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LONG BLOG

Setting up a deadline when creating an Indie Game

   0
Okay, this is a hard one to write because it means accepting defeat and admitting to mistakes.

So, let's get that tough part over with right away: I promised a playable demo a week ago, and I didn't deliver it. The truth was that I had the level pretty much all ready to go and looking very playable, and apart from some minor jumping issues, I was happy with it. And more importantly, I so desperately wanted to move forward.

So, drunk with desperation, I announced to the few followers paying attention that, come hell or high-water, I was going to give something to them to play.

The Monday came and went without a peep. On Tuesday I managed to muster up the character to admit to needing more time, and the following Monday (today) I give you this.

So what's going on? Well, a few things: First, my intoxication (metaphorical, not literal!) period is over, and I'm back to seeing things realistically. The truth is that calling something finished just because you're ready for it to be doesn't make it so. Our little game was missing it's GUI, had some bad framerate problems, was getting some menacing exceptions from the enemy behavior, and there were some sound effects and animations missing. Pathetic!

Maybe I could have still given the thing out, unfinished, to a select few, but it would have just felt wrong. So here I stand, er, sit, hat in hand, begging your forgiveness. I'm afraid we still need more time.

But it'll be worth it! Murilo, as usual, has been hard to work on making the level more professional. This is the truth thing that I think we are waiting for and it is really going to make all the difference. Have a look at a preview render of the scene:



Versus the original:



It's a huge difference.

We've also since added the GUI in and a push animation, which you can see here:



Lower left is a death counter, we're missing the animation. The box is a placeholder, too, it'll be replaced with a kind of totem. Also you can see I need to fix the particle on the box so that it changes direction and side depending on the motion of the box! ALSO the pink water is just a placeholder!

Anyway, so the point is, lots and lots to do, but we're really close, I promise, and those select few of you who we trust and love will have first dibs on telling us all the things we did wrong!

Til next time
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About DecadeDesignone of us since 12:12 PM on 08.13.2013



Decade Design was officially formed in 2013 for the sole purpose of developing Sprout's Tale. It's going pretty well.

Unofficially, however, our company is a continuation of an ancient guild of carpenters devoted to some kind of mystical practice that will allow us to take over the world.

We're not really sure what the mystical practice is though, because record-keeping in the early days of the guild wasn't terribly well done. will allow us to take over the world.
 



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