Somehow Im continuously surprised by how much everyone seems to - TopicsExpress



          

Somehow Im continuously surprised by how much everyone seems to enjoy playing Paved With [my...] Intentions. Like, somehow I made a really good, fun game (at least for my gaming friends) in one of the pauses during Teratozoics development. Speaking of Teratozoic: (I wasnt, really.) If [redacted] doesnt [redacted], I think Im going to have to take a good chunk of Teratozoic literally back to the drawing board. I have a big play-test tomorrow (Well, today, I guess.) with 5 to 8 new players (possibly even an 8yo), which will give me more data/thoughts/feedback, but I think I need to overhaul monster-scoring and replace the card art for all the cards which are making it difficult. Looks like at least 18, maybe 20 cards (out of 99) would need to be replaced. Plus the card-backs, box art, and other promotional materials would need to be overhauled with the updated monster parts. Plus 6 of the cards have advanced effects which may or may not need to be altered/replaced along with their art. Somehow the continuing work on improving Teratozoic feels harder than the prospect of simultaneously writing/crafting (1.2e+14) unique stories for the other game Im working on. Realistically, I know I should be able to imagine, draw, digitally-paint, and prototype 20 cards in a couple of days—even have nice card versions of them a couple of weeks from now, from DTC, for further play-testing, and re-work the marketing/packaging while I await shipment. I also know there are plenty more people who can be wrangled into testing the further-updated version of the game. (Would be v0.9, which (sadly) would be followed by v0.10. Ive never been happy with the idea of the point-ten (-plus) releases.) And if it eases gameplay and learning the game and improves accessibility, its certainly worth it. Ugh. A big part of me just wants to be done with this project, this creation. To be able to stop work on it, say good enough, put it behind me, and move on. Im not very good at single projects which take a long time, especially if theres a lot of waiting, and/or depending on other people in that time. Based on my current projections, my initially-imagined timeline (which I havent yet told you, and for this reason) is infeasible, and must be ditched. Re-evaluated. Replaced. Rushing is cancelled. (And I hate that a 3-4 month timeline for the main events was rushing; this whole process is beginning to look stupid—I have another game I developed in about 48 hours, published with the version I had at the end of that 48 hours (admittedly a week or so later, with a couple marketing images developed in a couple additional hours), which everyone seems to love playing. Im 4.5 months into development on Teratozoic, and somehow another 3-4 months wont be enough to get the game into a publishable (or even appropriately Kickstartable) state. How much work will be enough? How much time? This was supposed to be a quick, simple, light game. Something has gone wrong.) Its going to take as much time as its going to take, I suppose. As much work as it needs to be the best it can be. Yeah, yeah, too many words for a Facebook post. I know.
Posted on: Sun, 23 Mar 2014 10:25:04 +0000

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