4 Years of Service
Are multiple outfits and clothing choices worth it to you? Obviously it's a lot of extra work and render time so it means longer waits between updates. But does it add enough to a game that you think its worth the wait?
Depending on their rig the render times are what really takes time. I've seen devs talking about render times being anywhere from a minute to a few hours with in depth shots (stills vs motion clips as well)I don't know how long it takes to make, but I imagine it can't be that crazy. I'd say it's pretty important for the immersion aspect, having everyone wearing the same clothes all the time looks cheap.
I was mostly thinking about the LIs when I asked. Lots of games have a shopping scene (changing room scene) where there are 2 or 3 outfits and you choose 1. Then for a date or something they wear the outfit you chose. Since that means rendering out all the scenes for that character in all outfit choices.I am not sure how the question is meant. Either way it's not anywhere near the top of the importance-ranked list of things to do, but it can certainly add a little to an already great game.
Most so far seem to have interpreted it as being about different clothes in different pre-rendered scenes. In this case: Yes, especially meaningful changes such as the MC wearing plate armor when going to war but not when in a banquet, or even better a love interest wearing something more sexy for a date, are of course a significant improvement and probably worth the effort in many cases.
If this is about a clothing selection screen for the main character, as in many modern RPGs, then that's a lot more effort for a lot less gain. I doubt it's ever worth it in pre-rendered indie games. I guess it really only makes sense in a 3D game, using a library that supports it and does most of the work.
I see. Then yes, it's a nice gimmick, but probably only worth the effort if you don't overdo it: MC helps LI select an outfit. Then she wears it on one occasion that doesn't require too many renders. And I would put some thought into the outfit really making a difference, perhaps even temporarily branching the plot. E.g. when going on a hike. It could be some modern sportswear that hugs the body, or an airy white dress. In one case they spontaneously climb on a hill, and in the other it's not possible, so they later spontaneously go bathing in a lake, where the dress becomes transparent. Of course that's far more effort than just rendering the same scene with different clothing (and contradicts my point about not too many renders), but it's also a kind of branching that you probably wanted anyway. Just make sure to include clear hints that something happens because of the clothing selected.I was mostly thinking about the LIs when I asked. Lots of games have a shopping scene (changing room scene) where there are 2 or 3 outfits and you choose 1. Then for a date or something they wear the outfit you chose. Since that means rendering out all the scenes for that character in all outfit choices.
regular outfit changes that are locked in and change with the scenes but don't give a choice don't mean extra render time, just a little setup time. I hadn't thought about that, but yeah, definitely needed
I like your frame of mind. Direct and straight to the point.Just have em naked always, saves time!![]()