I understand that some of you don’t mind larger download sizes. However, reducing the game size is not the primary goal of introducing the image generation engine—it’s simply a beneficial side effect. The real challenges the image generation engine will overcome are the limitations of the current character window: lack of flexibility and an exponential increase in the required images for new outfits or character variations.
Currently, every new property or customization option demands manual image creation, which is both time-consuming and limiting (since my time is limited). We can overcome this limitation by implementing a procedural image generation engine, resulting in richer options and a more dynamic experience. This approach opens up exciting possibilities, such as:
- Character Variety: We could implement characters to choose from at the start, e.g., introducing a male one too.
- Outfit Selection: Instead of being limited to outfits based on weight stages, we could introduce a wardrobe where you can choose whichever outfit you would like to wear.
- Physical Attributes: We could visualize features like muscles and other physical traits.
Millions of images would be required to allow these features to work, amounting to thousands of gigabytes of image data. Manually creating such a massive amount of images is infeasible, thus the image generation engine. Distributing such a massive amount of data is not feasible anymore either; even offering this library for download would result in high network costs, surpassing the subscription price.
That’s a fair question. While the game is functional with the current set of images, the engine would offer something much more engaging. The image generation engine isn’t just about adding content; it’s about enhancing the game’s flexibility and depth, giving you a more personalized, immersive, and customized experience. It makes role-playing in single-player more fun since you can customize yourself and immerse yourself in the roles you wish to play. This follows the original vision of Gain of Life of you choosing how you want to play the game.
I also want to clarify that this engine isn’t based on generative AI. It relies entirely on traditional image creation processes through 3D rendering, ensuring consistent quality.
Regarding the new authentication system and concerns about requiring an internet connection, I understand this is a significant change, especially for a single-player game. In addition to the protections needed for the image generation engine, piracy has substantially impacted the game’s sustainability, particularly over the past 1-2 years. Implementing this system helps protect the game’s content and ensures I can continue developing and improving it.
I recognize that the pricing model may seem steep compared to mainstream AAA games. However, I face different challenges and costs as a niche game developer. The subscription model allows me to maintain ongoing development, implement new features, and provide continuous support and updates. Something that would not be possible otherwise.
I assure you that offline access isn’t an afterthought. I’m exploring ways to make the game more accessible while balancing the need to protect the game and ensure the game’s viability. Your support through subscriptions directly contributes to the game’s development and helps me bring new features to life. Due to respect against all the loyal subscribers on Patreon, I would like to avoid increasing prices; and I have been successful in doing so, even during COVID and high inflation that harmed the ongoing development cost. It was painful, but the pricing scheme has stayed the same.
If you’re concerned about the direction the game is heading, I encourage you to give these changes a chance. The image generation engine has immense potential to fundamentally increase your options in Gain of Life: Something that would have been infeasible to create before. New developments always come with risks, but I believe this is a step forward that will improve the game in the long run.