LuckyPig Wrote:ok enough with the level designs, more, bad guys, sex scenes, costumes and characters please >:)
Its easy to say that, but harder to execute, because:
1=> We're 'normal beings', with families, jobs, tasks required outside (like paying for telephone, bank, pharmacies, showering the dog, giving escuses to our girlfriends), and common worries/stress. People are making animations with me right now (
Blargh,
Digfree,
Gorepete and
OwnerOfSuccuby), but they are human beings too. Some are into Colleges, another one in universities, another one playing XBOX and PS3 games (not me on that one!), so we need to wait.
2 => We work for free. We dont have end dates (with an angry boss on top of us). This absence is in fact good for the project because we talk with players directly, we can think better, and ideas flow better. But due to the item 1 above, we can't be only working on this game.
3 => Once with a free time, we start working in the game (from which is done actually EVERYDAY, most times at night), BUT:
- The game core IS code. Without a proper feature (with new code) with tons of tests, no scene will be bug free, and some can be annoying by the player, so we are using the most time for programming, sometimes altering complex algorihtms, but without visual perception (the player thinks the game wanst changed at all).
- Each sex scene requires planning, some sketches and good ideas (well I do have ideas but the team should discuss more), otherwise I can end up adding not so interesting scenes or scenes that are equal to other enemies (or even weird scenes, like Peach fucking a wiggler upside down in a strange way, after eating apples). Trust me, I'm capable of doing that without planning.
ThatGuy45 created some nice sketches and I will be creating more Chomp and Shyguy scenes based on his when I have time.
- Priority IS level making because its the HARDEST task and I'm already used to it. If you're an engineer which can modify an entire city (and you're used to it), why retiring in exchange to create new road paths? We will end up with tons of paths and highways, but without new areas to go. And that engineer will lose his skills over time, making him unable to create more buildings and bridges. The only way for this to work is having more contributors, who can bug me all the time: 'Ivan, done, done, done, done!'. So Ivan will be 'implementing, implementing,implementing,implementing!'
- Also, Priority is Peach poses (pole dancing, running while embarassed), and Peach voice acting. Needless to say priority is also bug fixing.
So please be patient. The tendency is a faster code, a faster framework to make scenes, and a steadier game flow. I understand the anxiety and I would be like you if I were in your place. Sometimes I ask to myself: 'why not rushing to the scenes?', as I can think the game is from other developer and then simulate this. However, nothing is easy like we imagine (and worse if we're alone).