1. To Be A King - Volume 1
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To Be A King - Volume 1 News

To Be A King on Discount this Winter Sale

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

Development Updates on Chapter 11 + Several New Previews



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.

Steam Autumn Sale is Live!

[h2]Prepare for a sale fit for a King![/h2]

The Steam Autumn Sale has kick-started, and to embrace the autumn spirit, Cronut and our gorgeous ladies are welcoming you to this amazing and intriguing visual novel filled with royal conflicts!

To Be A King - Volume 1 is currently 20% OFF!



This royal offer is truly fit for a ruler like you! Seize this sexy opportunity now to enjoy hot girls, revel in the drama, and, of course, be the mighty king you always wanted to be. Forge your journey ahead and bring your medieval fantasies to life!

As always, thanks for the support, and join our Discord server to discuss with other fellow kings ❤️👑

ITRoy

New Dev Blog for Chapter 11 + Follow-Ups!



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.

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.