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January 7th, 2011, 18:33
Well, if nothing else, I provide some entertainment.

My thought process going into this was that I was NOT going to rely upon the humor factor of Frayed Knights for gameplay value. If I were to remove all of the goofiness out of it, it should still stand on its own as a good game. The humor and parody side of things is really there more to make the game stand apart from the crowd a bit.

As to wolfling's point —- I think the average indie drops out significantly before now, but that's based on distant second- and third-hand knowledge. Some time between the pilot and here. This isn't exactly my first rodeo, but I can tell you there were some dark days there for a while when I was seriously wondering how the hell I'd get this thing done. Pretty much most of 2008, actually. Then again, I was working 15-hour games for a foundering mainstream (ish) videogame company at the time dealing with bounced paychecks and never seeing my family at the time, too, which may have had an impact on my development schedule.

So yeah, if I had to do it all over again, I'd have GREATLY simplified some things. Live and learn. It may not be my first videogame by a long stretch, but it is my first RPG. I think I went for overkill on many areas, which makes some other areas look undercooked by comparison.

Live and learn.

The part I didn't capture in the blog post was the sense of excitement being at this stage, finally. Seeing the light at the end of a very long tunnel (I'm dead serious about it being the largest, most complex project I've ever been involved with) is pretty dang thrilling. Barring disaster, the game is coming out this year - probably more sooner than later.
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