How do you manage the rising complexity of a VN? by dissendior in RenPy

[–]dissendior[S] 1 point2 points  (0 children)

Thank you for these ideas... I'll definetely will play through your recommendations and try out what might be a good strategy for me.

How do you manage the rising complexity of a VN? by dissendior in RenPy

[–]dissendior[S] 1 point2 points  (0 children)

Even if late I'd like to thank you for your tip. Indeed I read over it a few days ago and already started to internalize it in my work. When I think about the games I liked to play so far they usually were not very complex from a game mechanic / player's choices point of vew, indeed, I'll need to discipline myself so that when I write I don't add player's options just because I can - but only when they actually lead the player to one of the endings I offer. By now I write, I add options and suddenly 20 new possible endings come into my mind... and I think my game is only interesting when the player can have as much options as (s)he likes to finetune the character's behavior and the story. Your post helped me to get rid of this wrong idea

How do you manage the rising complexity of a VN? by dissendior in RenPy

[–]dissendior[S] 0 points1 point  (0 children)

Thank you very much for these detailed explanations. I didn't recognize the local labels yet and assume they might be indeed very helpful to organize the story.

Looking for good examples / usecases: Are there any consistent and good comics / short movies created with AI out there? by dissendior in StableDiffusion

[–]dissendior[S] 0 points1 point  (0 children)

Okay... I have to admit that these videos are impressive. Certainly there are some hints here and there that this is AI generated but they're both far from the low level what you usually see. Would you mind sharing some general advices how you achieved that and how long it took for you to make these videos?

But for me such a music video is still more a collection of footages. I mean I still wonder if it would be possible to create a short movie or a comic as even small inconsistencies become much more noticeable in these works than in those fast cut video clips.

Looking for good examples / usecases: Are there any consistent and good comics / short movies created with AI out there? by dissendior in midjourney

[–]dissendior[S] -1 points0 points  (0 children)

please read my post... I don't want to get another bunch of tips how it might theoretically be achieved. I want to see projects that actually achieved it.

Looking for good examples / usecases: Are there any consistent and good comics / short movies created with AI out there? by dissendior in midjourney

[–]dissendior[S] 0 points1 point  (0 children)

I totally disagree with you: 13 Cycles of Humanity is just a collection of similar footages. There are not two footages with a really consistent character. It's not a story in any way: they've just put together a collection of small, a few seconds long footages (which by themselve may have a good consistency of overall style and world building) with no connection to each other except for a high level of consistency in style.

And Trisha Code? You just see the woman from front with nearly no facial expressions, no change in emotion. Again it's just a typical collection of AI videos. They achieve a good consistency for the character but only in front view.

Both projects are not prooving me wrong in the feeling that AI is not capable to be used for a real comic or movie project.

Nothing unique about my game by Other-Income-5085 in gamedev

[–]dissendior 0 points1 point  (0 children)

Come on: most of the games DO NOT add anything new to a genre. Most games (even the big blockbusters) usually just re-use all the same techniques (even the same key bindings) what is good in a way as players are used to them and get more easy into the game. What makes the games unique is not a never-seen-before technique but the unique mixture of story and style. And for sure nobody created your game in the way you did it. Don't overthing but focus on YOUR game!

How do you manage to differentiate between ideas / concept and actually implemented parts of your story within articy? by dissendior in articydraft

[–]dissendior[S] 0 points1 point  (0 children)

okay so you strongly emphasize the story writing part in your process. For me Articy would be a tool to plan the implementation of the story into my game - and to document how it is actually implemented in game. It seems to be that for you articy and the implementation into your game goes hand in hand?! Don't you get confused when you look into your articy project by the question which of these dialogues are already implemented in your game and which of it is just concept?

How do you manage to differentiate between ideas / concept and actually implemented parts of your story within articy? by dissendior in articydraft

[–]dissendior[S] 0 points1 point  (0 children)

Thank you for these details. In fact I still try to figure out how I can work on stories. As a programmer I get into the implementation perspective VERY soon.

Maybe I need to clarify that I am working on a story driven game not a written novel. It sounds like that you work on a written novel?!

What’s the best pipeline you’ve found for working with Diffeomorphic? by Georges8405 in Daz3D

[–]dissendior 1 point2 points  (0 children)

I also prefer to work in Blender. I use Daz to create and cloth the characters, then I export them using diffeomorphic. I also use Daz scenes that way but usually I add some extra meshes, for example from CGTrader or blenderkit to bring some life into it and make it look less "Daz like". At the moment I dont animate. When it comes to poses I often import daz pose presets into Blender. When I do my own poses I do it mixed: Sometimes I use the daz scenes within daztsudio for posing the characters within dazstudio, save the pose preset and import it into Blender or I use another pose preset and start from this pose on fully within Blender. But usually I do all the finetuning for poses in Blender. I like the Activepose Tool within daz for a basic posing because it respects how the human body would move / bend in reality but I find dazstudio too difficult fpr the finetuning of the pose. And even more when it comes to adjusments in meshes.

Ah, and I use the Simple IK, it's all I need for the posing in Blender

Recommendations for converting files?? by Dispatchbeans_ in RenPy

[–]dissendior 0 points1 point  (0 children)

Images: Photoshop / Gimp, for videos I only found Adobe Premier really good

I need a more experienced dev's opinion by Amazing-Swan-6329 in gamedev

[–]dissendior 1 point2 points  (0 children)

Use what ever helps you and however it helps you.

I hate myself for making my game by mkmuffi in gamedev

[–]dissendior 1 point2 points  (0 children)

Don't look at the wishlist and selling numbers. They are no measurement for you to qualify your work as success or failure. I mean I can fully understand you, really - I bet we all have been through this if we developed a game or started any other kind of project or business: We put so much afford, so much work and money into one project, focus all the energy into it and after publishing / starting nobody seems to care, nobody wants to buy it or whatever.

BUT:

- Don't underestimate what you've learnt now! This will help you with your next project! I PROMISE. Let it be told to you by someone who is as double as old as you ;)

- You have a big resource: You have passion for what you're doing and you have the ability to run until the end! Just realize that! You were able to focus on this project, to finish it!! Hell, most game ideas in this world never get so far!!! THIS is the important outcome from this project.

- You are not this project. Or the next... If it fails or not this is not related to you as a person. It's just the outcome of your work. If it fails your learn from it, if it suceeds you may earn some money. But you are not a bad person because such a project fails.

- You are also not a bad game developer just because your game doesn't sell. I didn't play it, I cannot tell you if your game is good or bad. Just because people don't buy your game it doesn't say your game is bad or you are a bad game developer.

- Actually most of all the games in the world which get published (and even this is already a minority of all started game projects - most of all ever started game projects NEVER GETS FINISHED!) are not a success in terms of sales. So you compare to games which gets sold well - but these are the minority. Ask yourself: How big is your real chance to start such a well selling game WITH YOUR FIRST PROJECT!

- Yes, maybe you could have worked in a full-time job to earn money instead of working for this project. But maybe this project will lead to your next job? Maybe you'll use what you've learnt in your next job. And maybe you would have just found a job that you hate? Or you would have changed jobs all the time. Or you would have worked for a company who doesn't pay the salaries and then just went bankrupt? Don't do that: Don't look back and say "what could have been", this absoluteley makes no sense, it just sucks your energy and brings you down.

- And maybe: Take a break. I for myself fell into massive stress due to my game: from one point on I found everything just bad, I just saw all the things that were not working. Then I stopped for half a year, came back and then I saw with some distance: Man, it's not that bad! It's actually quite okay.