Development


Even though I cannot present you with a new update this weekend, I still have been busy. I have worked on a lot of stuff right now that has no immediate benefit for the game's progress, just the opposite.

CHARACTER SPRITES

As you might have noticed, I use much more character sprites in this game than I did with BTC so far. Character sprites are images of the character placed in front of the background while talking. Most Visual Novels use those, and I see why that is the case. It allows me to progress the game and give it a certain dynamic, other than having one image in the background and sheer endless conversations going on. 

Don't get me wrong here. Those fully rendered images will still be there whenever something "important" happens. Sprites can make a difference as long as it is all about the story and the conversation. 

You might have noticed that the characters are repeatedly blinking to give them the extra touch. I added those afterward. Which meant I had to re-render every possible combination with closed eyes. So I have about 30 different sprites for the same amount of emotions - for each character! As for Tim, for example, he has a shirt on, a tank top, pants, and briefs. So I had to redo this for the whole set, tank no shirt, no tank and jeans, and briefs only, multiplied by 30 x 2 (for the blinking). 

I still could not show him with tank and brief, unless I rendered this combination 30 times again. What if I want to show him without the necklace or the watch? And now the dreams. The armor, the space underwear, Jeff's outfit, and so on. 

So this was just about to explode. 

Chris is the first character with a different approach. I have rendered a base model and every clothing item sparately. So now, I can dress and undress him by adding an additional layer of clothing.


So, in the end, a lot of work because I had to re-render every single element. Just so it ideally looks just the same as before. 

In the future, this should (hopefully) speed up the production process, however. A new dream outfit? A speedo? Whatever I want to add in the future to the scene, it should be a fraction of the effort to reflect this on the sprites as well. 

VOICOVER

Another discovery I made is computer-generated voices. Usually, they sound awful, but this one sounds quite nice. Still, I would not use it for the main character. For the off-voice, however, it adds a little something extra, in my opinion. 

This also meant I had to create and add every line into the code. So when you play the game in German, you still get the English voiceover. So currently, it is only English, and I do not intend to extend it to any additional languages.

It might change once the game is finished, and I want to add a little extra. For now, I want to reach the finish line first before adding too much stuff.

HOBBY - OR PROFESSIONAL?

Currently, I am working my "dayjob", and I cannot wait to get home and start on the game again. This is also true for Bound to College. I really would like to use these sprites for BtC as well. And I am writing a script for BtC, to get the story straight and have a path I can follow, just like I have now with (B)Engel.

So more and more, the idea comes to my mind: What if - you could create these games and make a living out of them?

Surely it would help to finish a game and see what the revenue would be like. Considering I am not doing a lot of marketing at all and have not completed a single game, this might be a far fetch.

On the other hand, thanks to your ongoing support, I already earn a little. So far, I mostly blew it to the DAZ3d store, donated it, upgraded my computer, or supported other artists.

The question is: WHAT IF? 

  • What if spend 8-10 hours a day on the game, instead of 2-3 after work?
  • What if I do finish a game, and set a reasonable price tag on it?
  • What if I hire people, to help me finish certain things?
  • What if I do some marketing for myself, instead for a faceless company?

Some of you might have wondered why Bound to College suddenly has a price tag. 

It is a test for me. To see if and how much people are willing to pay for an unfinished game in development without any update coming any time soon. 

The outcome is quite discouraging if you google "Visual Novel earnings" or something similar. Almost everyone tells you to better not do it. It is hard to come by any figures on how much you can expect to earn. So basically, all I have is my own experience. And the question is: How much up can it go? 

Long story short: The decision is more or less made for me. I want to do it. I want to take the risk. 

The only question is: When? 

So right now, I try to push (B)Engel forward as hard as possible, with the prospect of being able to do so full-time soon, and I hope for the figures to continue to go up. Up to the point where I dare to do the final step.

That said, once again, I want to THANK YOU ALL for your ongoing support, without which I could not even consider it.

Oliver


Files

bengel-android-R18.zip 1 GB
Version 3 Sep 10, 2022
bengel-win-R18.zip 1 GB
Version 10 Sep 10, 2022
bengel-mac-R18.zip 1 GB
Version 8 Sep 10, 2022

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