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  • Red_Nova
  • 06/03/2018 04:04 PM
  • 1887 views
I was surprised and exhilarated to log into RMN and notice that the last blog managed to get featured on the front page! I can only hope that someone, somewhere, may have found my solution to a problem helpful in their own game design. It'd mean the world to me if it did.

So how am I going to follow that up? By announcing that development for PotF just hit a snag. That seems appropriate, right?

Unfortunately, the last few weeks have been more than a little stressful for me. After a long and arduous few weeks, I was let go from my job a few days ago. I won't bore/depress anyone with the details, suffice to say that I wasn't as active on RMN because I got lazy.

So why am I complaining about this to you all? Well, because my priorities have to shift away from PotF and towards securing a new job. This is going to affect my projected release window of this summer. How far along will it be pushed back? Honestly, I can't say. All I can do is give a huge, massive thanks to everyone here for sticking with PotF's development for so long, and promise that I will give you a new release window when I can see one.

I'll still work on the game little by little in the spare time I can find, and I'll still keep up the monthly update blogs, but I think I'm gonna change my dev strategy: Before, I would complete one character's chapter, then run through it myself before sending it off to testers. Now, with the endgame so close (I'm about to implement cutscenes for Mia 4), I think I'm going to go ahead and finish up the rest of the game before involving testers. Screw balancing and screw testing, I'm gonna work on making the game playable from beginning to end right now, and work on polishing it later.

But let's end on a positive note: I want to reiterate how thankful I am you all have stuck around as long as you have. I'm sorry to throw this out at you, but I hope you understand. Again, I'll still post a blog monthly (I'll never run out of topics to talk about, haha), so don't think I'm dipping out of RMN or work on the game.

Posts

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Game development is a long and hard process. You are in no means making a simple or small game. Take all the time in the world you need to make this the best you possibly can. I for one will wait and look forward to the quality result that comes from genuine effort.

Real life comes first, always. Chances are, game development won't pay the bills. So we gotta do it as a passion hobby on the side, which there is nothing wrong with.

I personally like to game make with a clear mind and overall positive vibe. I feel like that translates into the game well.
unity
You're magical to me.
12540
;_; Sorry to hear about you losing your job. The same thing happened to me about a year ago and it took a lot of time away from my game making too, but things got better. I'm sure things will, for you, too!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Normally, I'm not active online when I'm in a foul, depressed, or overall negative mood out of fear that I may say something terrible that I don't really mean. However, considering my situation, I don't think my principle would have let me respond to this for a loooong time, and you all deserve a response. Transparent communications and all that.

So, take the following responses for what you will.

author=zDS
Game development is a long and hard process. You are in no means making a simple or small game. Take all the time in the world you need to make this the best you possibly can. I for one will wait and look forward to the quality result that comes from genuine effort.


I've highlighted an interesting point you brought up that's been eating at me for a long time. One campaign was hard enough, but two campaigns in the same game? I know this started out as a free game that I'd work on just for lols, but still. I wish I could go back to my past self and kick him in the nuts.

Looking back now, I realized that, free or not, I would have tackled this in a completely different way. Just like SgtMettool did with Soma Spirits, just like unity, Sooz, and I did with Remnants of Isolation, I should have released a smaller version of this game for free, then work on an expanded, commercial version.

In PotF's case, I feel like I should have released either Aeyr's or Mia's campaign alone as a free game, then develop and release the commercial version with both campaigns together. I could take the feedback from players playing the free version to make better tweaks to skills and equipment, and keep from stretching myself too thin.

If anyone's reading this and planning to do something similar to this, please take this lesson to heart. I KNOW I would have been done with one campaign much earlier had I just worked on one of them at a time. It's a shame I'm only really learning this lesson now.

author=unity
;_; Sorry to hear about you losing your job. The same thing happened to me about a year ago and it took a lot of time away from my game making too, but things got better. I'm sure things will, for you, too!




haha I probably could have replaced the entire blog with this image.
author=Red_Nova
Looking back now, I realized that, free or not, I would have tackled this in a completely different way. Just like SgtMettool did with Soma Spirits, just like unity, Sooz, and I did with Remnants of Isolation, I should have released a smaller version of this game for free, then work on an expanded, commercial version.


I'll be honest though and say that I hadnt even considered the commercial version of Soma until the free version was finished. But oddly enough a lot of the reasoning behind the commercial version in the first place was work-related, and I guess I wanted to do one really cool thing when everything else seemed bleak.

Maybe PotF can be that motivation for you, too. I have no idea what your situation is like at the moment, but I honestly think this project is very dear to you and it can be your strength in trying times.
NeverSilent
Got any Dexreth amulets?
6299
I'm sorry to hear life hit you like that. Since unity has the motivational speech part down better than I could, I'll just say that I'm sure everybody will understand your reasons for delaying development on PotF. As long as you keep going, players will keep following your work and looking forward to what you make.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=SgtMettool
I'll be honest though and say that I hadnt even considered the commercial version of Soma until the free version was finished. But oddly enough a lot of the reasoning behind the commercial version in the first place was work-related, and I guess I wanted to do one really cool thing when everything else seemed bleak.

Maybe PotF can be that motivation for you, too. I have no idea what your situation is like at the moment, but I honestly think this project is very dear to you and it can be your strength in trying times.


It's true that PotF is what's been keeping me sane for a while. As much as I want to work on it everyday like I used to, though, life decided to kick me in the nuts a bit.

The saying, "Hindsight is 20/20" is annoyingly apt here.

author=NeverSilent
I'm sorry to hear life hit you like that. Since unity has the motivational speech part down better than I could, I'll just say that I'm sure everybody will understand your reasons for delaying development on PotF. As long as you keep going, players will keep following your work and looking forward to what you make.


Thanks, NS! Considering we're coming up on the *checks* freaking THREE YEAR anniversary of this game page's inception, I'm indescribably grateful to everyone that put up with me for that long.
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