Epilogues & Next Game Poll
Added 2025-03-19 01:53:55 +0000 UTCHi all! Here's the first of a few polls I'll be putting up. This one is about how you'd like me to split my time between working on the PoP epilogues and working on Game 2. The next polls will be more focused on Game 2, but this lays the groundwork for all that. :)
Currently, I am taking community college classes to get better at art/advertising, trying to fix some health stuff that's plagued me for years, recovering from the burnout of working 60+ hour weeks for 3+ years straight, AND working on PoP. Adding on learning Blender* and setting up a new game while keeping up my current schedule isn't feasible right now, at least not if I'm going to create a game better than PoP. That's the context, so here are the two options you can pick between for how I should spend my time!
Option 1: I focus all my attention and efforts on getting the epilogues done, then start learning Blender and developing stuff for the second game. I would do one epilogue/month (including March) and would aim for completing all five epilogue chapters by end of July. However, that would result in a 3-4 month gap afterwards as I completely dive into Blender and begin working on the outline, coding, etc. for Game 2.
Option 2: I split my attention between the epilogues and learning Blender and development for Game 2. After this first epilogue, I'd extend the epilogue development timeline for the remaining four chapters to ~1.5 months/epilogue instead of the current 1 month/epilogue pace, and use the extra time/energy to work on game 2. That would mean that the epilogues wouldn't be completed until the end of September, but there'd be a fairly short gap between the complete end of PoP development and the start of Game 2 releases.
*For those wondering why I want to learn Blender instead of using Daz, it's simple - Blender is a vastly superior 3D modeling and rendering program to Daz. There's lot of things I simply cannot do in Daz that I'd love to do in Game 2, such as: soft body physics (ie. jiggle in animations), fluid physics simulations (ie. rivers, waterfalls, and fires), custom modeled environments that can easily change (ie. can "destroy"/"repair" an environment), special effects (ie. fireballs), and just being able to use truly high-quality character models. I want Game 2 to be head and shoulders above PoP, so improving the art has to be part of that.
Comments
On second thought - I already commented this earlier - do what ever suits better for you.
Ananias
2025-03-29 11:08:00 +0000 UTCI agree with splitting your time. I also think this will help with learning Blender since you will be giving yourself permission to absorb your blender lessons and practice by taking some time from epilogue development, versus pushing to learn new software and apply it quickly because you 'have to'. Finally - I think you will lose less momentum in terms of building $ support by avoiding a major time gap between the time you finish POP and release your first rev of the new AVN.
Pax
2025-03-19 11:25:34 +0000 UTC