August 23 2022

Finished an npc model, reworked the game’s introduction using newprogrammer’s idea, worked some concept art for a boss.

The introduction stuff is interesting.

We wanted this game to be rather cinematic. You know, inspired by the CINEMATIC RPG itself it had to have something going on along those lines… but the game has taken too long to be made. Tools like timeline I’ve found are too unreliable and buggy for full production (as is basically everything in Unity…) and I can no longer count on those to fully achieve what I wanted. Plus we’re running short on some resources and cutscenes as they were being made are absolutely not sustainable in the long run.

As a result the game is way… cooler?

Weird to say after saying we’re, once more, cutting stuff in order to finish this. But the reality is that once I stopped worrying about cutscenes and made the story integrate more naturally with the gameplay, the mood itself is closer to the vague feel that kickstarted the project.

It will make sense once I can share more specifics.

I don’t know if development will pick up soon since there’s still some quirks we have to iron out, but considering I had to make a mental shift from “putting out fires and work placeholders” to “write actual story and create finalized assets”, I’d argue we’re very close to that sprint that actually goes all the way until the content is complete.

Also, let it be known that I might be close to having burnout. Yesterday something happened that made me question the way I go about things – where not even taking breaks makes me feel rested, and the thought of doing art was giving me anxiety. Gotta take more care of myself, especially coming out of a long-ass sickness period.

I’ll be on the lookout for that sorta thing. I need to take care of myself more often these days so don’t be surprised if there are more gaps in posts. I too wish I was a normal person who can just work consistently, but that’s how things are at the moment. Better times will come, I hope.