I thought that I had a game plan for creating this project, but unfortunately things have fallen apart, and both Gibmaker and I have
dropped Ruby Quest: Undertow. Now allow me to explain what happened.
The game was a huge, ambitious effort from both of us but it proved
too much. Production started a few years ago and a lot can change in that amount of time. I'm talking real life stuff, and sure enough,
things changed for both of us.
In Gibmaker's case, since the beginning of this game, he was in a bad spot. In a sense, both of us were, but Gib was fighting his own demons, struggling with an obsession in progress and not feeling like he was getting much out of life. Just recently he managed to find someone that gave him a different outlook and practically changed his way of living. He does not have time much to work on the game anymore, and this is a critical blow, as he is the
programmer and debugger. Not to say he had absolutely no time, but work was going slower than it ever has been, and things were beginning to fall apart.
In my case, there were a few factors in my loss of interest for this project. Firstly, while we thought RMXP was a sufficient engine for the game considering Gib and I were familiar with it, the further we went into production, the more I was realizing this engine wasn't up to snuff. At the point where we are with the game, it's basically being
held together with duct tape, bursting at the seams. We've pushed RGSS to its limits here, and have encountered countless bugs and performance issues that
marred my vision of the game severely. I've come up with the prospect of switching to software like Game Maker or even Unity, but decided against it, as that would mean we would have to learn an entirely new engine, code structure, and interface. It plainly wasn't going to happen. Another factor is just how ambitious I was with the graphical style. There was simply way too much for me to make, so much that I started asking Gibmaker for help with tilesets.
In retrospect, it would have been wiser to make a bigger team, but I thought the two of us could tackle it by ourselves. It was a mistake, almost an impulsive decision without much planning (I didn't even create a full script/outline for the game's plot until we released the demo). That's a personal demon I have to fight myself, my impulsive nature. I heavily regret dropping this project, as I'm sure a lot of people were looking forward to our iteration of the popular source material. We apologize very much for how the production of Undertow came to a screeching halt.
All that being said, we won't leave you guys with nothing. We have a newer build with more maps and events. It's about halfway through the game, but we won't be making anymore of it. We will release this build for you guys, but as it is incomplete in many ways, there is a high chance you will come across bugs, but hopefully nothing game-breaking. This is the least we can do for you guys who were sticking around since the start. We hope it provides some fun in the wake of this saddening blog. It also contains all of the music we have planned to use for the game. We've also included a bunch of fun pictures/plans that we've created in the production of the game.
The demo will end while you talk to Tom in the hallway upon returning from the second dark world. It is not a game-breaking bug, it is simply where we stopped working.
Thanks again for taking interest in our project. I can't say for sure if we'll ever work on a game again, but you guys are free to check my and Gib's portfolio of games if you're ever curious for more completed works from us. Thanks for reading!
EDIT: Because RMN is being stupid, I've uploaded the demo to Mega.
https://mega.nz/#!erJUBCJA!3v_CTxZzvr3HzLdQ8bqi1RZPDbQZCdIIBS7409x14K8