Official teasers for general members

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JFR
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Re: Official teasers for general members

Post by JFR » Fri Aug 25, 2017 1:56 pm

moskys wrote:
Fri Aug 25, 2017 8:42 am
And don't forget that it's all Patron's fault. They got carried away by their lowest intincts and ordered Wolf to make every single woman in the game a pursuitable one. :lol:
Now, now. I don't think I would use the word "ordered." "Requested," maybe. Or better yet, "voted." :D

About 18 months ago, Wolfschadowe put up a poll for the Patrons, asking how we would like to see the new episodes unfold. We overwhelmingly voted to see all of the new character "inclusions" done at the same time, in one episode, instead of spacing them out by introducing the new romantic characters one-at-a-time over several episodes. We voted that way even though Wolf warned us that it could cause the new episode (this one) to take a very long time - up to 6 months each for the three new characters, although he would try to cut those delays down as much as he could. Most of the voters felt it was better to get the "pain" of a long delay over with at one time and not have to go through 3 separate shorter but still long delays over three separate episodes. I wonder if we might have voted differently if we had know just how long the delay would really be. :lol:

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Wolfschadowe
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Re: Official teasers for general members

Post by Wolfschadowe » Fri Aug 25, 2017 3:36 pm

JFR wrote:
Fri Aug 25, 2017 2:10 am
How much do you estimate the content already done as a percentage?
Are you asking for the episode or for the game as a whole?

For the episode...~98%
For the whole game...~17%
Farlios wrote:
Thu Aug 24, 2017 9:54 pm
And how much time do you spend to achieve one percent?
A metric butt load.

So this episode is a bit of an anomaly, plagued by bad luck, overruns, complexities, etc... But if you are interested in maths, on average, one page in the game takes approximately one hour of labor. That is not counting render time on the computer, but that usually runs overnight in a batch these days. Here is a simplified version of my checklist that demonstrates the stages that every page goes through before you see it.

Tools
  • Visio = Microsoft Visio
  • Articy = Articy:Draft 2
  • Excel = Microsoft Excel
  • Daz = Daz Studio
  • Gimp = Gimp/Photoshop
  • AC = Tlaero's Adventure Creator
  • Sel = Selenium IDE
  • BSQ = MS Visual Studio / Notepad ++ (BSQ is short for Bisk, which is a custom language created by kexter for the game's unique requirements.
  • VS = Microsoft Visual Studio
  1. Initial Story-boarding
    • Visio: Storyboard updated
    • Articy: Flow Fragment Created
    • Articy: Dialogues Created
  2. Preliminary Logic Modeling
    • Excel: Line added to Calc tab
    • Excel: Perescendent destinations updated in Calc tab
    • Excel: Line added to Func Tab (if applicable) N/A
  3. Image Created
    • Daz: Pose figures
    • Daz: Adjust lights
    • Daz: Confirm Render settings
    • Daz: Submit for Batch Render
    • Daz: Verify Image and remove base file from batch render.
  4. Image Post Work
    • Gimp: Cleanup Image (If necessary)
  5. Storyboard Pre-Write updates.
    • Submit RAW images for conversion
    • Visio: Update shapes for rendered images.
    • Excel: Artist(s) applied to line in Calc
    • Articy: Load converted images
    • Articy: Processed Images applied to Flow Fragment
    • Articy: Processed Images applied to Dialogues
    • Articy: Dialogue Fragments Created
    • Visio: Variables and Achievements added.
    • Visio: Storyboard updated for writing
    • Articy: Writers Guide updated
    • BSQ: Game logic placeholders added (if any)
  6. Write Web Pages
    • AC: Create new web page
    • AC: Add image to page
    • AC: Add page level logic
    • AC: First draft content
  7. Story Path Modeling
    • Visio: Update shapes for written pages.
    • Excel: Writer applied to line in Calc
    • Excel: Line Finalized in Calc tab.
    • Excel: Variables confirmed on Func tab
    • Excel: Story Paths updated on Scene Tab
    • Excel Achievements: Achievements added (if any)
    • Articy: Variables added
    • AC: Second draft content edits
    • VS: Block committed to source control
  8. Programming
    • General Game Logic added
    • AC: Variables confirmed on pages
    • AC: Achievements confirmed on pages
    • VS: Changes committed to source control
    • AC: Final Draft content edits
  9. Create Dev Test Scripts
    • Sel: Write automated test script for paths.
    • Sel: Write automated test script for scan
  10. Sel: Dev Test Scripts Passed
    • Execute Script
    • Sel: Fix Errors (If any)
So folks, you can see the amount of work that goes into EVERY PAGE in the game. How long did it take you to even read that list? ;) Now consider the time to do the items on that list. I think I might have left a few things off the list as well.

JFR
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Re: Official teasers for general members

Post by JFR » Fri Aug 25, 2017 5:31 pm

Wolfschadowe wrote:
Fri Aug 25, 2017 3:36 pm
A metric butt load.
Wow! I wish I had your magic way with words, boss. :lol: :lol:

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Wolfschadowe
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Re: Official teasers for general members

Post by Wolfschadowe » Fri Aug 25, 2017 5:39 pm

JFR wrote:
Fri Aug 25, 2017 5:31 pm
Wolfschadowe wrote:
Fri Aug 25, 2017 3:36 pm
A metric butt load.
Wow! I wish I had your magic way with words, boss. :lol: :lol:
Just a more polite way to say:

There's a whole lot of shit involved.

Gary1219
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Re: Official teasers for general members

Post by Gary1219 » Fri Aug 25, 2017 5:48 pm

Wolfschadowe wrote:
Fri Aug 25, 2017 3:36 pm
...

I think I might have left a few things off the list as well.
Well, the most important thing you left off that list is the Happy Hour that occurs with completion of each milestone.
No combat ready unit has ever passed inspection. No inspection ready unit has ever passed combat. -- Sgt. Murphy

JFR
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Re: Official teasers for general members

Post by JFR » Sat Sep 09, 2017 7:11 am

Well folks, since Wolfschadowe had to drop some unwelcome news about the E7 release date being pushed back again, we decided it wouldn't hurt to give you a few more teaser-type images to fill the time. I have to stress that I have used up all of the in-game teasers from the upcoming episode. What I will post over the next few weeks will be a few test renders or non-game set images that are from the game world but not necessarily from a particular episode. Folks in the patron groups have already seen at least some of them and others have been posted in other locations.

I'll start out with a shot we may or may not see later from inside a certain mysterious group's garage.

spoiler: show
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OpineegChipp
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Re: Official teasers for general members

Post by OpineegChipp » Sat Sep 09, 2017 8:03 am

I see the file name "CRAZY.jpg" ... is that the teaser? I clicked on it but it didn't load a picture. Was it removed?

OpineegChipp
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Re: Official teasers for general members

Post by OpineegChipp » Sat Sep 09, 2017 8:04 am

Nevermind... it loads now.

JFR
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Re: Official teasers for general members

Post by JFR » Sat Sep 09, 2017 8:44 am

Note for other users. Occasionally an image won't load on the first attempt. Usually, just clicking the browser's "Reload" button will fix that.

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Tao Dude
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Re: Official teasers for general members

Post by Tao Dude » Tue Sep 12, 2017 4:48 pm

JFR wrote:
Sat Sep 09, 2017 8:44 am
Note for other users. Occasionally an image won't load on the first attempt. Usually, just clicking the browser's "Reload" button will fix that.
Right clicking on the link in the post and choosing 'reload image also works in FF: don't know about other browsers.

Is the green car a Morgan? Certainly looks like one, unless it is an old MG.

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Wolfschadowe
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Re: Official teasers for general members

Post by Wolfschadowe » Tue Sep 12, 2017 5:12 pm

Tao Dude wrote:
Tue Sep 12, 2017 4:48 pm
Is the green car a Morgan? Certainly looks like one, unless it is an old MG.
Yep, it's a Morgan, intended as a 4/4 Series II.

Boogie
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Re: Official teasers for general members

Post by Boogie » Tue Sep 12, 2017 8:46 pm

Thank you very much or the picture, I'm a big fan of car porn! :D

So the Morgan is confirmed, the back one looks almost like a Nova and the first one maybe a Huracan?

The more important thing to me though is the quality of the picture. It seems to be of much higher resolution and detail then the previous teasers. Is this a sign of what we can expect in the game going forward?

JFR
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Re: Official teasers for general members

Post by JFR » Tue Sep 12, 2017 9:23 pm

Boogie wrote:
Tue Sep 12, 2017 8:46 pm
...
The more important thing to me though is the quality of the picture. It seems to be of much higher resolution and detail then the previous teasers. Is this a sign of what we can expect in the game going forward?
You have managed to "stumble" on my next entry to the teaser collection. I am impressed. I was going to wait a few more days to keep them spread out but since you provided such a nice intro, I'll drop them early. That will mean I'll have to wait a week or so longer for the following post but we'll live. I am going to put the comparison teasers in a separate thread because it is so different.

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Tao Dude
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Re: Official teasers for general members

Post by Tao Dude » Wed Sep 13, 2017 5:28 pm

Wolfschadowe wrote:
Tue Sep 12, 2017 5:12 pm
Tao Dude wrote:
Tue Sep 12, 2017 4:48 pm
Is the green car a Morgan? Certainly looks like one, unless it is an old MG.
Yep, it's a Morgan, intended as a 4/4 Series II.
Thought so, although I'm no expert on the marque.

I do a bit of marshalling on sprints and hill-climbs and one of them run by the MG Owner's Club had quite a few Morgan's present.

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Re: Official teasers for general members

Post by JFR » Thu Sep 21, 2017 8:37 pm

Yet another "special" teaser image. :)

Recently, a discussion started up on the Patreon page regarding ultra-high resolution images and why they aren't used more frequently in graphic-heavy games like BEW. Our friends over at Tora Productions (Dreaming With Elsa, Finding Miranda, Pandora) posted a very high res image on their page, which is what started the conversation. Mortze was just showing what he could do and had no intention of suggesting that he would use that quality in games. He has the same limits as Wolfschadowe or any other part-time game maker.

Wolfschadowe is just as capable of photo-realistic renders and did one, which has already been posted into the Awesome+ patron group. The image looks great as a one-shot but we can't expect to see BEW rendered in photo-realistic quality like this because we want to play the game some time this decade. Such quality is easily achievable for a skilled render artist like Wolf or Mortze but each image would take well over 2 hours of work. BEW has over 2300 images through version 1.65, with hundreds more to come with E7. Do the math. That would mean thousands of hours spent just doing the image renders! Wolf made the decision at the very beginning to try to make a game that has very good images that he could finish in our lifetimes instead of a game that would never be playable because so much time went into the artwork. Professional studios have multiple artists working on very high-end workstations full-time, so they can do it. BEW is a hobby, done in spare time, and can never compete with the pros in this way.

The attached image is just a demonstration of what Wolfschadowe can do with his current rendering assets. He spent almost exactly 2 hours of dedicated time and it is still not really finished. He pointed out several errors and glitches in the image, all of which could be fixed with more time. Download the image and zoom in and you can see some of them - a seam line on her shoulder, a missing tear duct in one eye, a "scar" on her chin and some others. To fix these little issues is simple but time consuming. Another 6 hours or so would leave a virtually perfect image. The problem, of course, is that Wolf has a game to develop, write, program, finish and get out to users, not to mention a job, family and life. 2 to 6 hours per image is simply impossible.

The problem becomes compounded when working in a dynamic environment like BEW. If the game space was static, one time-consuming set-up might be all that was needed for a whole scene. Since BEW changes with every character, camera angle or room position, it would not be simply a case of doing the set-up and then shooting all the images. Every image would have to be set-up individually. Even the simple scenes like Brad's bedroom would require a separate setting for each image as he moves about the scene.

At any rate, here is a test render of our favorite bartender, Faith, in near photo-realistic Ultra HiRes. She looks pretty good, I think. Just don't expect this resolution in the game. The improvements I showed earlier in the two views of the strip club are pretty impressive as it is and this way we get to play the game in a reasonable time frame. :D

spoiler: show
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