General Info + Progress Status
Added 2022-11-30 22:23:13 +0000 UTCAs expected, things have been slightly rough, but progress is being done. I'm also trying to not get overhelmed by my own ambitions, but I'm not really someone that loses track of his goals.
That being said, I've had a cold recently, which I've mostly recovered, normally colds don't matter to me, but this time it gave me a stiff neck, causing me huge headaches. So basically I didn't work for two weeks.
Now that I think about it, I always get sick when moving seasons from Autumn to Winter... this sucks.
Anyway... about the important stuff now!
Radiant is progress better than last time, we've already produced more than 200 images for it.
TFTUV - the animations are done for episode 15.
ToE - Arthy is helping with it, but in a extremely slow pace at moment.
Neko Paradise - I plan to make a release before Christmas... but, I promise nothing!
It's probably a small update, well, some people complain the updates are small at least. They've been always the same size since first release though.
Talking about which, I actually will say something, that I probably already said in the past, but I like to be pretty clear about this:
- I've quit my tedious daily job and turned game development into full-time. This was probably slightly more than 2 years ago. I could be wrong, but the important thing I want to point out, is actually something else.
Being tied to a daily job, you are bound to be stuck with a defined mindset.
What I mean with that, is that you can only walk down a single path.
So now being "full-time" development, following a "single path" would only be optional. And if I did that, it would've meant, that Neko Paradise would've stayed at it's old visual quality, including other things that also would've stayed the same.
In game development, game production is generally just a small part of it.
Besides the need to study and practice to improve your own skills, there is also the need to master a lot of other applications, engines and code.
At start, I only knew about 5% of renpy and python coding, now I'm probably around 70% on renpy and 10% on python.
The first game animations, were made with image sequencing, then I started learning to use Davinci Resolve and the animations started to be video files, making the game lighter too.
A good amount of game characters had various issues at start too, I had to learn substance painter to do manual texture editing in 3D and customization for new characters.
To put this short, I started working on Neko Paradise with 3 programs, Daz3D, Ren'py and Photoshop. Now they are way over 10, I even lost count.
There is so much to know, but barely any time for it.
Some people think, Neko Paradise is taking longer because of me doing other stuff, like making animations for Perverteer or artwork for Radiant. But all that wouldn't take more than 20% of my time, or I should say, it did in the past.
My apprentices M3do and Caramba, are doing almost all the Radiant work in my steed now. It only costs me around 2% of my time now, except when I have to do something special for it.
You might've noticed, that the Neko Paradise releases have been closer to bi-monthly recently, that's one of the reasons why. Being able to give more of my own time for it and having more free time to refresh my creativity.
Now, it's still a fact, that like half of my time, goes into learning and practice, to make sure I keep climbing that huge wall I want to overcome.
So I'm super thankful for all the support I get of my fans, and hope to be able to continue climbing that wall, so one day I can make more than just a sandbox AVN.
As for now, I've expanded my wisdom with Unreal Engine 5 and VR.
Lily being the first character that is mechanically Unreal Engine 5 and VR ready.
Of course, I wasn't able to invest more than a week into this matter, but I would love to give it more of my time.

We are also currently also working on the next "parody" animation:
- Owerwatch, Female Mei and Dickgirl Pharah.

Caramba is responsible only for animations, but there isn't exactly enough animation workload for him with just Radiant and helping me with some of them in Neko Paradise. So this means we will do more often "fan-art/parody" of available 3D assets for Daz.
Due to financial insecurity, I will also open animation commissions again coming January 2023, for fans or other developers, so that I can keep Caramba as our full-time animator. Right now, I'm pretty much hitting budget limit and having no reserve.
About music, I'm still working on "Your body over mine" animated video clip, which might be ready on January.
Comments
Inside discord or more easily on the main website by using the access key.
Alorth
2022-12-06 16:29:18 +0000 UTCUnreal engine looks pretty good i must say and very potentional in future you could make a fortune if you make neko paradise full unreal but as you mentioned its really really hard to master this but all hard work brings fruits as its says in my language
Juraj Barbuš
2022-12-05 21:51:32 +0000 UTCI'm sure I'm not the only one who appreciate your work and the updates being more ambitious with multiple-characters' scenes. The community will grow with the scale of content.
marsch
2022-12-05 07:03:58 +0000 UTCHi @Alorth, where can we find these first 2?
marsch
2022-12-05 06:59:33 +0000 UTCThere is one of Ahri (League of Legends) and a small loop animation of Judi from cyberpunk.
Alorth
2022-12-01 05:07:08 +0000 UTCNext parody animation? Didn't realize there was a first. Looks good though
Lavan
2022-12-01 03:31:00 +0000 UTC