Wednesday, August 20, 2014

Progress again.

Well, I have a song for the first area started. Ended up sounding like something out of donkey kong.
I think it works pretty well.

As for the rest of development (not just music), I wonder how long it's realistically going to take me. It took me days of making music, downloading instruments, and trying a bunch of stuff before I finally had a song I was satisfied with. I learned a bunch of mixing techniques, sure, but it also took me days, which in development is a lot of time.

And it's..11 days until the end of the month, again. My brain keeps going back and fourth between "that's plenty of time, you can finish it before then" and "who are you kidding, it took you 3 days to do one song."

11 days would be enough if I just used what I had. But I keep taking the time to change a few things here, learn a couple of new things there.. It's too easy to say "I'll just take a day to add better hit sparks", only to say "I'll take a day to make hits have more impact" a day later. They start adding up pretty quick, and I have to wonder how capable I am of working for 11 days without doing that. Even then, It's too common for me to finish something in half a day, only for the rest of the day to be spent testing, and adjusting it until it finally feels right.

At the very least, I can release a demo before the end of the month. There isn't much left to do in that regard. But I'm really starting to feel the time constraints overall. It sort of feels like every problem has a simple solution, and I know what they are, and yet I also know that to pursue them would be pushing my luck.

One of the reasons this game has taken so long is because I basically made something simple, and then spent more time redoing most of it. If I had just set out to make a medium sized game from the beginning, I would have come to this point much sooner, and with better results.

*Takes a deep breath*
....
....
....
....
*SIGH*

Next time, if I set out to make a simple game, I need to stick with it. Better to have a good simple game than a normal one that takes too much time to fix into something playable. And if I do a normal game, I need to do it from the beginning.

Anyhow. Gotta go make souundssss....


87 comments:

  1. Go go, Kyrieru! >3</ I belief in you~!

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  2. This is all I got to show you
    https://www.youtube.com/watch?v=tYzMYcUty6s

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  3. I'll be waiting, however long it takes. Your games are the best.

    The fact that you keep going back over stuff you've already done shows that you care about making it as good as you can. And that's what makes it great to play.

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  4. If you think you have enough time then you should if you are not picky about the rest of the project like you were with the music

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    Replies
    1. It's not so much being picky as it is the fact that some things can't always be done well on the first try.

      For instance, when designing a level I don't really know how well it works until I test it. Meaning if it doesn't work out, all I can really do is try again. And even then, if the level works, after the game is done things that worked by themselves might feel out of place when the game is played all at once. Then I have to get other people to test it, and then balance it again, address complaints, etc.

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  5. Maybe you should out source the music to a few loyal fans lol

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    Replies
    1. That would entail paying them, which I can't really afford right now -__-

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    2. I'm sure a few would be willing to do it for free or for a free copy of the game.

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    3. I'm sure some will do it just to have their names in the credits

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  6. This comment has been removed by the author.

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  7. Being an artiest myself I can understand where your coming from.

    But there is a point where you have to say "it's done".

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  8. Time constraints can be tough. I'm sure you'll do fine. I'll just pretend you didn't say demo by the end of August. Just in case.

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    Replies
    1. I think it's safe to say that there will be a demo. Pretty much all I have left to do for the first area is finish the song, and create an intro, which certainly won't take 11 days. Plus I pretty much have to just for the sake of saying "sorry I'm still not done, but here's a demo at least"

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    2. You've been giving us that story for about six months now, Kyrieru. The people who were holding their breath all died a long time ago. X'D

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    3. Stop man... just, stop, everytime you talk about "release" and "demo" you always put your foot on the mouth...

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  9. http://en.m.wikipedia.org/wiki/Ludum_Dare

    You should give that a try. For confidence and !! Science!!

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    Replies
    1. For those of us NOT on a mobile device, try http://en.wikipedia.org/wiki/Ludum_Dare

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    2. I actually made a complete game in a day before. It was technically the first game I ever created.

      Basically all the graphics looked like Atari, or really early NES.

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  10. Could you give us the option to pay for the full game now? Like a pre-order.

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  11. You should read some articles on how to avoid feature creep.

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    Replies
    1. It's not really feature creep, because I'm not adding new features, I was redoing or improving what was there. The only feature that was added pretty late was familiars.

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    2. ^ actually you could consider this (making games) as Project Management. Indeed, when we are taking it as a subject, we are warned for scope/feature creeps that will make the project bloat out of proportion and prevents you from completing it within the time.

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  12. i don't know where you got the idea that every other developer can set and maintain schedules to the letter. even with billion dollar corporate demigods presiding over them with thunderbolts in hand, an overwhelming majority of (experienced, professional) game developers fail to meet their original release date.

    yeah, any project that can bring rise to any number of impediments, each of which require any number of hours to remedy (up to and including complete redesigns of entire sectors of finished work), that itself is expected to span hundreds of hours, is going to be just about impossible to schedule with any semblance of accuracy.

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    Replies
    1. I think it's possible, especially with smaller games. And a lot of it comes down to the fact that I'm still learning. Even though it may not seem like it on the surface, every game I've worked on thus far has been programmed quite differently, and I frequently change how I do things.

      I think once I take the time to make a more consistent "engine", development time will be a lot easier to predict. And a lot of the things I had to learn, I only needed to learn once. (Like rumble functions.), so less time will be spent experimenting with stuff I've never done before as time goes on.

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    2. I think your desire to learn is already showing rewards just from what we saw for only 6 seconds.
      To see people go to your for advice and wisdom...
      It's really motivating.

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  13. Less is more sometimes dude. You do great quality work but you've got to learn to edit yourself. People will be happy with whatever you put out. Trust in yourself :)

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  14. It may be time to make like many game developers and take the route of making what matters (the content) and then fixing up the loose ends later after the game's release via patches.

    As it stands, some of us will be fine with some hit splash effects being a little lack luster, and happy that they look better in a later patch.

    If the music and the intro are what's needed to be done, my suggestion would be to do those things as the last required content for the game, then release it, even if you're not entirely happy with it. Then, just patch it later with the fixes you want. As-is, and if I've been reading your updates correctly, you are running out of the luxury of time.

    So it won't hurt to make this kind of decision.

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  15. Release it now and give us the 1.01 bugfix/tweak update a week from now!

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  16. Arg I've been wanting to give you my money for months now! Release games! :)

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    Replies
    1. Only donations that I feel are a bit too high for me to accept.

      I used to accept such donations, when I started, but now I know I can succeed (and then some) through sales alone as long as I make games consistently. I'll probably stop taking donations all together soon. (Which reminds me, there's a couple donations I need to go back and refund -__-)

      After I release more games, I'll probably only take donations if it goes towards something specific for the games.

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    2. I'm throwing my money at the screen but nothing is happening!

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    3. You shouldn't feel wrong for accepting donations, everybody simply want to help you in hard times like right now.

      You could consider making a Patreon and give pledge rewards like early access or source code to contributors, that way you can get a consistent income and people will be able to enjoy your games as you develop them!

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    4. Consider at least offering stretch goal type donations. Perhaps do a poll for what kind of feature people would like to donate for and put all donations toward that till its filled then do another poll?

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    5. Kyrieru-san.... what a humble person. ;^;

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    6. Don't you dare refund my donation!

      That's money I gladly gave you to keep up the great work!

      So... Keep up the great work!

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  17. August is almost over Kyri.. Please release ittt... TT_TT (no pressure)
    (Lest you could afford to incur more charges to your credit card)

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  18. New post auto response: KYRIERU SHUT UP AND TAKE MY MONEY ALREADY

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    Replies
    1. Throwing my wallet at the screen isn't working, what should I try next?

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    2. Insert your notes into the disc drive! That should work! Shouldn't it?!

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    3. I'm trying, but nothing is happening! It's just making weird noises!

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    4. No! The weird noises means something IS happening! Stuff more in there!!

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    5. Hey! A kyri chibi popped out! Now what?

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  19. I agree with people here.
    I mean your games has both quality and quantity, has style - and not an rpg maker game (which are not all that bad but their amount in our lives Are too damn high!) =)
    And you strive for perfection (near perfection) - while asking us for patience? Are you kidding me? We want to see your work man! Of course we'll wait!
    Just... you know... don't work yourself to the ground.

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  20. Yes, since you are an individual and not a small team, please do not kill yourself.

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  21. I know this will sound counterproductive but if you haven't already done so just take a day and relax. Play some games with an amazing soundtrack or the type that your going for and enjoy it. Then the following days just recall what you liked and felt were good about the tracks. And don't worry about finishing it by August, we'll wait. We are your fans, not your bosses or anything. We're just happy to be able to play your games.

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  22. -Dawn of the Final Day-

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    Replies
    1. DOOT DOODOODODODOODO DOODODODO DODOODODOOOO WHAPWHAPWHAPWHAP

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    2. Technically not yet, since Canada is in a different timezone.
      As of typing this, it is the morning of the 31st where I am seated, but only 6pm on the 30th over there.

      Besides, it's not like we haven't waited for things before or anything.

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    3. It's not the 31st, however I do plan on releasing a demo today.

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    4. I'll believe it when I see it, you master of delays. :p

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    5. And audio is the master of refusing to become a perfectly looped sound effect -__-

      Regardless, I'll be releasing it before I go to sleep.

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    6. AAAAAAAAAAAAAA!!
      ...
      No wait, to see is to believe ...

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    7. Actually, kyrieru, I wish you'd record how you do your sound effects. Theres no info on how to make sound effects anywhere, and you make some pretty interesting ones. I feel like an asshole asking, since I'd never record myself working, but... X'D

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    8. It's mostly using an oscillator, making various sounds, and then combining/applying effects to them in order to get the desired effect. (For example, a cutting sound is made by taking an impact sound, and applying vibrato.)

      I'll probably make a video on it at some point, Along with many other aspects of development.

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    9. You're using an ocillator? Do you mean a physical piece of equipment? Or a piece of software?
      For the cutting sound, you're recording a sample and then messing around with it to get your cutting sound, you mean? Sorry for bothering you. My game is starting to come together, but my sound effects are so pathetically weak compared to the rest of my game, that it's really hurting the overall experience. I've grown to appreciate how amazing sound engineers are after trying to do it myself.

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    10. I means vsts, specifically I use Wasp XT in FL Studio. Here's an example of a sound I made, and each individual part of it. (The final product is at the end)
      https://soundcloud.com/kyrieru/laser-sound-example

      With the impact sound, I meant one that I made myself with VSTs. But the important thing is, certain sounds can be used to make other sounds. For example, I needed a glass shattering sound in the current game, but I couldn't find or make anything suitable from scratch. So, I took a *clang* sound I recorded using medium sized metal silverware, sped it up, and played it multiple times at different (very high) pitches, and the final effect sounds a lot like glass breaking.

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    11. Some kind of software.
      Pretty sure I vaguely remember seeing it on the recent-ish stream before going to work and missing out on some of the other stuff in it, but there was a part where a metallic clangy noise turned into a frickin' laser beam.

      ...or at least i'm pretty sure that's what happened. Software was definitely involved though.

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    12. Aaaand ninja'd :/

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    13. Well, the metal sound didn't turn into a laser lol. But that metal sound happen to be what I used for the glass. What I did on stream was just kind of fiddling around.

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    14. cool, thanks for the advice kyrieru, and random anon. Did you learn from tutorials, Kyieru, or just from messing around?

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    15. Just messing around. I started using vsts for sound effects simply because you can randomize the settings, and there were many time were I thought "This kind of sounds like ____". Then I just started to learn how to manipulate the settings to get what I was after, after a while.

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  23. I'm hoping thats supposed to be the Majora's Mask sounds, haha.

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  24. In that case go to sleep now and release the demo! :p ...you probably stay up late don't you?

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  25. Hwelp, It's literally going to take less than an hour to finish the last thing I need to do for the demo. But it's 3:00am at the moment so...tomorrow it is -__-

    Er, that is, today.

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  26. noooooooooo, but yeeesssssss

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    Replies
    1. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
      well at least its coming out

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  27. Nothing. Nothing is wrong with you.

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  28. Ahem.
    -Dawn of the Final Day-
    (For reals this time.)

    Better start now, Kyrieru. I'm sure you're familiar with how "an hour of work" expands into "ten hours of work," hahah. Good luck finishing today, sir. We're all looking forward to it! =)

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    Replies
    1. Or another week of work, if we're unlucky >__>

      Let's hope that isn't the case.

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    2. Oh man, don't even say it. = =;;

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    3. http://24.media.tumblr.com/tumblr_llmf9m6TEt1qjzc1ao1_400.gif

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  29. I predict, "I didn't realize *insert thing here* and will plan to release next week sometime." I have faith, but it is waning.

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    Replies
    1. The demo is done, it's currently being tested by some other people before I upload it. So far I only need to change two very minor things

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    2. Kyrieru, don't break my heart, baby. D':
      It's a demo. Let us test it for you. X'D

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  30. I have never been so excited to fap in such a long time.
    ...wait wut

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  31. I can't believe the greatest positivity I've ever seen on a comment section is for a H Game...
    Oh wait, I can.

    Man the H Community is alright sometimes, y'know?

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    Replies
    1. Until they are ready to burn him at the stake for delays :-/

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  32. Finally we shall soon know the name of the game

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    Replies
    1. I'm literally trying to come up with a freaking name right now -___-

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    2. Any chance you could share some of the game's story? I wanna try coming up with a name too. : D

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    3. Delay
      Just name it delay.
      ...in some other language though, lol.

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    4. Yikes! Okay if you really struggling... why not put it to a poll? But then again your titles of your previous games are rather intriguing.

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  33. Are you still doing that collaboration project and do you mind sharing with who?

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  34. Literally rapid clicking refresh button right now

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