Game
Sanstale
8 years ago

In Regards To Progress


Hello everyone, it is I, The Lucid Gamer, here to give you guys a quick heads up on the future of Sanstale.

Now, there’s no need to worry, as we speak, I’ve gotten back into a proper stride with development, and though I may have hit some rough patches in scripting (see earlier media post), I have no doubts that I’ll be able to sort things out. That, however, is not why I am here.

Now, over the course of development, this games story has taken several turns, from serious, to comedic, and from romantic, to heartbreaking. Overall, I just have so much I want to put into this game as a whole, and though I may not be so much as close to finished with it, I can’t help but be excited for all I want to implement and add. However, this presents a new problem; I have too much to put into the game. As in, “if I add this, I may just boost this game from a 6-hour+ adventure to a 20-hour+ adventure” too much. Honestly, it’s kinda my fault. As both an artist and a writer, once my gears start turning, it’s hard to stop the train of thought that follows, and even them, I can have about 50 trains running at once. While this is good from a creative sense, on the sense of game development, it means I’m juggling ideas and their place in the timeline, as well as trying to avoid what could be considered “filler” or “padding”. Granted, I have decided to work on this in single person development, which while it may be a bit more taxing, it’s easier for me to manage myself and make decisions solo than to manage other on top of that. I’m a worker more than a leader. That being said, I have a few workarounds:

Whatever I don’t plan on releasing with the game itself, I may develop into some sort of “DLC Side Story” Games, with canonicity to the overall story depending on how I’m feeling that day. This won’t be done for anything major, of course. This is only going to be done for little snippets and ideas I come up with during the story, and depending on both my budget and materials on hand when those are one, I may do a little extra, say, a short little animation cutscene here or there. Of course, that’s assuming I can find and purchase a copy of Adobe Flash that somehow isn’t $999. That aside, I won’t have anything to say until I finalize the “cut material”. Though, I do have an idea for an “ancient monster dungeon” DLC, but more on that later.

My other method is simply releasing the game in as stable and finished as I can have it, and then continuing to work on updates as I get feedback from the community and the like. Now, this isn’t going to be saying I’m gonna throw you a half finished game and hope for the best, no, I’m going to finish the games story, the events and the like to the best of what I can with my knowledge of game design as is, and later down the line, I’ll release updated versions as I iron out bugs and the like. Who knows, once all is said and done, we may have a “Final Mix” to look forward to.

Anyway, that’s more or less what I wanted to talk about. With that being said, feel free to further discuss in the comments, message me any questions you may have about development or what to expect from future news updates. Thank you all for being here and supporting the game, I am The Lucid Gamer, I hope all of you have a wonderful day, and take care.



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