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Experience a world and story unlike any other! This is a passion project made with a deep love for games. For gamers, by gamers.
Experience a world and story unlike any other! This is a passion project made with a deep love for games. For gamers, by gamers.
Experience a world and story unlike any other! This is a passion project made with a deep love for games. For gamers, by gamers.
2,525 backers pledged $61,517 to help bring this project to life.

Juggling

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Hey everyone, time for another exciting (ish) update!

So what's been going on the last couple months? Well....everything...

First off, December was a bit of a quiet month with holidays and Ariel still needing to catch up with some other work. 

The art side of things went a little better with me finalizing the areas for labyrinth (floor types + walls) and exporting all of that and setting up the labyrinth layout in the engine. Here are some examples of the pairings.

 

 

 

 

 

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Also I think it was towards the end of the month that I went through and finished animations and rendering of all the assets (giving the core characters their melee and ranged animations and doing some new ones for creatures).

Then January Ariel switched over to working on the Switch support for Godot / Memories (which was something we likely needed eventually). Timing on that wasn't the greatest, but it is nice to have ready going forward.

So that month I went back to working on Memories and setting up more maps. Ariel also set up some cryptocurrency payment options that we can use later (which also sent me on a lot of research into blockchain and how we might be able to use it for Bloom. I've wanted a way to connect the two games for a while....but right now all of that is a big "maybe" that we are keeping our eyes on).

((As a side, it is crazy what blockchain is doing. Everything from decentralized internet / storage...to similar technologies like hashgraph creating decentralized networking for games)

Oh, also I made this spider from this creepy thing. Doesn't have anything to do with Bloom....just this post was lacking art :P

Which brings us to this month!

Ariel is all freed up again and we are trying to get labyrinth set up and done as soon as we can. 

But....given the extra time to stew on the game.... I couldn't help but start to mess with the design (-ducks-). 

Basically, as I was playing some more Gauntlet to see how they were handling stuff....it's obvious there are a lot of problems with the core game loop. It turns out running around shooting a bunch of stuff is fun ....for 5 minutes. Even with the quest mode in later Gauntlets, it wasn't exactly enough to keep it that interesting (at least to me).

So, I have no choice but to shake things up a bit in how we are approaching Labyrinth! 

First off, we are going to be focusing in on the single player aspect more (if the core experience isn't fun, it won't really survive with multiplayer). Ideally it will be structured as multiple attempts to make it through the Labyrinth ....each time growing stronger so you can progress further. 

This also means we can keep a better sense of exploration randomizing in just a few of each areas maps before getting something new. 

To go with that, we are also slowing down the game play a bit, making it harder, and giving players a chance to breath. 

One idea for this is to borrow from a really old game I used to play as a kid....where they had an interesting crystal farming mechanic. Basically you would place them down and they would duplicate, but while they were doing that you had to guard them from being eaten by normal people walking around.

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Who knows how that will develop, just an idea at this point. Though I could see it being an interesting way to rest (breaking up the pacing a bit)....and it seems that crystal mechanic is using the same check the monster spawners use, at least how we would handle it (checking if the area is occupied before spawning something in, which is what got me thinking of it in the first place).

Oh well, lots left to play around with, but the fun part is sorting it out in this next week. 

Good news is as we're diving into it more we are starting to squash some common bugs that were being a pain with Memories too. It feels a lot like juggling, a lot of balls in the air....but all contributing towards the same show hah.

Anyhow, sorry for the boring update! Next one should have a lot more to show off :D

Andrew Pam, Alex Bradley, and 16 more people like this update.

Comments

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    1. Missing avatar

      Neo on

      Thanks for the awesome update! :)

    2. Missing avatar

      Jacob Ellis Boles on

      I loved seeing your spider on the Jimquisition this morning

    3. Studio Fawn 3-time creator on

      @Leewelo - Thanks :D Yea, getting it modeled up and animated and everything just isn't worth it (especially since we already have a planty spider in the game haha).

      @Pablo - No worries....though I think you must have missed some of the previous updates? I tend to keep everyone up to date on what is going on....like a couple years ago the project falling apart when James left and we had to start over in a new engine completely (though, most sane people would have just scrapped it then haha).

      Besides that, this has been an "after work project" for most of the team (since they aren't being paid)....and everything else is being done by one person (-waves-)....so....if you were expecting the type of game we are making at the price we got in a faster time frame....I don't really know what to tell you. Surprise? :P

      I actually agree with you on the last sentiment though. I wouldn't do a project like this again under the same circumstances.... it uses a special resource to get made in the absence of money. A resource I'm running quite low on now aday :D

      Oh well, one year (hopefully) left and then time for a nice break haha.

    4. Missing avatar

      Pablo Olmos de Aguilera Corradini on

      The estimated delivery time was on 2015, it's February 2018 and there aren't still any good explanation about that. I understand what are the risks funding projects on kickstarter, but your lack of information about how this is developing is very poor.

      I hope you finish the game some day, as for myself, I won't be backing Studio Fawn again.

    5. Leewelo Lorekeeper
      Superbacker
      on

      Beautiful spider. Too bad it won't be in bloom.

    6. Studio Fawn 3-time creator on

      @descalabro - That tends to be the nature of this type of development.

      Since we aren't working with much (any) resources (money) it means paying rent needs to come first as a priority. So for Ariel or Jose, their paying work takes top priority. ((This is also the reason we lost the animator immediately after the kickstarter, or why James eventually left as he found there was no time between his normal work and family).

      After that they are able to devote time to the project as it fits into their lives between family and other obligations.

      The choices I make with the project also depend a lot about managing the lack of resources. For example, in the last update even pursuing a side project while still working on Memories....or trying to go for the Prelude as a way to try and get a bit of extra support. A dose of desperation tends to be a good motivator I suppose.

      If we had money to just work and finish it up I would have much preferred that.....but, given I don't, it means trying to get creative and figure out a way to keep a roof over my head.

      Basically, there is no room for just sitting down and scheduling out development. I wish I could, it would be a lot smoother (and less stressful). But the reality of the situation is it is a game of kicking a rock down the road and figuring it out each step of the way.

      So, you're right in feeling as if there is no plan :) Because whatever I come up with changes depending on a variety of factors that develop as time goes on (like this last couple months, trying to make the best of Ariel working on his primary job....though at least the work he was doing benefits Bloom down the road with Switch support, so it could have been worse).

      Realistically the amount of money we were able to raise was half of what a single person working in this industry would make a year.....for a team of 3.....for 5 years....though it helped a ton (and gave me the chance to just focus for quite a while and work), it was also very little in terms of game development.

      Here is an image that encapsulates this truth https://berkonomics.com/wp-content/uploads/2015/11/goodfastcheap1-1.png

      Could we have gotten "something" out faster? Sure...but I'm glad (at least in terms of what we are making) that it has taken longer and given me time to do what I've done artistically.

      There is a reason game projects are notoriously difficult to schedule out (even at larger companies)....and it becomes exponentially more difficult when you can't even count on peoples work hours a week.

      -shrug- It is what it is.

    7. Missing avatar

      descalabro on

      Guys, you have been developing this game for almost 5 years now, and even though you probably have been working hard, it feels a lot like you don't have a reasonable plan to finish it. You should all sit down together and reassess your whole project, define what's really important to focus on, and set realistic deadlines for yourselves. Even to your backers, it becomes quite noticeable that this has been dragging for too long, and it's also evident that you are lacking methods for project management.

      Sorry if this sounds harsh, but it is what it is.