Demo 6 is coming along. Hopefully done in just a couple weeks in time for Star Wars weekend. But likely sooner at my current pace. Being a little stricter with my time and using little techniques to keep me focused on one small task at a time is helping me get down the to-do list. Racing against the calendar and staying up til 4am every day to get this thing done!
It's crunch-time, baby!
- Wild Ponies in Crystal Cave
- Ride & Surf Sprites
- Tile Effect Sprites
- Fully Implemented In-Battle Flavor Text
- Teleportation to Town Hall
- Surf Functionality
- Usable Move Tutors (new moves not implemented though)
- Caught Up on BronyCon Panels (mental notes on engaging a crowd)
Lessons Learned:
- I actually need to have my game on Greenlight at least a week before the 9th so that it can get enough upvotes to pass before games press would even bother taking me seriously.
- There's an entirely different gravity to being able to say "This game WILL be on Steam" as opposed to me just wanting it to eventually get there.
But for the sake of not confusing the Greenlight audience I might be renaming it to something like "Greenlight Pre-Alpha" and follow up with updates like "Alpha Build 0.1" and so on.
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I told a fellow dev the other day that Unicorn Training had 100K downloads. He actually thought that was an impressive number that passed his own. And this is someone who had his game Let's Played by Machinima! That little ego boost plus being reminded of the current state of Steam by Jim Sterling eases my worries about failing a Greenlight campaign. There's no way my game can't get through when so many broken projects can with minimal effort. I just might top the charts if I hype it up right and keep the bugs minimal.
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