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Realized it has been quite a long time since I've posted here. I'm still alive, and the game work continues. Boy did this next chapter turn into quite the large project.
With as large as it is looking to be, there is a good chance that the chapter comes to Steam after I get some additional bug testing on its release. I'm still working on Chapter 12, so the totals numbers are in flux, but it will likely be close to the size of one of the volumes right now. There is just a lot of content and things that need to happen right around each other that it keeps feeling very strange to split the story anywhere during this chapter. If you wanted drama, you'll be getting that in spades.
Apart from that, animations are coming with this new chapter, and, if those go well, I'll go back and add them to the previous chapter, as well. Chapters before that were done in a different render engine, so it would be a lot more work to add it into those, and I'd rather get this game finished before I consider that work.
I hate to keep you all waiting, but I'll need a bit more time here for the next release.
One big area I've heard many of you mention, correctly, is that animations are a significant missing part of To Be A King. I'm happy to report that the second part of Volume 2 will include animations with that new content. I hunkered down and spent some time working on the process to produce animations, and I'm pretty pleased with early results. I am not sure about adding them to previous chapters, as that would require reworking all the art in each chapter, given that I've changed quite a bit in my software and processes since those chapters were produced.
On my Twitter account you can find some of the test animations I produced, if you are interested. I am still continuing to get comfortable with that whole process and improving my techniques, but it feels good to know those will be included going forward. Their production will add a bit to development time, but I'm hoping to bring down how long those take over the next few releases.
Other than that, there have been some nice workflow improvements that will help me add more content to each release without extending development time significantly. This next part needed a lot more prep work, mostly in terms of better mapping out the remainder of our story for several characters, but things are looking good for the future.
That's all for now. I'll leave you with a couple of recent special renders I did to test out things like new environments and clothing. Have a great fall season!
Thought I'd drop a quick update here on development progress for the next Steam DLC release. It is going to be packed with new content, and it will probably be another case of this next DLC being as large as everything that came before it. We are getting into the thick of it with alliances, war preparations, and lots of political intrigue.
I've been very hard at work on all sorts of things, including improving my animation skills so that I'm able to include those in the next DLC. It has been quite the chore to ensure that I'm keeping track of everything properly with all the various branches, but I feel like I have a very good handle on that now. Other than that work, I've been improving my workflow and fixing a lot of little issues remaining from the render engine switch. Speaking of that switch, boy is it paying dividends. Not only are animations easier, but render setup times and render times overall are greatly improved. There is no way I'd be able to include everything I plan to over the remainder of the game without those.
As far as release dates for the next DLC and beyond, I am not even going to get into promising anything. Not only do I fail miserably every time I estimate, but there are some big things that need to get done that will be a test of my skills. My focus right now is on delivering an excellent story that you enjoy finishing until the end. There is a lot of content left to produce and refine, especially with all the various branches that are in the game now. I still have a few remaining love interests to finish introducing or wrapping up their initial story, and that doesn't get into all the things I have planned for the existing ladies. There will be four chapters in the Volume 2 - Part 2 DLC release, and I'm estimating several thousand static renders and many dozens of animations for it.
I'll be posting periodically here (every few months or so) to keep you all updated so you know I didn't get hit by a bus or anything. You can follow me on Twitter for regular renders, previews, and other news. Thank you all so much for being fans, and I'll leave you with a few recent special renders.
Greetings! To say I'm humbled by the response to Volume 2 - Part 1's release on Steam is an understatement. Thank you to everyone who purchased this next installment of To Be A King, and I love all the enthusiasm for the continuation of the story. I am as eager to get it into your hands as you are to get it and play. Sadly development isn't as easy as waving your hand and having more content appear. Maybe one day?
Since the Steam DLC launch I've been focused on the content for Part 2. It is going to be bigger than Part 1, as all these branches necessitate a lot of content. Much like Part 1 was nearly bigger than Volume 1, despite having fewer chapters, the second part of Volume 2 is going to be bigger still. You may not notice it in a playthrough with a small harem, but the variety in a single scene now is incredible. My storyboard looks like some overworked detective trying to piece together clues for a notorious serial killer. Thankfully my storyboard is filled with sexiness and intrigue, not dead bodies.
With a full outline and all our main and secondary branches mapped out right up until the end of To Be A King's main story, my focus has been on doing some boring and tedious work to speed up my development process. Some of those improvements came with the render engine change I introduced in the latter half of Volume 2 - Part 1, but there are more things I've found since then. Nothing close to the scope of the render engine change (thank god), but I am taking a few extra weeks with this development cycle to get these other things done or close to it. It is not fun work, but it is necessary work. The good news is that I am already seeing the payoff in that scenes are quicker for me to setup and render out. What this means is that you'll see more variations in dialogue and renders going forward, as it is now much quicker for me to add that type of content.
Other than all that work, I have taken a short breather after the latest release to recharge a bit. In February, I had a close family member hospitalized, and we didn't think they would come home from ICU. The good news is that they did come home in April and are doing very well, all things considered. With that behind me, I've been taking a bit more time to do something I haven't had time for in months: play games other than my own. I've been enjoying Manor Lords quite a bit, and it seems about half the planet has also joined me in playing it. And I am slowly working my way through Alan Wake 2.
In the past here, I've posted development updates that I've put on other platforms. Going forward, you all will get special development updates when I've got something important to share or when it has been a bit too long since I've updated you all on progress. As far as release dates for future content, I've learned I am abysmal at predicting those. Between life getting in the way, development issues, and releases growing with even more content, I am bound to miss any sort of target. What I will be doing is getting Steam store pages up for new DLCs at least a few months ahead of time, and putting a release date on those store pages once I have enough developed to be fully confident in meeting a target.
Back to the grind for me. Have a great rest of your week, and be thinking about who you'll name as your queen in Part 2.
Volume 2 - Part 1, the next installment in our story, is now available for purchase. Four new chapters, nearly the size of Volume 1, and some big decisions. After the big ending of Volume 1, our hero faces some difficult challenges, and he discovers much more about how this kingdom really operates. There is an accompanying official guide available also.
A very large update for Volume 1 is here. You can read the details in the changelog below. Myself and my beta testing team have put a lot of hours into checking for problems, but no software is ever bug free. If you have any trouble or think you've found a bug or dreaded typo, please come over to my Discord and post a message. A few of the biggest changes are finally getting consistent unlock of achievements on Macs, a big UI overhaul to make things easier to find and read through, notification banners to let you know about key events or results from your choices, a complete reworking of the music and sound effects to be better balanced, consistent, and unique to each of our lovely ladies, and you can adjust the font size for dialogue now in settings.
It will be a very busy March. As previously announced, I'm bringing the first four chapters of To Be A King Volume 2 to Steam as Volume 2 - Part 1. I'm pleased to announce a March 29 release date for this, as well as a walkthrough for the first part of Volume 2 launching at the same time. I need the extra time to add achievements, finish the walkthrough, and complete testing.
In the first part of Volume 2 you're going to find quite a bit of new content. In fact, while your playtime will vary based on your harem size and other choices, Volume 2 - Part 1 is close to the size of all of Volume 1:
I'll start with an apology for the confusion I caused with my last announcement. I did not mean to mislead, but it is very clear that I should have adjusted that announcement quite a bit. I will make sure to be much more careful in the future.
Second, I really appreciate some of your suggestions for how I can reduce the wait for Volume 2 here on Steam. Here is what I plan to do in that regard:
Chapter 11 is now available, and we are that much closer to a Volume 2 release on Steam. Only issue is that the story keeps growing a bit. I am back on a nice regular development schedule and already hard at work on Chapter 12's writing.
In celebration of Chapter 11's release, I'm running a sale of 15% off on Volume 1 here on Steam. If you haven't yet dove in, now is a great time!
Thanks to regular steady progress in development (finally!), I've set release dates for the next three releases. Chapter 11 ended up growing quite a bit, so I've split what was originally planned for Chapter 11 into two parts. What was Chapter 11 - Part 1, is now just Chapter 11. Chapter 11 - Part 2 will be Chapter 12, and what I was calling Chapter 12 is now Chapter 13. I am thinking that Chapter 13 will wrap up Volume 2, but I'll know more about that mid-year. Might need a Chapter 14 to finish out Volume 2. I've put the planned released dates for the next three chapters at the end of this post.
Progress is good on the next release. There is finally a good groove, and issues I run into are more easily dealt with now. It has been a very long road to get here, much longer than I expected or hoped for, but the render speed gains, as well as the ability to do things in renders that were never possible in Daz Studio (my old software) are making me very happy. It is going to be fun to grow more into the new software over the next few years.
The remaining chapters in Volume 2 are doing a lot of work for our story. There are some characters, like Alessia, Tamura, and Flavia, that we have not gotten to know much about. That will be remedied over the next three chapters. Also, there are several big decisions, like choosing your queen, that you will be making. For a lot of you, there are going to be many more save files over the next three chapters.
My final note is that we have a few more characters coming into our story over the next two chapters specifically. These new characters are going to present some interesting choices for you, and some may test current alliances. Just when you think we might be getting some normalcy.
I'll be back around mid-February with what should be my final development update before Chapter 11's release. Have a fantastic 2024!
2024 Planned Release Dates:
To Be A King is back this holiday season with another exciting sale! We want to celebrate this winter, and what better way to celebrate than with an attractive discount on the game for everyone on Steam!
Steam Winter Sale is on right now and that means you can get To Be A King for a sexy 30% off discount!
This offer is fit for royalty like you, but it is for a limited time only so don't waste any time!
Don't let the onset of winter limit your thirst for power and lust. Play To Be A King, and be a part of the journey that takes you through tense drama, unexpected twists and of course an assortment of scenes featuring the hottest women in the sexiest of situations.
As always, thanks for the support, and join our Discord server to discuss with other fellow kings
ITRoy
Would you believe I'm still not over this virus? It isn't near as terrible, but I am definitely approaching that 8-10 week mark. The good news is that it is causing me fewer issues day-by-day. I did check in again with the doctor, and they confirmed it just is going to take awhile to get over.
Now on to what you all came to read about: Chapter 11's development. The very good news is that render progress is now steady. Not that there isn't the occasional issue that grinds things to a halt for an hour or two while I figure out how to solve it, but I'm back to a life of cranking out renders (and then inevitably redoing some of those when I find things I missed the first time). That and rewriting rougher parts of the script.
I'm using a new clothing setup that allows me to grab clothing during simulation to position it. This allows for some "happy accidents," and lets me get creative with some of the clothing items I'm using. You'll get to see this in some of the previews. And speaking of clothing, it turned out to be much easier than I thought to get custom clothing into these scenes. So you'll get to see some more period appropriate outfits for some of our characters, though many have a few modifications to make them a bit better fit for an adult visual novel. In fact, a lot of the custom clothing is more problem free than the clothing items I was using before.
At this stage, progress is steady, but things are still fluid. While writing my scripts, I always estimate how many renders a scene will get. Render setup, while quicker, is still the largest chunk of my time. I already had an enormous release with Chapter 11, and a lot of scenes are growing the render count, as I go through and do them. This is one time where a progress bar or some other example of progress isn't very useful. Scenes vary in size, complexity of characters, posing difficulty, etc. There are some scenes that are on the chopping block, but I'll make the decision whether to nix those before I start renders on them after I have more of these essential scenes out of the way.
One big area that I've been working on to speed up my development times is doing only what I have to do for the render. In times past, I would look at a render from nearly every angle, and then make adjustments. Now? I get my camera setup before anything else and then look through that only. If there are problems visible from the camera, I'll only fix those. This has also helped with things like environment creation, as I just need to get those to a baseline of quality, and I can adjust any details during individual renders or scenes.
That's all from me for this month. I'll be heading on a holiday "vacation" (family visit) in about a week, and then return back here before the end of the year. During the break, I'll be doing some editing of the script and writing, but render work will cease during that time. I will have some special holiday themed renders coming before I leave. Have a great holiday season, and I'll be back with another development update in January.
Apparently someone was plotting against me. The last three weeks have seen me recovering from a nasty virus (not covid, thankfully). At times I was a bit worried that parts of my lung might come out, as the coughing is intense. Nothing I've gotten from the doctors has done a whole lot, so far. Still getting work done, but at a slower pace.
There is a lot to explore in Chapter 11, and I am working hard to do it all justice. There are very few characters who won't get some screen time, though some favorites (e.g., Kaylan, Flora, & Aelinia) will figure prominently. Thanks to some recent software updates, I think the ladies might be looking their best ever, and I've found a new way to easily manipulate the clothing for some "special reveals."
There are two big decisions in Chapter 11, and I continue to polish the script to get us naturally to those decisions. The real difficulty is making sure it is clear to you what the major implications are without just spelling it all out. This is especially important since even I realize new consequences to these choices as the story progresses. If you've been eager to get some big choices out of the way, Chapter 11 will be very satisfying. I am certainly no professional when it comes to story development, but I've enjoyed writing this chapter and it feeling like the characters are naturally interacting with you and the other characters. There are some big revelations in this next chapter, as well as some very difficult choices.
The holiday season is fast approaching here, and I've got some trips to make to visit family. I am trying my best to get Chapter 11 out the door before all that happens, and I'm cutting stuff like crazy to get there. We will see how things hold up. As the recent bout with this virus taught me, you cannot always know what is ahead. For those in America (like me), have an enjoyable Thanksgiving. I think Flora is going to cook a big meal.
Here is where we are with Chapter 11's development. Even more progress has been made in correcting issues and improving the look of the final renders and animations. In addition, there are a few story changes that I'm making to the script. This has been a slog to get everything into Unreal Engine, and every day I feel like a dummy as I learn something I didn't know before. Let's focus on the bright side of things. Renders are easier to churn out in Unreal Engine now than they were in Daz. That is just on the setup side. As I've mentioned before, render speed cannot even compare as Unreal Engine is so much faster (it being a real time render engine and all).
Chapter 11 static render work is ongoing, and the final big challenge is getting animations to a quality level I feel comfortable releasing. It is going to take months of practice for me to get to where I ultimately want them, but I am not going to wait for that moment to get Chapter 11 out to you all. I only need a bit more time to get them to a level where they don't suck. My thanks to the developers helping me train my eye and reviewing my animation work, as rough as it is right now. Every day I find new things in the animation toolset that helps me shorten my time to produce these.
I wish I had an ETA to give for Chapter 11's release, but sadly, having missed two rough estimates already, I'm not ready to give one until I am a bit further along with a few of these fixes and animation work. I will be sure to shout it from the rooftops once I have one.
So here is the shortlist of what remains before I have a beta of Chapter 11:
Ugh, lighting. The bane of my development existence. That and environments got a lot of attention over the last few weeks. It's been a wild ride, and, at times, I was questioning why I decided to take the plunge into UE.
Of all the good things on God's green earth, we bet you would never guess what we have in store for you in your wildest dreams! And yes, this is some majestic news you can spread far and wide and get your friends in town! I know you're thinking hard about this news, so I won't keep you waiting any longer.
For the big reveal, we are delighted to announce that we are hosting a giveaway that allows five lucky winners to be awarded with a Steam key to enjoy the game's first volume!
You heard that right: A copy of To Be A King - Volume 1 will be given to 5 Lucky winners in this giveaway!
All you have to do is click here and let us know of your entry. Also, you can maximize your chances of winning by following our pages and socials to ensure you have the highest probability of clutching your spot in the final list of winners!
And as always, thanks for the support
ITRoy
What a month it has been. The highest highs, and the lowest lows. The good news is that we are ending the last 30 days on a high note. Strap yourself in because a LOT has happened.
Greetings fellow Kings!
We know you love being the Kingmaker and ruling over your subjects, but you will be glad to know that you can now let all your friends take part in the same medieval affair that you have grown to be a part of.
To Be A King now features a demo version which includes 4 drama-filled chapters for a limited time that delivers the beginning of the journey so they can be initiated into the ordeal of royal proportions.
The demo will be available until August 14th and you can carry your progress to the full game! Make haste and bring all your friends to the court, spread the word and show the world how you reign over your subjects... or would you indulge in the erotic aspect of your influence?
And as always, thanks for all the support fellow Kings!
ITRoy
Good day, afternoon and evening, Kings!
To Be a King Volume 1 is now available with a massive 25% discount!
As part of Steam Summer Sale we are happy to treat our fans to a discount.
Now you too can feel what it is to be a Nobleman who wields his powers just as he sees fit! Will you rule with an iron fist and have your own group of concubines or will you indulge in the drama that ruling a kingdom brings?
Be your own ruler and take the story where your desires lead you!
And as always, Thank you for your support
IT Roy
To Be A King is now 20% off during Steam's Winter Sale. Over 5800 renders, hours of story, and many lovely ladies to romance. There might also be something about protecting a king and dealing with annoying princes. Grab this discount before it leaves on January 5.
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