PoisonLeech Wrote:What's the status of the chapter 1 release? You mentioned awhile back you should have a concrete release date soon. Played the prologue again anyway, battles seem like they will be very enjoyable once the H attacks are implemented. I noticed when Aylia is freed from the crystal her boobs give a nice jiggle (didn't notice if it was in the previous prologue), will the game include small animations like in Sangeki of Gear or Rhode's Fortress?
Spoiler (click to show/hide):
http://scgarden.x.fc2.com/image/project/4th18.gif
As with all games, there were hiccups that I'd not expected. I'd played through the prologue too many times to count, but of course, when I cleaned up my map/event organization and released the final prologue stuff fell apart. Lo and behold, a few hard to identify bugs and a few things related to moving maps around in RPG Maker wreaked havok. Basically, this is one of the big challenges for a single indie developer, is that I don't have a team of people. When these things happen, my progress grinds to a halt and time is wasted. I've been hesitant to give out release dates after my failed attempts earlier this year, and the concrete date I was talking about late July is when I have ALL the eventing done for chapter 1. Once that is done, and all the dialogue is work, chapter 1 is basically set in stone. At that point, it is just artwork and music. I feel comfortable giving a date then.
Aside from fixing those bugs and additionally, solving some scripting issues. I've been going back and forth between art and eventing. I've also been back at the drawing board a bit trying to figure out exactly how I want the Aylia/Bogwort relationship to grow--as well as how it will influence his support in battles. I have not finalized chapter 1's events, meaning I'm still not comfortable setting a concrete date. I know, it has been 8 months since I released the proof-of-concept prologue. The length of development sucks for both me and you guys, but this is not a game that is being thrown together with default assets. The characters, monsters, items, systems, etc. are all being highly customized. In a similar vein to Malise and the Machine, it takes a long time for a single person to do all that. The Malise and Machine developer actually started bringing people into the development, but he also ran pledged updates for releasing gameplay similar to what I've done with the prologue. I told myself and all of you guys long ago that I would not run any pledged updates until I felt people has enough of the game to make an educated decision on whether it is worthy of your support. I want chapter 1 in place. At that point, I'll start running pledged updates, and start working on this as my day job (40-50 hours a week minimum). With that kind of development time at my disposal, I'd be aiming for a chapter release per 1-2 months--which is obviously far faster than I'm doing now on my measily 5-10 hours a week.
Sorry for the wall of text, I just want people to understand where I'm coming from. I am doing my best to get you guys the game, but I won't sacrifice quality to make a quick buck.