Saludaciones.
After the question I made on the last post, the people who contacted me told me to better stick to Godot for the demo, and afterwards, decide on the pace. I think that is a reasonable approach, so thanks to everyone who adviced me.
Also, the reveal of June 7th is close to completion! I have been preparing it and I guarantee it is something you'll like.
In this post, I wanted to deal with those two aspects. But isn't this a development post? Well... no. I am not reporting on any progress on the game's programming, just giving you an insight into how the game development works.
This won't be a big surprise, but... I work all by myself. After all, this is an indie project. But why? Why don't I seek help from other people and make a small team? That is something I may do in the future, after Sapphire Crown is released. But I want this game to be suited to my mind. What do I mean by that? It is not the same when lots of people sharing their ideas go into a project: each one has their own perspectives and thoughts about the music, and in the end, the product is different from the concept. And that's not bad at all. But I rather stick to my own feelings and bring this project as my piece that everyone can give it's own meaning, yet keeping it with a universal context.
...yeah. That probably was a bit overwhelming, so let's get casual.
- How does development work for me?
I do have a busy life. But this project in particular is my gateaway. I really enjoy my job here so I usually give in from 4 to 16 weekly hours of development (sometimes less, sometimes even more). Development usually begins when I am done with my day to day tasks (after all, everyone has their own responsibilities). It begins with a storyboarding: collecting my thoughts and feelings and fitting them into a concept document, from which I refine concepts and make the lore even deeper. Once my creativity is ready after the brainstorming, coding begins. I usually keep this notepad document on which I make a list on the objectives I want and will include into the game, as an incentive to keep the work. It went perfectly fine until now and still works out. But what if I don't know how to do a point from the list? That's where the interesting part kicks in: for tasks which required knowledge is not avaliable to me, I mark them with a check. Then, I take them easy, looking on the documents on the webpage to find ways to do it. One very important aspect I want to make clear is: There is not a single way to do your work, nor there must be an specific ending. On your daily life, too, never get too obsessed with reaching an exact idea with an exact method, as that is guaranteeded failure (both in the work or in yourself).
...
...this turned pretty deep, didn't it?
Well... this was the last post on Devdojo before the content of June 7th is released. Don't hype too much, as it is not a great deal. But you can always give it a watch :) The game is far from completion, but every day, I reach closer and closer. By the way, the live percentage is changing! Give it a look sometimes.
That's it for today, folks. The content will be released on Youtube and Instagram. Twitter is for us just to chat (and memes and all that thing).
Have a nice day.