca, Cassie or Helen.


Cheers and have an unhinged weekend,

Robison & Npx
赤色之瞳 2025-04-15 22:11:15
summer gone又係度講廢話,想知自己睇
赤色之瞳 2025-04-15 22:16:59
赤色之瞳 2025-04-15 22:17:53
Thief of Hearts Ep 4 – In The Middle of the Night
Hello again to all of our supporters.

We have some huge news to share with you all.

I can finally confirm an expected release date for Episode 4 for “Thief of Hearts”.

We are looking to publish the next update on Saturday, April 27th.

Note: The release date is subject to change in case we hit any possible reason to delay it.

So you can start setting your alarms and reminders as this update will be a huge one!

And to get you further in the mood, we have some more previews to share with you all!

If you remember our last Vivian renders, she’s become a frequent visitor to your bedroom.

But this time, it’s a visit in the middle of the night.

What could be the reason for this, and what could she possibly want from you at such a late hour?

Let us know what you think will unfold during this scene in the comments.

We’ll have some more new previews to share with you next weekend.

Have a great day,

MrDots and the Team
赤色之瞳 2025-04-15 22:18:46
tune into the show
Weekly update #184
Hey everyone, it's time for another weekly update!

After last week's problems, I'm happy to say things are back on track, and this week was very good Thankfully, the illness went away and I'm feeling fully recovered since a couple of days ago. I managed to get a lot of work done this week - I started writing the script for the in-game day 15, and I created and rendered the final animations of the in-game day 14. So, next week will be all about creating renders for the writing that's already done, as well as writing the next scenes. Still plenty of work left before Episode 9 is ready, but everything should be done sometime in May.

Anyway, that's all for this week's post. Things are back on track, so the future looks promising. Thank you all so much for your support and reading, I hope you're all doing well,

RobertDeadth
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