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- Art demands would have been doubled for the single artist that did all the art in the game
- We personally prefer 30 FPS for cinematic and retro-feeling reasons, much like how film is shot in 24 FPS
- Makes things easier on older systems/computers
Future games we make though, will be planned in mind to be developed in 60 FPS (as the aesthetics will differ significantly)
have a good story, sex scenes, characters interactions, smooth game mechanics, fun puzzles to figure out, neat story beats to discover/hooks to follow, etc.
would require way more work if there were more frames to fill in.
From an artistic/software/hardware point of view.
To
Especially to run for longer on smaller devices.
Groovy example”Steam Deck”
Got myself hands on experience, with battery life lasting…. Ages longer. Since it’s capped at 30fps.
Comfort, anywhere I want to sit, while playing FF.
Plus this gene(lewd-gene) doesn’t have any triple A funding backing it.
Teams of like….. 200+ employees.
Working 5-7 days a week on it.
No way is a company going sink in that kind of commitment & money, to what’s going to be most of the time be an mc-17 rating… n o ways
A stellar move to make a game like this, even somewhat reachable.
I do wish it was a bit higher
Since the gaming sphere has mastered pixel game creation(pretty much).
Ya gotta start somewhere relatively small… laying that foundation for greater heights. Or ride the success of this outstanding accomplishment(Future Fragments)
As long as the intent is clear(h-scenes), easy to follow, with a overall plot that’s engaging..
You’ve got my 20 duck duck dollars….
A bit soon to say any of this. Purely cos, I’ve only got 4 hours in the game
Would have been 2o or so mins longer. Had I actually listened to the all the bank recordings, available in the 1st lava map
You can perfectly have 30fps animations and scenes in a 60fps game. Guilty Gear has 24fps animations. Astalon has 5fps animations... Hell, the OG NES Super Mario Bros barely had any animations at all, and still had the common sense to offer a 50/60FPS gameplay. We are talking 1985 here. Can't get much more retro.
The point is: Every gameplay aspect in the game, like screen scrolling, controller inputs, etc... should work at 60 FPS regardless of the amount of animated frames. Gameplay can be smooth, even if animations are choppy.
To be clear, the game itself is running at upwards of a few hundred FPS; there's a difference between what the engine is running at, and what the visuals are running at.
In regards to the FPS though for the visuals, I'm not saying that we can't do what you're saying, I'm saying that we don't like the look of it.
The animations in the game themselves run at a lower framerate, but that's not too noticeable because the gap between those animations and the rest of the game itself, frame-wise, isn't too much.
Future games will be at 60 FPS, but for this one, we wanted to keep it at that because otherwise, the reasons I listed before would be an issue (a 12 or even 6 FPS animation playing when everything else is running at 60 FPS looks awful to us), plus, like I said before, we just prefer 30 FPS for this type of game visually.