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Finally, a Progress Chart

  • unity
  • 11/21/2022 03:49 AM
  • 1138 views
It's been the better part of a year since I started developing Izrand Allure, and I've put off showing off a progress chart of some kind, which is because the way I'm making Izrand, with a lot of placeholders, feels a bit different than how I did Weird and Unfortunate and Luxaren. So I've gone with a progress chart similar to Sgt M's that break down work a bit better.

Before the chart, I want to state some caveats. First, all the hero battlers are placeholders (tho we hope to get those done soon). About 70% of the hero sprites are also placeholders still. No dialog/cutscenes have been inserted into the game itself yet. That said, even without the cutscenes, the game has about 3 and a half hours of gameplay.



Looking at this chart, it looks like the game is under a fifth done, total. It's hard to say for sure at this point, but it's looking like it's going to take at least another three and a half to four years to get done at the rate I'm going.

What about a demo? I usually have one ready by now, right? Well, with all the placeholder assets and the job system, that becomes a bit more difficult. I need to get sprites done for the heroes (walking and battle) and finish up all placeholder assets in early areas, plus the way the job system works, I need to finalize several aspects of it before a demo or else your save files might not carry over cleanly. I'm sad to say that this means I can't give any sort of date for a demo yet >.<;;

Thanks for joining me in this project, and as much as I want to hustle more and increase my rate of progress, I'm still working with what's realistic for me. Hopefully things will go smoothly from here! :DDD

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
Good too see the progress nautilus chart, and where things are at in development. Don't worry about not having a demo yet, or even an ETA for one. Just know that, whenever it is ready, I am more than willing to give it a go.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Nice to see progress is, well, progressing!

Please don't hustle too much just to get out a demo. Working on Prayer of the Faithless for so long has taught me how dangerous committing to system mechanics too early can be. If you release a demo with the promise of having save files carried over into the final game, locking in how the game works at this early stage can be just as confining as it can be liberating.

Take your time, and even consider releasing a small beta/prototype instead of a full demo just to get feedback on how some systems work if you really feel like you must put something out there. Regardless of how you plan to proceed, please stay at a pace that you're comfortable with. I'm rooting for you!
unity
You're magical to me.
12540
author=Marrend
Good too see the progress nautilus chart, and where things are at in development. Don't worry about not having a demo yet, or even an ETA for one. Just know that, whenever it is ready, I am more than willing to give it a go.


Thanks so much, Marrend! I'll be excited to see what you think as soon as I have some sort of build to show off, whenever that is!

author=Red_Nova
Nice to see progress is, well, progressing!

Please don't hustle too much just to get out a demo. Working on Prayer of the Faithless for so long has taught me how dangerous committing to system mechanics too early can be. If you release a demo with the promise of having save files carried over into the final game, locking in how the game works at this early stage can be just as confining as it can be liberating.

Take your time, and even consider releasing a small beta/prototype instead of a full demo just to get feedback on how some systems work if you really feel like you must put something out there. Regardless of how you plan to proceed, please stay at a pace that you're comfortable with. I'm rooting for you!


Thanks for this, I feel like this puts things in better perspective! I think you may be on the right track, that releasing a prototype to a small group for feedback is probably a lot better than locking myself into a demo before I'm ready. It's still too early for either, but I'll def keep that in mind going forward, and yeah, I'll try not to hustle too hard! I really really want to avoid the dreaded burnout!
I always admire your commitment to working at your own pace.

How has working on the new RM engine helped (or hurt) your progress? I’m curious to hear about what things were easier or harder?

I’m trying to get MZ as an upgrade my computer haha.
This progress chart doesn't look like something I can fight >:( hmph!
Marrend
Guardian of the Description Thread
21781
author=Dyhalto
This progress chart doesn't look like something I can fight >:( hmph!


Multiple layers of health bars, though?
unity
You're magical to me.
12540
author=Dyhalto
This progress chart doesn't look like something I can fight >:( hmph!


author=Marrend
author=Dyhalto
This progress chart doesn't look like something I can fight >:( hmph!
Multiple layers of health bars, though?


Maybe after I finish each Act and all its bars are filled, I could transform it into a monstrous body part, and at the end glue them together as some kind of super bonus boss XD No promises yet tho :P

author=DungeonDevDude
I always admire your commitment to working at your own pace.

How has working on the new RM engine helped (or hurt) your progress? I’m curious to hear about what things were easier or harder?

I’m trying to get MZ as an upgrade my computer haha.


Working with a new engine has def slowed me down a little. I'm also using a lot of VisuStella plugins, and it can take some time to figure out how replicate things I already knew how to do with VX Ace plugins with the new VS MZ ones. Also options and effects are often placed in different plugins and while it mostly makes sense, sometimes I have to really hunt for what's causing an effect, and I've had to disable all the plugins one by one to find out what's causing certain unwanted effects on more than one occasion.

Luckily, once you get the hang of them, it becomes easy to work with them. And while VS's documentation isn't perfect, having all the info easily compiled on the yanfly.moe website helps a lot.

As for oddities solely with the engine itself, nothing's been too crazy. There are little things that took getting used to, like how the tabs for VX Ace categories in the database are on the top while they are on the lefthand side in MZ. And now when I'm making maps, since we have multiple layers of B-E tiles, when I want to erase a tile, I just overwrite it with an A5 tile as that'll remove any B-E tiles for me. Other than that, I can't think of anything that's been that bad.
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