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T oday I'm going to be direct. Our game is lacking a large chunk of the foundation we need, and I agree that the best long term decision is for me to return to the planning stage. I completely fucked up by not writing down the most essential ideas a long time ago: Why I want to make the game, the non-negotiable fundamental, my goals for the end result, why I want to tell this particular story, and a bare-bone plan of action. For any aspiring game devs out there, if you want to make a large game, you absolutely can not rush the planing stage, or you're videogame will be a mess.
P aper Soul Theater has been "officially" in production for over 200 days and we have next to nothing we want to show still. I hardly feel like celebrating; there is so much to do. It's nice to look back at all our progress, and all the fun I've had with my teammates. So much has changed from the beginning; I should never have went with that chibi/Paper-Mario-knock-off art style. That alone might have ruined several people's first impression of our game. I also screwed up by trying to affiliate our game with Undertale, simply because I think many people got the wrong idea. Our game's only similarities are: a young female protagonist, several non-violent battle options, fantasy RPG. That's it. True, Paper Soul Theater has a lot of action in its turn based combat, but that stems from TTYD too. Despite all of that, I still side with most of our earlier decisions.
A nyway, we are soon going to begin production of Project Dragonfruit, which will hopefully become the official demo of the full game. We just need some more planning first, and we'll be taking our time. Here's to 200 more days!
(BTW: the blog post that I promised, specifically about the 10 races, is being delayed indefinitely)
T oday I'm going to be direct. Our game is lacking a large chunk of the foundation we need, and I agree that the best long term decision is for me to return to the planning stage. I completely fucked up by not writing down the most essential ideas a long time ago: Why I want to make the game, the non-negotiable fundamental, my goals for the end result, why I want to tell this particular story, and a bare-bone plan of action. For any aspiring game devs out there, if you want to make a large game, you absolutely can not rush the planing stage, or you're videogame will be a mess.
P aper Soul Theater has been "officially" in production for over 200 days and we have next to nothing we want to show still. I hardly feel like celebrating; there is so much to do. It's nice to look back at all our progress, and all the fun I've had with my teammates. So much has changed from the beginning; I should never have went with that chibi/Paper-Mario-knock-off art style. That alone might have ruined several people's first impression of our game. I also screwed up by trying to affiliate our game with Undertale, simply because I think many people got the wrong idea. Our game's only similarities are: a young female protagonist, several non-violent battle options, fantasy RPG. That's it. True, Paper Soul Theater has a lot of action in its turn based combat, but that stems from TTYD too. Despite all of that, I still side with most of our earlier decisions.
A nyway, we are soon going to begin production of Project Dragonfruit, which will hopefully become the official demo of the full game. We just need some more planning first, and we'll be taking our time. Here's to 200 more days!
(BTW: the blog post that I promised, specifically about the 10 races, is being delayed indefinitely)