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ElCharlo profile
ElCharlo
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ElCharlo
Creating DESIRIUM
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Welcome


Displaying posts with tag ProgressReports.Reset Filter
ElCharlo
Public post

0.13 - Update Status

Hello everybody!

Now that I'm getting bottlenecked by the writing again, here is another update on the progress: there's currently over 1500 renders, 22 animations and ~35,000 words so far.
September has been very productive in terms of renders, but I've slowed down recently. I've reached the end of the scripted scenes, so if I want to keep rendering, I need to write more first. Writing has always been my biggest weakness, I hate how much time I'm wasting on that. But of course, I don’t just sit around waiting for inspiration. I take this opportunity to keep improving everything else.
For example, I thought I was done tweaking my animation workflow, but it happened again. I found a new video encoding method that’s way more efficient. The latest animation (9 seconds, 60 fps, dark scene) is only 3.52 MB, and it’s not even blocky. The previous method gave me a ~13 MB file with compression artifacts, because of the dark background. And my older (terrible) method, which was used in earlier builds, gave me a ~30 MB file with some bad blockiness. So this new process makes videos about 10x smaller and better looking. It should work in every lighting situation, so I can make more animations without worrying about the final game size.
Speaking of animations, I've been experimenting with fully animated orgasms (both male and female), and the results are very promising. I've seen some devs use AI for this, but it always look inconsistent and / or uncanny, especially between shots. My approach is procedural, and it actually sticks to surfaces naturally, which makes a big difference in realism. Sure, it's not quite Blender level quality, but for a real-time engine like VaM, it's pretty impressive. I’m really glad I figured this out before working on Kayla’s final scene, because it’s gonna be so much hotter than just a static render or making the full jizz texture suddenly appear after one shot.
I’ve also upgraded nearly every character model (including adding 8K normal maps for sharper close-ups), worked on sound and music, and spent time testing scenes to see how they flow. Some days I like how a scene plays, other days I don’t, so I come back and edit until it feels right.
Anyways, there’s always something to improve, so even when writing slows me down, I’m still working on everything else.

As always, thank you so much to everyone supporting and believing in this game! You’re the reason I push myself to make it the best it can be💜💜💜
Have a good rest of your day/night,
ElCharlo
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