Funny enough, that day also happens to be the next 12 hour game jam date. A nice reward for a fierce crunch on this years-long project.
|Party Management Menu (WIP)|
|New idea about how moves should be handled.|
More on that this Friday.
- Party Management Menu
- Another Future Game Idea (based on my girlfriend's wacky pets)
- The Soundtrack is Coming Along Nicely (and crossed the threshold into AWESOME)
- Watching my girlfriend play Lightning Returns I was thinking a lot about things AAA games can learn from simpler projects like Undertale in regards to telling a story.
- The success story of Stardew Valley tells me that Undertale's success isn't an impossibly rare thing. There are millions of people out there constantly searching for the next awesome thing to hit Steam. Even in early March this dev managed to sell more copies in its first month than the latest Fire Emblem. (Oh, the things I could do with that $4.5 million dollars...)
- If Stardew Valley does this well in March, maybe missing a Christmas 2016 deadline won't be the end of the world... I'll still try, but missing it doesn't feel like certain death anymore. Heck, it may help give people time to get over the newest Pokemon's launch hype and boost launch sales.
- Seeing how this Pokemon-like game is on the front page of Google Play and has at least 100K downloads on that platform alone gives me confidence that BGP will do well in the long term. All I need is 25K people to prove I can survive doing this.
I pushed back the demo release to March 24th, in time for the MLP season premiere when everyone is checking EQD for the first time in ages looking for MOAR PONY. This way, I can get a lot more people to see that this game is coming. With this much extra time I might even be able to make some promotional art (which I have to do eventually anyway).
I should at least be on Steam Greenlight by Christmas.