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New Dev Update for Volume 2!
This is always a struggle. Daz Studio, my old rendering software, has its own limitations with a lot of noise at low lighting conditions. For Unreal Engine, you've got multiple options for lighting your scene, apart from the "physical" lights themselves. Lumen, ray tracing, etc. are all options. I've gone the Lumen route, but it was this past month where I decided that I needed to get my lighting fixed up. Early previews were alright, but not looking as nice as things did before. These are the times I really love how quickly Unreal Engine can spit out renders, and this was never more needed then since I had to do a lot of testing to get the right balance. I've now got different lighting sets that I just need to align and position with my character(s) that I want to light. There are dark and dramatic Rembrandt, high key, low key, loop, and many more options. This allows me to quickly setup the lighting I need for a scene and just make small adjustments to get it correct. I also corrected some render settings in UE that were causing abnormally dark shadows. And this is another area where UE shines. Not only do I have these presets, but I've set it up with blueprints so that I can control most of the light settings from a single list of options. I can even key these settings in my animation timeline to change them. Cannot get better than that for easy setup and adjustments. Is my lighting perfect? Nope, but it meets my personal tastes and consistently makes the characters look good. That's all I need.
Taking my old environments into Unreal Engine proved to be very problematic, especially since I'm using Lumen lighting. Lumen hates flat planes, which is how most walls, floors, and ceilings are done in Daz Studio (and in a lot of other software too). If you use flat planes, Lumen exhibits color bleed. Let's say you have a red wall. Light in 3D and the natural world bounces around. So it will pick up some of that red and project it into your scene. That isn't a problem. But with color bleed, that effect is exaggerated significantly. You'll get characters glowing red in that scenario. Not good. What I ended up doing for Chapter 11, since I don't need all the environments I've used so far, is use native Unreal Engine environments for nearly everything. A lot of these look a lot closer to how I wanted the game to look anyway (but lacked the assets and, at the time, a lot of the knowledge to customize). The few that are not UE native, got a nice little trip over to Blender to extrude these flat planes and create depth. That fixed those color bleed issues, and didn't affect performance at all. More environment work is ahead after Chapter 11, but I've got a good system, and I'm very pleased with the new results. Other than that, it has been character fixes, creating a few new characters I need for Chapter 11, and getting comfortable with the animation system in Unreal Engine. There are a number of things that are now complete (or close enough that only minor adjustments will be needed). Renders and animation work for Chapter 11 are ongoing now, and the final big hurdle is one that is only going to be solved with experience: high quality, fluid animations. We've got an estimated release date of this fall for Chapter 11. Sorry I cannot get more specific than that, but I'm working in new territory every day, and I've already had more than enough challenges to solve. The upshot of all this is that individual renders, instead of taking around 10-20 minutes each to render out like they did before (that does not include setup time), now take around a second. Animations, which could easily take a day in Daz for something around 10 seconds, are just a few minutes now. This production improvement is one of the big reasons I've invested in this months long process to make this change. Future things like variation in clothing, hairstyle, etc. for characters, pregnancy options, as well as just additional scenes, will now be relatively easy to implement. We are just getting started on this, and I'm excited to continue to improve things for all of you as I get more comfortable in Unreal Engine. A final reminder that the game engine itself is not switching to Unreal Engine. If your PC (or Mac) could run To Be A King before, it can run it after. All of the rendering is still taking place on my machine and packaged as still images or video sequences (for the animations). Your saves will work just fine too. Now, if you'll excuse me, I better get back to work.
[ 2023-09-15 17:31:02 CET ] [ Original post ]
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.
Lighting
This is always a struggle. Daz Studio, my old rendering software, has its own limitations with a lot of noise at low lighting conditions. For Unreal Engine, you've got multiple options for lighting your scene, apart from the "physical" lights themselves. Lumen, ray tracing, etc. are all options. I've gone the Lumen route, but it was this past month where I decided that I needed to get my lighting fixed up. Early previews were alright, but not looking as nice as things did before. These are the times I really love how quickly Unreal Engine can spit out renders, and this was never more needed then since I had to do a lot of testing to get the right balance. I've now got different lighting sets that I just need to align and position with my character(s) that I want to light. There are dark and dramatic Rembrandt, high key, low key, loop, and many more options. This allows me to quickly setup the lighting I need for a scene and just make small adjustments to get it correct. I also corrected some render settings in UE that were causing abnormally dark shadows. And this is another area where UE shines. Not only do I have these presets, but I've set it up with blueprints so that I can control most of the light settings from a single list of options. I can even key these settings in my animation timeline to change them. Cannot get better than that for easy setup and adjustments. Is my lighting perfect? Nope, but it meets my personal tastes and consistently makes the characters look good. That's all I need.
Environments
Taking my old environments into Unreal Engine proved to be very problematic, especially since I'm using Lumen lighting. Lumen hates flat planes, which is how most walls, floors, and ceilings are done in Daz Studio (and in a lot of other software too). If you use flat planes, Lumen exhibits color bleed. Let's say you have a red wall. Light in 3D and the natural world bounces around. So it will pick up some of that red and project it into your scene. That isn't a problem. But with color bleed, that effect is exaggerated significantly. You'll get characters glowing red in that scenario. Not good. What I ended up doing for Chapter 11, since I don't need all the environments I've used so far, is use native Unreal Engine environments for nearly everything. A lot of these look a lot closer to how I wanted the game to look anyway (but lacked the assets and, at the time, a lot of the knowledge to customize). The few that are not UE native, got a nice little trip over to Blender to extrude these flat planes and create depth. That fixed those color bleed issues, and didn't affect performance at all. More environment work is ahead after Chapter 11, but I've got a good system, and I'm very pleased with the new results. Other than that, it has been character fixes, creating a few new characters I need for Chapter 11, and getting comfortable with the animation system in Unreal Engine. There are a number of things that are now complete (or close enough that only minor adjustments will be needed). Renders and animation work for Chapter 11 are ongoing now, and the final big hurdle is one that is only going to be solved with experience: high quality, fluid animations. We've got an estimated release date of this fall for Chapter 11. Sorry I cannot get more specific than that, but I'm working in new territory every day, and I've already had more than enough challenges to solve. The upshot of all this is that individual renders, instead of taking around 10-20 minutes each to render out like they did before (that does not include setup time), now take around a second. Animations, which could easily take a day in Daz for something around 10 seconds, are just a few minutes now. This production improvement is one of the big reasons I've invested in this months long process to make this change. Future things like variation in clothing, hairstyle, etc. for characters, pregnancy options, as well as just additional scenes, will now be relatively easy to implement. We are just getting started on this, and I'm excited to continue to improve things for all of you as I get more comfortable in Unreal Engine. A final reminder that the game engine itself is not switching to Unreal Engine. If your PC (or Mac) could run To Be A King before, it can run it after. All of the rendering is still taking place on my machine and packaged as still images or video sequences (for the animations). Your saves will work just fine too. Now, if you'll excuse me, I better get back to work.
[ 2023-09-15 17:31:02 CET ] [ Original post ]
To Be A King - Volume 1
IT Roy
Developer
IT Roy
Publisher
2022-09-30
Release
Game News Posts:
28
🎹🖱️Keyboard + Mouse
Very Positive
(209 reviews)
As a newly appointed royal minister, brought in after the previous minister was deposed, you take your position during a time of uncertainty. You've been loyal to the king ever since you two rose up the military ranks together. Serving in the eastern part of the kingdom, your victories earned new territory and riches for your king, your soldiers, and yourself.
Three recent assassination attempts have left the entire kingdom on edge. Are you entering a greater position of power during a time where your role can be solidified? Or will you be swiftly removed as the kingdom continues to unravel? Throughout your time, you'll learn more behind who really controls power in the kingdom, uncover plots against it, and have many opportunities for romance. As the kingdom experiences turmoil, alliances that seemed stable are quickly shattered, and everyone seems to be out for themselves. Do you have what it takes to make the right decisions and emerge as king? Throughout the game you have choices in who to ally with, which women you want to pursue, and what extra side stories you want to pursue. This is a harem game where you can have all the women, one, or none.
As an interactive adult visual novel, you can choose your own adventure. You'll get to make choices that influence how other characters respond to you and what happens in the story. Set in an alternate history where the Roman Empire continued, though under a different name, you will face significant challenges, but can emerge victorious. Will you take the cautious approach or assert your control through your army? Which ladies vying for your affection to secure their own riches, safety, and influence will you choose to bring along with you in your adventures?
Three recent assassination attempts have left the entire kingdom on edge. Are you entering a greater position of power during a time where your role can be solidified? Or will you be swiftly removed as the kingdom continues to unravel? Throughout your time, you'll learn more behind who really controls power in the kingdom, uncover plots against it, and have many opportunities for romance. As the kingdom experiences turmoil, alliances that seemed stable are quickly shattered, and everyone seems to be out for themselves. Do you have what it takes to make the right decisions and emerge as king? Throughout the game you have choices in who to ally with, which women you want to pursue, and what extra side stories you want to pursue. This is a harem game where you can have all the women, one, or none.
As an interactive adult visual novel, you can choose your own adventure. You'll get to make choices that influence how other characters respond to you and what happens in the story. Set in an alternate history where the Roman Empire continued, though under a different name, you will face significant challenges, but can emerge victorious. Will you take the cautious approach or assert your control through your army? Which ladies vying for your affection to secure their own riches, safety, and influence will you choose to bring along with you in your adventures?
Volume 1
This is Volume 1 of our story, and includes the first seven chapters of To Be A King. There is one more volume that is currently in development. It will be released on Steam as DLC once it is completed in several months.Features
- Chapters 1 through 7
- Over 5800 renders
- 46 lewd scenes
- Scene replay gallery for all sex scenes
- 10 current love interests (more to come in Volume 2)
- Pursue a harem or just a single love interest
- Codex with biographies of the characters you meet, as well as a way to track your love interest choices.
- Multiple paths that change the story
- Over 30 achievements
- Thousands of lines of dialogue
- Several hours of play time
- Numerous choices to make multiple playthroughs interesting
- Political intrigue
- More drama than a daytime soap opera
Extras
You get the full release of Volume 1 along with the bonus image gallery with over 100 special images of ladies from the game.Sexual Content
This game includes explicit sexual content including: harem, anal, group sex, creampies, facials, vaginal, oral, and handjob.Gameplay
This is an interactive visual novel where you make choices that determine what content you see and what parts of the story are shown. There are ten available love interests, each with their own unique story and motivations.MINIMAL SETUP
- OS: Ubuntu 12.04 or Kernel 3.x+ distributions
- Processor: 2.0ghz Core 2 DuoMemory: 2 GB RAMStorage: 4 GB available space
- Memory: 2 GB RAMStorage: 4 GB available space
- Storage: 4 GB available space
- Memory: 8 GB RAMNetwork: Broadband Internet connectionStorage: 30 GB available space
- Storage: 30 GB available space
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