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Dev Log: Remaining Stuffs

Dev Log: Remaining Stuffs
October is passing me by way faster than I thought! I think this month has proven to me that I'm temporarily out of juice for Sky Sisters. I put a lot of energy into the game toward the end of the summer, and then there was PAX, and then there was the post PAX rush of new features I wanted to put into the game.

Now sitting here in front of my visual studio window I find that I'm totally out of energy. There are some things left to work on still, but I'm not feeling that kick of inspiration to finish them. I know that I have to continue to work on things no matter what I'm feeling, but I also don't want my total lack of energy to show in certain parts of the work.

For now the remaining tasks are pretty simple except for more polish and bug fixing. I need to be doing sound effects which I might tackle if I'm feeling up for it, but I'm not exactly an audio designer and I'm not sure if my chippy sounding effects are really keeping up with the high res art of the game. It's easy to get away with low fidelity sound when the graphics match, but when it comes to high res art it just sounds a little off.

I also need to figure out how I'm releasing this thing! I have maybe a few options in the form of publishers if I wanted to go that route, but I'm still feeling pretty anxious about it. I know that Sky Sisters is a pretty weird game, so I'm not exactly expecting it to sell any sort of crazy amount of copies. I've had fun working on it though and that's enough for me for now.

I suppose this post was just meant as a small vent, and also as I wrote this I'm trying to figure out what exactly it is I want to work on next. I think I might dig back into the secret final boss of the game and see if there's any way I can spruce it up.

If all else fails I'll dip into another project for awhile as that usually makes me feel better, but right now the only side project I have that's worth working on is the new version of Otter that will use FNA instead of SFML. We'll see how that turns out!

I'm just constantly reminded that creating stuff is super dang difficult.
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