No more deadline… however…

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So I had a weird sort of day today. It was weirdly 10 years ago this week that I first got into the industry. I was doing my work experience on Fable 2 in QA, not a bad place to start at all. It was also the year the game that made me truly decide I wanted to do game development for the rest of my life came out. And that was Bioshock.

Anyway, regardless of the above, I also decided I am not gonna try and hit some arbitrary deadline. If anything it was hurting the game itself and causing me to scale back. I am still making this game, it is a game that I have wanted to make for literally years, however, I want it to be right. I am inspired by one of the most stylish and polished shooters I have ever played that literally took years to make. Of course, I am hoping that won’t be the case. One of the reasons I have removed my crazy deadline is that a few other people have been interested in helping. Others who like me have full-time jobs but are genuinely interested in the project. I don’t want to impose a crazy deadline on them either, especially when they are willing to help because they are absolute legends. They are also bringing some new possibilities of what the game could actually be. So where from here:

  • The game is still gonna get made.
  • We are nailing down some cool stuff, now I don’t have a crazy deadline I can work more on world building, the script, etc, which all were pretty half arsed.
  • I am gonna release my old Storm Ship Shiro on Xbox One pretty soon.
  • I am working with some quite frankly, fucking awesome people.

So yeah, although I have removed my stupid public deadline that didn’t really achieve anything, I am glad I did and I’ve learned a lot from the past couple of months. I want to give the game a fighting chance, not be some rubbish that gets buried. I will still be updating my dev log and also get some more tutorials, tips and tricks, etc up. Stay tuned!

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