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To Be A King - Volume 1 News

The End Is In Sight

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:
  • Final script rewriting (probably 8-10 scenes left here)
  • Animations to an acceptable quality
  • Static renders produced for all scenes with fixes implemented
  • Fixes for about half a dozen known outstanding issues
  • Liquid simulation and shader work for a certain bodily liquid
  • Final assembly of code, renders, and animations into the Ren'py game engine

Now, if you aren't interested in why I've spent months making this switch, you can go ahead and move on to something else you want to do. Otherwise, read on to learn about the key things I hoped would happen when I made this massive change in my development process. Mercifully, they have all born out, even if they took longer than I hoped. This could be its own lengthy article, but I am going to summarize as best as I can.


[h2]Efficient Animation Pipeline[/h2]
This is my #1 reason for making this transition. Animation work in Daz Studio is laborious, painful, and limited. Not only is the process of creating the animation rough, but converting other animations to work in Daz and rendering out the final animation is equally time-consuming.

There are those who say I've gone this long without animations, so why add them? However, I know many of you want them, there are a significant chunk of players who won't even look at a game that doesn't have them, and animations do, when done well, add value to the gameplay. I'm excited to be able to deliver a few with Chapter 11, and then increase that quantity as my skill in these develops.


[h2]Large Scene Support[/h2]
Coming in Volume 3, I plan for some new and diverse locales, including some nice outdoor scenes. Having attempted to do a city in Daz Studio, I knew that those would not be possible in Daz Studio. I could fake it with certain tricks, but even those were laborious and limited my creative vision. No such issues exist with Unreal Engine, which seems obvious given how many AAA open-world games are made with it.


[h2]Real Time Physics Support[/h2]
This right here was another feather in Unreal Engine's cap. I wanted jiggle physics, both for some added "realism" and to save me from having to try and hand animate it. I also wanted the hair to move more naturally during animations and in static renders. It has been very freeing, even though I'm still fine-tuning this area, to not need to stress about hair clipping or weird distortions when I try to fake physics. The engine handles that for my renders and animations, even if it needs me to spend a bit of time setting it up for each character. It is even better that any changes I make to these physics settings apply to all characters or at least only need to be updated once per character. Then I can re-render anything I've setup before, and those changes will be automatically added.


[h2]Improved Render Speed & Variation[/h2]
In order to output the volume of renders I do each release in a timely manner, I had half a dozen computers in my house to get these rendered from Daz. Not only was that a pain for updates & hardware costs, but it also meant my air conditioning usage was very high, as well as my electric bill (at least until I switched to solar). Unreal Engine provides near instant render output. This makes corrections and iterative testing extremely efficient. I'm down to just two systems (one to work on and one to output on). Unreal Engine also allows me to add variations easily and without any significant extra development cost. There are paths I wanted to open up in To Be A King, but it was too costly in terms of development time. I could write and code the script variations quickly, but then I would add days or weeks to development of the renders in Daz Studio.


[h2]Better Method For Fixes[/h2]
One frustration of my old software was that every render was stored in its own individual scene file that had its own settings. This meant that, if I found an issue with a series of renders, I'd have to load up each file, implement the fix, and save it back out. That process alone would be 5-10 minutes per file. Multiply that by 80 files or so per release, and I'd have a couple of days in just fixing issues. That does not count the time to then re-render them.

Unreal Engine works a lot better in this area. I still have individual files for each render or animation sequence, but things like characters, lighting, etc. are linked into that sequence. If I make a change with say a character's hair. That update applies immediately. All I have to do is set the sequence for the render or animation to re-render and it grabs those changes automatically. Couple that with the increased render time and improvements and fixes are easier than ever to get done.


[h2]Final Thoughts[/h2]
I love this work, and I love the daily challenges it presents (usually). Strange as it sounds, game development is like its own game. Only in game development, you are constantly solving the puzzle of how to bring what's in your head to a project that others can experience on their computers. If I put off making this change until after I finished To Be A King in a few years, I'd be even further behind (not to mention frustrated).

Now let me get back to getting Chapter 11 out the door to all you eager people, and then turning my attention to completing the final chapter in Volume 2. I'm in my own personal crunch mode to get this done, and I look forward to sharing a release date as soon as possible. Thanks for reading, and thank you for your interest in what I do.

New Dev Update for Volume 2!

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.


 
[h2]Lighting[/h2]
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.


 
[h2]Environments[/h2]
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.

Win a To Be A King Volume 1 Copy!

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



Volume 2 New Dev Blog Update!

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.
 
[h2]Clothing - What A Mess[/h2]
Clothing nearly did me in. Days of testing and tweaking kept leading to dead ends and major issues. I was a bit worried we would need to convert TBaK to a nudist game. Thankfully improvements in the software I use to convert Daz models and clothing to UE, along with a few bold experiments paying off, led me to finding a way to make clothing functional. I even have some revealing options for some clothing, and that will open up some fun possibilities. I'll continue to refine the quality of the clothing, but I'm able to throw nearly any outfit through the process now and get a pleasant result.


 
[h2]Character Changes[/h2]
Nothing is ever perfect with conversions, and as I did more close up shots, I noticed issues with several characters. The good news is that those were pretty easy fixes. I'll just be spending a little more time reconverting certain things on the characters to get improved results.


 
[h2]Massive Progress[/h2]
Let's not talk about only the challenges. All that isn't behind us yet, as 3D rendering always provides strange obstacles, but there are some significant positive developments now. Let's start with the biggest: work on content for Chapter 11 (content that will actually show up when you play it) begins tomorrow. Getting back to some "normalcy" with new content you all can actually see previews of a relief after these last few months. Even better is that my theory that not only would Unreal Engine improve quality in some key areas, but that it would speed up my workflow is proving true.
 
I can already setup static renders more quickly in UE than I could in Daz (and, if you remember, I was no slouch in speed there). Even better is that renders are coming out much more quickly with matching quality to Daz. As an example, I did five lovely 4K special renders for patrons in July. These took a bit over 35 minutes to render out from UE, and that was with a lot of "buffer" renders to allow the physics simulation to properly start. In Daz, those renders would have taken me at least 5+ hours to render out at 4K. Obviously that is a massive difference. Since then, I've gotten render times down even further, with no loss in quality.
 
I continue to get more comfortable setting up animations and single frames in Unreal Engine, and that bodes well for the future. I've already got a small list of future improvements I want to experiment with, and those will get tested sometime after Chapter 11's release.

[previewyoutube][/previewyoutube]
 
[h2]The Next Big Things[/h2]
Custom lewd animations will be the next big thing to nail down. Creating realistic animations to go along with my realistic everything else is not something I'm taking lightly. Thankfully I've been studying some of the better animations out there for some time, and with everything else that needs to be prepared for Chapter 11 starting to wind down, I'll be able to really focus on this work.
 
Past that, I'll continue to squash the little problems I'm still encountering. There has been so much to learn during this process, and a lot of it are things I hoped I could put off. The upside is that I am pretty comfortable in UE now, and continue to get more comfortable daily.


 
[h2]The Home Stretch[/h2]
While this conversion has taken some time, it is nice to have validation that it will be worth the wait. My three big goals will be achieved: increased quality, beautiful animations, and improved setup of renders. I know you all are eagerly awaiting the next chapter, and you won't have to wait much longer. At the near seven month mark since I started this transition, while I would love to have a finished release, the majority of the heavy work is now completed and tested. With rapid render times and quick setups in UE, things are looking very nice for Chapter 11 and beyond. This work was a lot more "trailblazing" than I imagined when I started, but seeing things come together is satisfying.


 
I'll be back in another month with what should be a significant progress update. There will definitely be previews coming steadily over the next few weeks. I know you all are anxiously awaiting Volume 2, and I'm working very hard to deliver it as soon as I can.

Thank you for the support!

Let's Celebrate the Steam Visual Novel Fest!

[h2]Royal Sale for a King![/h2]

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[h2]Limited Time Only DEMO![/h2]

That's right! During the Steam Visual Novel Festival, players will have the opportunity to try out a DEMO of To Be A King, and not only that, players can carry their save file from the end of the demo into the full game!

What are you waiting for? Share the news with the king, your friends, and EVERYONE! Complete the Demo and get the full game for a sweet price to continue your journey to be a king!

And as always, thanks for the support ❤️👑

ITRoy