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Ok, so the latest builds of the game have been relatively low on significant bugs. Version "i" is probably a solid download for anyone that's been waiting for an official go-ahead. I've now shifted most of my attention to version 0.981, working on some new art and story elements. The plan for the next build is to round out existing options, giving Emma her room, her relationship scenes, her footjob scene and Kitty's titjob scenes, some more unique interaction scenes for the characters.

And now for the poll question. A patron recently suggested that I increase the resolution of the game. I tend to agree that the result of this would be pretty nice, it could allow people to display the game at larger sizes without as much pixelization, especially when characters get close to the camera. One good thing here is that the artwork is created at higher resolutions than I export them at, so I shouldn't have to completely redraw anything, which would just make the entire idea impossible.

This wouldn't come without a time and effort cost though, so I feel the need to lay out the downsides of doing this. First, it will make the game's file sizes bigger. It's a fairly small game, compared to some of the others out there, and I like that. It also gives me plenty of room to expand.

The second issue is that I would need to rebuild pretty much every animation from scratch. Most are built on pixel distances, so if I change the dimensions of the game, the dimensions of the objects, I would need to add numbers to every position to account for this. It wouldn't be a terribly difficult process, once I got started, but it would be very tedious and time consuming work to get it right. Now on the flipside of that, I've been considering rebuilding some of the older animations anyway, since the methods I used with Emma, I believe, are less error-prone and offer greater flexibility than some I'd used in the past (I still plan to rebuild some of them with or without the resolution changes). The results should mostly look the same, but be less likely to fall out of sync.

The third issue would be performance, I don't exactly know what, if any performance hit there would be in using larger images. Ideally not a lot, but I'd hate to go through the entire process and end up with a slideshow.

The final issue is just work time. If I did this, it would mean going through and exporting around 800 image files at the new higher resolution from my work PSDs. Any time I spent doing that would be time not spent developing new content. It would slow down the next release as I spent time doing all of this instead.

So I figured I'd see what you guys thought. Knowing all that above, which would you prefer?

Comments

Anonymous

Best bet would be to get all the content in then do the resolution.

Anonymous

Yeah, but the more content he adds, the longer it is going to take to re-do the resolution

Anonymous

Can you estimate how much bigger it will make the game? If it is substantial, perhaps hold off (I also like how small the game is)

Paul Rendell

What if you put the new content in at higher resolutions, and just increased the resolution of previous images a few during each release, to keep things from being slowed down too much?

Breon Flowers

I finally get to fuck emma all i want and there's currenty no new characterr in the game yet, i voted for not caring too much either way, this is personally my favorite porn game and honestly anything you do now will recieve an A ok in my book.

OniArtist

Well, it depends on what scale I go with. As a test, I exported a flat Emma sprite at her current resolution, and then another at double that (roughly 800x1900 instead of 400x950). The file size for that doubled. Now that's not to say that this will be the size used, but if I did it would make the game roughly twice it's current size, and adding maybe 20mb per character?

OniArtist

Well, there are some issues with that. The animation issues would all still be a problem. I did a test on my end where all I did was increase the "stage" size to 1600x900, and the result of that is that most of the game you know was crammed into the top left corner, with some icons being out of place entirely, and some animations working (but in the top corner) while others broke with portions of it shifting. So any move I made in this direction would mean needing to redo the animations right at the start, which is actually one of the most time-consuming parts of this process. It might save *some* time, but it would still be a significant development gap.

Anonymous

Voted for no change, but that's only since I know how long it takes to make sure all the dimensions are ok. I think it's best to leave changes to animations and resolution for a "big" update. It will need to be done, but not a priority for now.

Apollo

Usually resolution would be a big problem for me, but the art style for this game makes it relatively unimportant. I mean that in a really really good way. As a customer I'd prefer more content, but as a developer I understand why you'd want to tackle this now, before the task grows bigger and bigger. As long as it doesn't set 0.981 back six months I'm happy whichever way you go. If you do decide to increase the resolution, please don't put yourself in a position where another resolution increase is necessary in a year. 1920x1080 isn't exactly high-res anymore. Do some polls and don't be afraid to increase the game size if you have to. Most other games on Patreon are easily several gigabytes.

retchedegg

dont care either way, i dont feel a need to see Rogue-Like in UHD, but i understand that it might be pleasant to look at once its done i am not an experienced programmer, but one option might be to create a new way of calling images with the thought of using images with different resolutions, and using that in new animations, than you can take your time and gradually over time change a couple new animations to the new system in every version (again i am probably talking crazy because i dont have real experience programming real extensive things, but my delusion is to have the image loaded together with a variable that is its default position or something, its probably not that easy and would involve a lot of smart math...)

OniArtist

Well, there are practical limitations. The lest of which is that my own monitor is 1920x1080. ;) The bigger issue is that the work size of the art is only double (or in some cases less than that) what the current size is, and actually redrawing everything at an even higher resolution would be impossibly impractical. It'll never be 8K or anything. ;)

OniArtist

Well, I have to do all the animation work at once, or it just won't work. I can do it so that I could slot in higher rez art as it becomes available, but the framework needs to be changed right at the start.

CanadianHoneyBadger

Honest I think more content is more important, I've played this game on my uber big screen PC and I don't really notice anything wrong. But you're the creator so honestly I don't mind if you do your own thing anyway.

JulienJaden

To be perfectly honest, I feel that development is already a little too slow as it is. Mind you, I know how much time it can take to write scenes and code them from scratch, even without having to draw art to go along with that. That said and looking at some forum threads on Rogue Like, the slow progress of recent months seems to be at the heart of some discontent. Yeah, some people are always gonna be impatient, but I have to admit that, compared to the consistent weekly posts and (at most) monthly updates of a year or so ago, I can understand some of the disappointment over waiting two months or more for an update, only to find that it doesn't add a lot of content to the game. I can understand that you had to spend some time working on the game's foundations and futureproofing it a bit (or having to overhaul an aspect of the game because it otherwise wouldn't work with multiple characters), but maybe it's time to focus on pure content additions for now and try to make three, four, five meaty updates until the end of the year to show people that you're not running out of steam.

OniArtist

I hear you, and I'm constantly trying to pick up that pace. I'm also always on the look for artists that could take over some of the elements, or writers that could work on scenarios.

Frankieo

If I were you, I would keep on the way you are, and use higher resolution from the next update on, then once you feel like your game is pretty much finished, go back and devote some time changing the older pictures to the higher resolutions. That way you won't lose time developing the game, people won't complain about potential delays in updates to your game, and it would be a win/win. At least that's what I think.

Booty4Bass

Do. Not. Rebuild. The fucking. Game. It already takes long enough to a point people think they can do your work for you (see how they did mystique in the mods.) just steady the course of finishing the girls. We don’t need shinier pictures. We’re good.

waffel

Isn't the game more or less feature complete? How about giving it half a year to wrap up the game and give it the last polish and then you can think about resolution on the next project. :)

Iru

looks fine as it is. 1080x1920 on 42" i dont care if the game gets bigger in size. would rather like more content

DeadMan

Well Shit, I want both and then I also don't want you to burn out. So I say do what works for you and everything should be good either way as long as you let everyone know what's going on.

CaseOPictures

I don't expect this anytime soon but I'd like some more fluid motion. For example, when getting a titjob from Emma it looks like it's her model with stationary boobs in front of it that slow rock back and forth. Ideally I'd like to see the boobs move independently together and apart and have some physics.

OniArtist

The plan for the time being is to keep adding new features and content to this game indefinitely. There's a 4th character in early production, and more planned after that.

OniArtist

That can get more complicated. I'm not doing like frame-by-frame hand drawn animation here, the movement is by moving pieces around, and there are limits to what that can achieve. For example, if I moved Emma's breasts independently, then the point where they contacted would not look as good. I do try to employ as many clever tricks as possible to make the most of this sort of system, but don't expect it to ever look as complex as a hand drawn scene.

hornguy6

I have to say, even without a larger resolution, the performance really starts to drag whenever there's multiple girls in a room. It doesn't go full slideshow, but as it is there are significant stutters during transitions and the response time of clicking options is delayed. I usually turn transitions off now when I play and my computer is pretty good capable of running 4k games at average fps. It's kind of ridiculous that what is essentially a flash game can get so slow at times. To add to this through a higher resolution on top of you having to do all the work to make it function properly would just be a waste.

waffel

It's because ren'py make heavy use of Object Oriented Programming, whereas other well performing and Gorgeous 3D games, and wellperfoming complex 2D don't, since it slows down performance typically by a factor 10 oftentimes more, what the other games are using is Data Oriented Design which really really boost performance.

OniArtist

Hmm. Since I'm mostly self-taught here, I don't have a 100% grasp on the underlying mechanics. If you can suggest any way that I could speed up performance while doing the same basic actions, I would appreciate it. I'm always thinking "if I did this, would it improve things?" but I just don't know.

Anonymous

Object Design can be well-performing too. It just requires a healthy mix of object models and controllers/sub-controllers above it all that know exactly what left hand is doing while trying to manipulate right one to minimize changes across the structure.

Cainhurst

Honestly mate, while I understand the request for higher res (mo pixels mo money) I cannot see it as necessary for both this type of game or the content.. Furthermore, even though you would not have to re-draw, re-animation would be an even bigger undertaking in my opinion. I think that the animations you provide are a major, if understated, part of Rogue-Like that helps set it apart from other games in this genre and demographic. I, personally, find the animations to be a good blend of adding flavour and depth to a scene without being wonky or detracting from the eroticism.

Anonymous

See, it always bothers me to see claims being made without backing evidence. So I went searching for proof that OOP was under-performing and wasn't being used by other engines. There aren't many open-source professional game engine, but I did come across the code for CryEngine on GitHub. Digging through it, it appears as though they ARE using Object-Oriented Programming. See <a href="https://github.com/CRYTEK/CRYENGINE/blob/release/Code/CryEngine/Cry3DEngine/3DEngineRender.cpp" rel="nofollow noopener" target="_blank">https://github.com/CRYTEK/CRYENGINE/blob/release/Code/CryEngine/Cry3DEngine/3DEngineRender.cpp</a> You see a class being defined with a constructor and instance methods. Hell, at some points they reference other objects and call on them. That is a textbook definition of Object-Oriented Programming. Given this, OOP isn't the problem in my point of view. The truth is, when you look at benchmarks, Python seems to just be an under-performing language. See <a href="https://benchmarksgame-team.pages.debian.net/benchmarksgame/" rel="nofollow noopener" target="_blank">https://benchmarksgame-team.pages.debian.net/benchmarksgame/</a> Here we see, on multiple examples Python performing worse than other wide-spread languages like C, C++, C# or even Java. That makes sense, performance was never a prime consideration in the design of Python. It was more important to keep the language simple and easy to write. Hope this sheds some light on the situation :)

It-was-all-me

some of the drawings have no legs in the transitions are you able to put there feet into these graphics that would be nice

OniArtist

In what way? The standing models don't have feet because I didn't want to go to the effort of making all sorts of shoes and stuff for them when they are mostly off screen anyway. They shouldn't be animating high enough on the screen that you can see this though, which starting and ending positions are you using that end up with the character above the screen edge?

Anonymous

It happens a lot when asking the girls to dance. They can be above the screen bottom with no feet. It's not a game breaker for me, but it is a little off-putting. :D I love the game, btw!

OniArtist

Ok, I'll try to go through and double check the dance animations to make sure that doesn't happen.

Anigai

I like it how it is at the moment, the quality is still quite good however there are animations that zoom in onto specific features of a character and you can immediately notice the pixelation at least until the next image comes through which is a closer up view without the zooming pixelation hit. If there was a middle ground to your ieda I'd suggest doing something about people perceptions of pixelation moreso than the picelation itself.