This project is a side hobby, which the dev group feels they might be able to make some easy dough off of. Since they all have actual jobs and lives to focus on, they don’t really have a need to work on this game unless they are completely bored. 30+ hours of artwork, pushed to 2 hours a week takes less than 4 months to finish. More than enough time for someone with a busy job.
I think it’s more likely the devs or artist just doesn’t really care about the project, so they don’t feel any need to put effort in to it. That’s why there is no art to show. A lame excuse like waiting for the game is a lazy excuse because sharing a single still of work for proof, isn’t something that should be difficult after a year. Also, considering teaser stills were given prior to the demo release.
Hi, I'm the Artist on this project. I think I'm the one most of these assertions are directed towards, so I thought I'd respond directly so you can get it straight from the horses mouth.
Believe me when I say, I share your frustration about how long the project has been taking and the pace of progress. I'd go as far to say that I'm even more frustrated given I have a vested interest in it's completion and success, especially considering the time and effort I've invested into it. You're not wrong that my work and other real-life commitments take time away from this project and slow it's development, and that will continue to be true so long as I need to do other work in order to pay the rent and bills. Hopefully, and I'd imagine you and others share this desire with me, we'll get to the point where I can work on this project as though it were a full time job. I do have to balance that against my financial obligations though, as I couldn't work on the project if I don't have a roof over my head or food on the table.
Having said that, I do want to address some of the other assumptions you made, as they aren't reflective of the realities of this type of work, or the specific circumstances facing this project and I want to dispel any erroneous assumptions or misinformation. As I've stated before, this project is something I've been working on when I have the spare time to do it, but it is not a hobby, I don't do it for fun (although I do enjoy working with the team). This is very much a serious endeavor for me and the goal is make it my sole source of work and to transition to working on this full time should it gain the necessary support and traction. I'm under no illusion that this might not happen, and that the need to balance my current work with this project may hamper it's ability to succeed, but there is only so much that can be done to mitigate this in the meantime. It's a difficult balance to manage and one that's only really solved with support. As of yet we haven't been able to garner that support as, rightfully so, people are probably still waiting to see that we can deliver on the product. It's a "chicken or the egg" situation, we can't expect support without demonstrating that we can deliver on our work, and we're constrained in our ability to deliver on the work without support. Hopefully we'll get to the point where we can earn peoples trust and faith, and I understand that the pace of development doesn't help with that. If you have any ideas or solutions to this problem you think we may not have considered, I'd encourage you to share them with us, we'd love to hear it.
Secondly, I'm not sure how familiar you are with this line of work, but I assure you it requires a
great deal more time than 30 hours. To give you some context, I work as an animator/motion-graphics designers for my day job and have worked in the animation industry for about 10 years now. These types of projects, with the feature set we've planned out, typically employ a team of artists to complete it in a timely manner. I've spent hundreds of hours on the artwork for this project, and I wish that was an exaggeration. CGs alone can take me 20-80 hours to do, depending on the complexity and amount of new assets required. If I was working on this full time with no other artists on the team, we could probably push out a full update once every 2-3 months, but as it stands right now I'm only able to work on this part-time, with the hours varying by how my free-time I have. I genuinely wish you were right and that it took less time, but unfortunately it requires far more time than you think and we'd be way further behind then we are if I were only dedicating 2 hours a week like you suggested.
Finally, as we've mentioned before, a lot of the work that goes into the first few releases is foundational work. That includes UI elements, backgrounds, sprite assets etc. basically it's all the boring stuff that we feel most of that isn't really "teaser" worthy (if you disagree, please let us know) and largely goes unnoticed unless it isn't there, so we haven't shared it. For example, I've spent a bunch of time drawing different facial expressions, arm poses and outfit variants for multiple characters in order to support the wardrobe system we want to have for our sprites (basically allowing you to dress them however you want). Is something like contact sheets of arm poses and facial expressions something you'd want to see? Maybe this is something we were wrong about and something people would want to see? Most of the "teaser" material is being kept under wraps because we don't want to spoil too much of the next release. This area is has a lot of unknowns for us, so we would genuinely appreciate people's thoughts and opinions on this point specifically. Long and short, what sort of updates or things do you think we should be sharing during development? How much is to much and results is spoilers? Any feedback would be appreciated.
Anyway, I hope this brings some more context and clarity to the issue. It seems that you're frustrated about the pace of development, and I get it, I really do. I'm right there with you, but you should know it's not for lack of effort, interest or dedication like you suggested.