VN's by Talothral

Monday, November 28, 2022

Progress 28.11.2022

 And Monday has rolled on us, and I did stuff.

So update 19 is out, and we are heading toward update 20, and that being said, I have two scenes left. Technically one scene with two variants, but considering their length, I see them as separate scenes. It's probably 200  renders in total... and past 550 renders, at least according to the render folder. But there are a couple of images and fixes that shouldn't be counted for the total. But overall, I'm happy with this. I never needed to do branching, but it gives me a good idea of what I can do with the current hardware in a certain time frame.

On the writing side of things, update 24 is underway. I'm not happy about a thing or two in 23, but that's something I have to see when I render it since I need to take some distance from the writing before I can clearly see what is bugging me about it.

And this, amusingly enough, is the last render I'll show from update 20. There are just too many spoilers in the others.

For some reason, I've been rendering elves a lot recently. One of those things, I suppose. This is a bit strange set. I have three or four ideas about how I could use it, and that's a good thing. Although, I might surround the fountain and the tree with ruins instead of a forest. But have to test the basic set first.

at November 28, 2022 No comments:
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Saturday, November 26, 2022

Changelog: Update 19

 

Changelog: Update 19

  • Day 19 implemented
  • 390 renders
  • The first implementation of the character screen. It still has a few things I'm not happy about and a few things missing. Work in progress but most major characters are there.
  • Grammar, spelling, and other fixes (Thanks to Adry Lemon, Shaddy, BryonSmothers3DX, To Begin With, Bread_, OBE, Psykotik, ravendarklocks, DavidCF)

So it took a while, but it is here, finally. Granted it works sort of in favor as there won't be an as long wait (hopefully) for update 20. Anyhow, enough rambling.

Release schedule:

  • All patrons: As soon as the links have been verified (5 to 10 minutes from now)
  • Public: 3rd of December 2022
at November 26, 2022 No comments:
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Friday, November 25, 2022

Progress 25.11.2022

Update 19 will be released tomorrow to all patrons. You guys have waited long enough for it at this stage, so every one of you gets it simultaneously. 

As for update 20, I'm 414 renders in of it at the moment of writing, and I still have about four scenes to do, but I did mention it will be a larger one render-wise, at least.

The writing of update 23 is about to be finished. There is just a handful of pages for it and assuming things go like they are now, it will be done by Monday, hopefully, earlier.

 
Still, a bit obfuscating who the one in the blue armor is. But it shall be revealed soonish.

I'm always looking for more exotic characters, and at times when I see them, I already know where and how I want to use them. Then some characters or materials sit there until I decide to try something out of the norm. That's how Iyanda was created, I've had the materials for her for ages, but I only really combined them in the same way I did once I made her. As for these two? I have an idea for them.

at November 25, 2022 No comments:
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Monday, November 21, 2022

Progress 21.11.2022

 

And it is Monday once again upon us, and it is time to talk about what I did over the weekend.

So proofreading of update 19 is 3/4 done as of Sunday. Adry isn't happy about the progress of it. Too slow for his liking. But regardless, I'll get the update into your hands this week with or without proofreading. Granted it doesn't mean much in the long run, considering I continue creating material for following updates while it is being proofread.

The first branch of update 20 is done, and I've started rendering the second branch. Technically, it should be faster as the sets for it, depending on which build kit I use, is faster to build than in the other branch. Unlike Sorcerers branching days, I'll release this in one piece, which means it will take a bit longer to make. Have to see how it goes, as I estimate that it's about 600 renders in total. Still, at the moment, I'm fairly sure I'm underestimating it... considering a couple of things.

Anyhow! Writing is in good shape for most parts. There were annoying pauses with it over the weekend, but I still managed to get where I needed to be. But that isn't where I wanted to be, but that's a different thing and nothing unusual.

So the other branch, no scene-building renders this time, but I can occasionally post more of those. I rarely do exterior shots of any kind, partially because there hasn't been a need and partly because space is a bit pain to light at times. And for some reason, the asset makers REALLY love black textures, and there might not be alternatives...

And then an interior shot. I wonder who is in the blue armor...

At the same time, I'm excited and dreading making a fantasy next. I'm dreading it because there will be a lot of melee fighting. And I'm certain I've ranted about the lack of poses. That isn't entirely accurate. There are poses, but they usually are the starting poses, and there are very few follow-throughs. Except for hand-to-hand combat poses for males, there is a good set for that. Luckily, it works well for females as well, as I've been using it with a few tweaks.

at November 21, 2022 No comments:
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Friday, November 18, 2022

Progress 18.11.2022

 

And thus, it is Friday, and the weekend is upon us.

So update 19, the proofreading should be done today, assuming excrement doesn't hit the fan. So, I'm hoping that all goes smoothly and I can release it soon(tm).

As for update 20, well, it is branching day, so it will take longer than the usual time frame to make, simply due to needing to build multiple sets and lots of renders. But that being said, amusingly enough, I'm right about where I need to be with it.

Writing is more or less on schedule. I had hoped it would be further along, but alas, some weekdays aren't meant for writing. There are too many interruptions because people want to know whether I wish to join some cult or something. Mostly joking about the cult part.

This time the set of renders is... interesting. Often, there are no premade sets for what I want to do. Everything inside Sentinel is built from various props and a build kit. And surprisingly there are no caves either, well there are, but they aren't suitable for what I need. Directly anyway. This one is a bit bare-bones. It works as a cave... but as is, it doesn't fit my purpose in this particular VN. So we add things...


And we get this. Now, this is a bit more what I need, but it still lacks the reason why we are interested in this cave.

Thus we add some boxes and cages. More comfy now, don't you say? Well, not the peeps in the cages... and behold.

This is what we end up in the VN. It isn't perfect, simply because some of the things I've used in this aren't meant to go together as is. But in this case, it works to its advantage. It looks like it has been put up quickly and in a way that isn't permanent. Which is it is supposed to look.

And since cave build progression isn't necessarily that interesting. Have a random winter render that I wanted to do cause reasons.



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Tuesday, November 15, 2022

Public release: TRS2 Update 18

Tested and played through it a few times, and all the saves worked. But that doesn't mean things didn't slip by. So as always, if there are any issues please report them on discord (https://discord.gg/GJK5kfKypg).


Uncompressed:

  • PC (3.74 GB): https://mega.nz/file/TrgTQQ5Q#zlNWckpi-aGCxdswkgdTWa_WrP9tagquyz2si5qKMbY
  • PC Alternative: https://www.mediafire.com/file/u0gk7z9qdk6rduq/TRS2-pc-Update18.zip/file
  • MAC (3.72 GB): https://mega.nz/file/e3pRBLAQ#p192y-hF1t4Z4Z6oiRafY8WVnnKW8aMIJR6VRidPTbM

Uncompressed update only:

  • From Update 17 to Update 18 (211.9 MB): https://mega.nz/file/GnhzFLBI#oH4B7eQqE64Y75q45RXjCqSKQBR3Vx53dyH6CfmBYf8

Compressed:

  • PC (1.67  GB): https://mega.nz/file/6mAWzK6a#1amaDJLqksuX0WMBP-c0LevaO2wSxzdi9MiwVUrYB6g
  • MAC (1.65 GB): https://mega.nz/file/DuozjDRa#AmoGTSXHZ-AL6TuUvUXrzVsqKypl7QwNFCCDoPyPzyQ

Compressed update only:

  • From Update 17 to Update 18 (98.0 MB): https://mega.nz/file/am52GBib#VpTBsS-n_97GoWGl7qg4JDGfa4CzW4i7tHyv1_TaWo0

Android:

  • Android (649.8 MB): https://mega.nz/file/a64ygB7B#QdDw__rFVa_FuEKaZ_3oLZ2lTxKROuTmUlVOJBLfhrs
at November 15, 2022 No comments:
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Monday, November 14, 2022

Progress 14.11.2022

I had an interesting weekend. I finished my tasks for update 19 early, so I had some extra free time... It took me five minutes to go insane out of boredom. 

Anyway, update 19 is being proofread, so it's done when it's done. Meanwhile, I started rendering update 20 like that is any shock or colossal news. Update 20 is a branching day of sorts, depending on your choice on days 12 and 13. This choice is more "cosmetic" in a sense than has any deep meaning on its own. You get some, let's call it, background information about one character on the other branch, the other kind of relates to the overall plot but both tie to the same spot, just different routes. Bit hard to explain. However, nothing is locked behind the branches you couldn't get from the other. Does it warrant a complete set of new saves? Not in my opinion. It's just some alternate thing to try if one decides to replay the VN.

And since I'm rendering update 20, I'm also writing update 23. However, I have a sneaking feeling that I need to rewrite a portion in update 22 or not. It isn't like the terminus series hasn't been harsh with choices in the past. How to see how it goes with update 23.

And the send of variant 1, there is a second variant with Andi. So if you see her instead of Khiss, you know you are on the "other branch."

At times, waiting a bit can give you a solution to your problems. Or just being persistent enough to look through things... like through a lot of things. The elven issue I had. I found a way to do a few things, then I found textures for some furniture that looks elvish enough, at least to my eye. Although I didn't make a render of them because been busy rendering other things. 

Anyway, enough rambling and back to work.

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Friday, November 11, 2022

Progress 11.11.2022

 

Heh, and back to "normal" after a few early posts. So what's up?

Doing something for update 19. I'm happy where it is, mostly doing "redo renders" at the moment and compiling the initial release version of the character screen. And yes, it has been sent to be proofread and tested.

There are a lot of characters. These are the ones I can guarantee having an entry at this point. However, some details might be missing or wrong at the moment. They will get fixed once I go through the notebooks. They aren't as organized as one might think, and of course, you guys and gals point out the errors or something I missed. I know there are missing characters, but I need to go through the images to see them to remember who is who, as few were created on the spot. Note: That is just a collection of the character portraits I've done, there are few others not shown there.

As for writing, I'll move to update 23 by Monday as scheduled, so there is not much to say about that, I'm afraid, outside of "things are going nicely, awesome!"

Yeah, I haven't shown a render from update 19, and I'm afraid I won't show one until it's released because I ran out of screens that don't spoil things too much. Thus you get to see additional rambling, in a way ;) Note: Most of these are concept renders just to prove the point to myself that something can be done like I want.

One of the issues when making fantasy is the lack of environmental assets. Now you may wonder how that can be? There are dozens of fantasy VNs out there! You are right about that, but that isn't the problem. It's the variety. If you look closely enough, most of them (and assets) are, in fact, the medieval European style, nothing wrong with that, but it creates a problem, what if you would want to do in different style? There are some that can be used, but, then the conflict becomes interior and exterior mismatch. I know I'm nitpicking a bit. And the problem extends to elves and dwarfs as well, namely lack of the environmental assets.

This is where creativity, imagination, and a dash of madness come into play. Dwarfs, in a sense, are easy. If we go with the traditional sense, they live underground, and a lot of their things resemble humans. You can easily use the same castle interior kit and change some furniture pieces (depends) and scale them if you want. It doesn't take that much for them, they don't necessarily need windows that shows cities or lush forests, so you can create underground cities fairly easily. Elves, on the other hand, are a bit more difficult. We expect certain elegance, if you will, from them. Of course, there is this.

Would I use that? Yes and no. I'd turn the set into a nomadic Wood Elf camp instead of a village. 

Not the greatest of renders I've done but wasn't the point of it. And then, if need be, I'd scatter those monoliths in strategic places and play into the magical nature of the elves and transport people straight to some interior or other. 

As such, yes, I know, no furniture, but that wasn't the point in this case. ;) And yes, I have an idea of how to give more variety to things. Granted, for something like high elves, I probably would have to settle for interior scenes (in cities) simply because the exterior assets I would like don't exist yet. Or simply take a completely different spin from the usual tropes and clichés on many things to a point.


at November 11, 2022 No comments:
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Monday, November 7, 2022

Progress 07.11.2022

 

And good morning to all of ye!

The weekend was progress-wise interesting, renders got made, and I'm roughly at the halfway point of the script. It's a bit inaccurate at the moment as there is a small split in it, so it makes things a bit more difficult to estimate, but line-wise, we are there, give or take.

The writing was pain, especially on Sunday. I know I shouldn't complain since I'm just half a page from the goal I set for myself but still. Start to write, and ten minutes later brain goes, "Oh, shiny!" and gets distracted. But still, it's just half a page, so I shouldn't be too harsh on myself. 


Hmm, a bit more Nadia today. I try to use all the characters I have as much as possible, but certain things require more specific characters to be used. Right now, it's Nadia due to her talents.

Like all creators, I'm not immune to writers, artist blocks, or whatever, or the occasional "do I have to?" moments. However, I also know that for me, waiting for them to go over will never end well. Amusingly enough, doing random renders helps. And this was just a random render without too much meaning behind it.

It's not just fantasy I do. Well, it mostly depends on the subject I'm doing primarily. When you do SciFi day in and day out, you want to do something else for a change. And as much as I love the Sentinel station, it doesn't offer much variety in the environment visuals.

And then there is this, I just wanted to do it out of the blue. I could probably ramble on about few things at the moment, but I'll leave that to some other time.

at November 07, 2022 No comments:
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Saturday, November 5, 2022

Changelog: TRS2 Update 18

Changelog: Update 18

  • Day 18 implemented
  • 450ish renders
  • Grammar, spelling, and other fixes (Thanks to Adry Lemon, Shaddy, BryonSmothers3DX, To Begin With, Bread_, OBE, Psykotik, Omegus)

Yeah render count is a bit vague again, there are more but there are a few that aren't used but still in the files just in case I change my mind on something or just need to tweak things afterward. Anyhow, not too much rambling, and onto the release schedule.

Release schedule:

  • $15 Tier: As soon as the links have been verified (5 to 10 minutes from now)
  • $10 Tier: 7th of November 2022
  • $5 Tier: 8th of November 2022
  • $3 Tier: 9th of November 2022
  • Public: 16th of November 2022
at November 05, 2022 No comments:
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Friday, November 4, 2022

Progress 04.11.2022

 

So, I'm doing this early for a change. Update 18 will start rolling out at some point this weekend, I have the files ready, but there are still some tasks to do to make it function like I want.

And that being said, the rendering of Update 19 is going decently enough. However, I don't know how much I can do today since pre-release days are hectic with many things to check and do to get it in launching condition. Still, I should be able to catch up on what I missed today, and technically speaking, I'm at least one week ahead of schedule still.

As for writing, it's in an okay spot, and hopefully, I'll be closer to finishing it up after the weekend. But we'll see.

So the character screen I talked about in one of the comments:

It, at the moment, looks like this, there are a lot of people to add, and currently, I'm just filling in the details from my memory, which can be a bit off at times. Generally, the problem with this is that I'm kind of "blind" to what it needs since I know who is who and everything about them, well, mostly anyways. Some people only required a name initially or a call sign, so they don't necessarily have the details as is. And the VN wasn't built for the style I want to do it. As for locations? I'll consider it once I get this thing done. When will this rollout? Update 19. It's mostly rendering the portraits that take time since there is a lot of loading time for the different characters. And some characters aren't in their separate files because they weren't needed to exist outside of the environment they are seen.

And this? This is a good thing if you see this scene overall. And then we go to the random stuff...

Over the years I've done this, I've bought things that I've simply forgotten that I had. One of them is the environment used in this render. When I buy materials, I look into the future and what I want to do. Right now, I buy very few SciFi items as is, as I have all that I need to complete TRS2. I'm more looking for things that I can use in fantasy, both "pure" and "urban" versions. And some things that go beyond that. Thus, I sometimes just forget that I have X, and then I stumble over them and ask, "when did I get this?" However, I have a list of them in my notebook for the scenes that come to mind when I initially see them. It's just that I don't actively look at that notebook since it isn't a priority.

And as for this? This is an interesting render in itself. Truthfully, this render was made to test the "wisp" spell effect you see. Of course, I could just render the effect, but it wouldn't tell me how usable it is. But it's also one of the early "how it all began" scenarios I had in mind for the next one. Just the characters are different.

at November 04, 2022 No comments:
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Tuesday, November 1, 2022

Public release: TRS2 Update 17

Tested and played through it a few times, and all the saves worked. But that doesn't mean things didn't slip by. So as always, if there are any issues please report them on discord (https://discord.gg/GJK5kfKypg).

Wheee... it's out. Yay! To be fair here, this is the weekend anyway when this update was supposed to be out according to the original schedule I've laid out for myself. There is a small continuity error that I noticed a bit too late, it's fixed but the fix won't be seen until update 18.

Uncompressed:

  • PC (3.54 GB): https://mega.nz/file/3iAGDJYZ#PxqY1Xm51nXCKM-LoQ1NBrUAul9tzmR9uE-OAcRTJwI
  • PC Alternative: https://www.mediafire.com/file/0j8sd4x9r1b4sd3/TRS2-pc-Update17.zip/file 
  • MAC (3.52 GB): https://mega.nz/file/WyYDlA6J#y_D21xeowafaVfG_aMH6ZGJcJ20RCTW3Xe6Sa60QM8k

Uncompressed update only:

  • From Update 16 to Update 17 (206.4 MB): https://mega.nz/file/Tmx0ETZK#bPtRwwGnzi1WESsuYbjQ6jMHULnZAZ3dB7YcLPzfWuE

Compressed:

  • PC (1.58  GB): https://mega.nz/file/jjAjSSyT#an22FwW3Oc5oxM4csyBKONAMWXY4bntv2W6kA5J7yss
  • MAC (1.56 GB): https://mega.nz/file/WzgGmJwT#vXGPlfLkZcCUORwJ4tZmFGBQb2FnBhAhTSgmFMR-ftk

Compressed update only:

  • From Update 16 to Update 17 (98.6 MB): https://mega.nz/file/q7ZURaDI#DsKI7JutSCyiaZ3JFS4Uv_yjh5YQtVMs9ck7VErxkuM

Android:

  • Android (619.5 MB): https://mega.nz/file/CiQ2lbYA#s_nJVzNjoazutdsFcqP6J3svvdqqavugpX4TCIehhCM
at November 01, 2022 No comments:
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Progress 14.07.2025

Hello all! Whee.. Monday, and you all know what that means! Rendering... One scene left, but it will take a day or two to make since render ...

  • Public release: Sorcerer 1.0.0
      Public release of Sorcerer 1.0.0 Tested and played through a few times, all the saves worked. But that  doesn't mean things didn't...
  • Terminus Reach: Sentinel
    In TRS you follow the story of Garrett, a psionic who's life is about to change, will his choices damn the Sentinel station or save it...
  • Public Release: TRS2 Update 40
    Tested and played through it a few times, and all the saves worked. But that doesn't mean things didn't slip by. So as always, if th...

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