decimad Wrote:I'd be really thankful if I had a fanbase like you do. You just gave a very very small and narrow teaser of a game, posted your ideas and almost everybody loved your concept/ideas ( idk if you have other projects). You take over a year (!) to work on a single chapter. Thats way too long in any regards.
I want to address this above all, because I think people fail to grasp game development. I think that failure is a result of my stupidly optimistic release
estimates. A year for chapter 1 is not "way too long." Compare it to other games on the market.
1. Malise and the Machine: Announced Fall 2014, on release 0.03 with gameplay far shorter than chapter 1 will have.
2. Princess Trainer: Gold: Announced Decemeber 2014. An update to an existing game. No release in sight.
3. Breeding Season: In development for years, no idea what current goals are.
4. Roundscape Advoria: Also in development for years.
5. Future Fragments: Announced February 2015. Current release 1 level and 1 demo level.
6. Last Sovereign: Announced early 2015? (unsure on this one). In development for around a year. Text-only and offers about 10 hours of gameplay (according to author)
Those are some of the bigger projects I know about, and they are all developing at a similar or slower pace. A game with a
team of people, Shovel Knight, took years to development working full time. Aylia's Story is on pace to be finished within two, maybe three years, which is not "way too long" for a game of this scope.
I'll also add that I am VERY thankful for the fan support I've received. I have not collected a dollar in regards to the game, and will not until I've released a product I am satisfied with. That is why people are sticking with me, is because I am treating them fairly. I'm not taking pledges monthly and dragging my feet. I'm being upfront about it all.
decimad Wrote:Dont try to make everything perfect, because you can't. You won't fulfill everyones hopes and certainly not hit everyones taste. When you set yourself standards that high, your ambition should not allow missing so many "release dates". That being said, I dont mind waiting, but hearing about release dates and then get to hear "I lack motivation" is kinda disheartening and if I would not be waiting for more than a year for chapter 1 I'd be gone a long time ago.
When you're working on the same project for a very long time ( like you are currently), you are going to lose your motivation no matter what. Sure you got many things to do lately, but even if you had not - you would you put the same amount of time in.
Your second major point on "perfection" is noted, but flawed. Believe me, I'm not aiming for a "perfect" game. I am aiming for a game that fits within my vision. That requires more detail than most games I've played, but it is far from perfect. Heck, the RPG Maker foundation ensures that it will not be "perfect." I chose a specific release format (to do so by chapters), knowing that each chapter would be a good chunk of gameplay. I could have taken a Noxian Nights, or Last Sovereign approach and release smaller updates more frequently--which there is NOTHING wrong with. I didn't, because I like the idea of releasing fewer, larger updates. I didn't want to run a monthly campaign and be beholden to release dates (which I mistakenly set anyways). Chapter 1 of Aylia's Story features a lot of content. It boasts around 30 custom scripts, makes a load of changes, has tons of dialogue, it is what I have wanted it to be. It is also truly equal to many final games on DLSite, and those games took developer circles about a year to complete. As such, I get frustrated when I'm not done, but I don't believe the progress is necessarily problematic. What is problematic is my failed promises to release it (which I apologize for).
I appreciate the feedback, and am not saying all this to attack you or out of anger. Instead, I just need to reshape expectations a bit, because I unfortunately mislead people early in the process with those stupid release estimates. I don't see Aylia's Story as being "unattainable," "perfect," "too big," etc. I know I can complete the vision I have set on paper, because I have designed it in a way that is realistically doable. The "lack of motivation" I am talking about is nothing new. I've been working on this for over a year, with the same schedule (or similar) and have experience the same fatigue frequently. I love to play computer games, meaning, many of my nights, I play instead of "work" on my hobby.
Thanks! I really do hope I see you at the finish line, and I hope you ultimately enjoy the game. If not, you can tell me you "told me so!"