Incubus - Path of Lilith: A little backstory... (Patreon)
Content
The idea of Incubus - Path of Lilith was born in the mid of February of 2019, quite a lot of time ago.
Back then I was planning to use Daz3D to render everything but soon enough I have found the limits of machine, while I could get away with rendering characters in a lower res, like this:
Anything more complex than that would fail to render, giving me a blank picture instead.
I had rendered and modelled some objects in Blender in the past, so I had decided to continue using DAZ3D and export everything in Blender when I had to render, the result was not as good:
I could alter the image and make it look more colorful but eventually, as I have tried to make more complex scenes in Blender, it became really slow and barely usable, this is when I gave up on this project.
Fast-forward to June/July, I have tried once again to revive this project by using Unity this time to generate "renders" (They are really screenshot):
The result was a little better, I could not use everything (I could not make lightmaps, for instance) but despite still being slow, it was usable enough to be able to make a small project and this was the best I could get with my current equipment.
The goal of this side project is to gather feedback for future use (hence why it is a hour long game) but to also do something a little different.
I may do other side projects in future but do not worry: My main project (Workers of Kartedhir) will not suffer from this, I update it daily and will release it weekly as per usual.
Thanks for reading thus far and I hope you will enjoy the game!