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Progress report (20231225)
It's the end of the year, and every time I think about it, I wonder how it's going to be the end of the year so soon.
I originally wanted to finish Castle of temptation this year, but my mental and physical problems were more serious than I thought.
I took a break from the beginning of June until December, and it took me half a year to get back to a state where I felt I could continue to create.
In fact, I wasn't in the best shape even before the lab was finished, but I didn't think much of it at the time and continued working on the Chapel.
As a result, it took me a year and a half to complete this stage.
If I had realized this earlier, I would have moved out when the lab was finished.
I realized that I had been too optimistic until I was actually exposed to the reality of the situation.
I wrote a lot about what I complained about when I moved out in June, so I won't repeat it here.
The other thing is the production schedule of the game, I forget if I mentioned it, just pretend I didn't mention it.
I think when a game's production schedule is stretched over a year and a half or even two years, it becomes very difficult to continue creating.
Especially for independent or small team production organizations like us, this time can be considered a watershed.
Once this time is exceeded, the feeling of powerlessness that comes from a long period of production without any return becomes very obvious, and the efficiency of the whole production will drop dramatically.
This is the conclusion I have drawn from my own experience and from observing other teams.
Of course, there are creators with extraordinary perseverance, but I don't think I can afford to spend too much time on the same game.
So I think it's time for Castle to end.
There is the impact of not being able to get it on steam, but I now feel that even if Castle were to be sold on steam, I would probably end up making Castle here in the chapel.
On one hand, I can't stand long term production, on the other hand, I want to try to do other types of games.
Another big problem is that I feel that the content of the game I've made has deviated from what players want.
Looking back at Castle's four stages, I think I did the best job with the Doll House, in terms of content and atmosphere.
As for the Laboratory and the Chapel, I tried to make them more informative at first, but I missed out on what they should have been.
Now that I've gone back and looked at those two stages, it's obvious that they shouldn't have been like that.
But it's impossible for me to redesign them.
Anyway, I'm going to carry this experience with me into my future work, and hopefully I'll be able to remember these mistakes and make a better game.
But before I do that, I need to finish the end of Castle.
After Castle is over, I'll post my plans for the rest of the game.
And...
Happy Christmas and Happy New Year!
(Some preview for a unused character, a new cover art for the game, and for supporters a H-scene with the Lord, a new character)
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Merry christmas dear castle enjoyers, and happy new year!!