When the update comes, you’ll be flooded with positivity.
More fans will come in and express excitement for the future of the game. It’ll feel like you proved the “haters” wrong. And then you’ll roll up your sleeves and start on the next update.
But I worry you’re not seeing the big picture here.
You cannot produce content at a high enough volume to release regular updates. This is shown not just from your history, but by other developers who make very detailed, high-quality renders and display them one-by-one.
To avoid a several-years-plus development time, you have to rethink not just your workflow, but the game structure. Every-time you sit at your computer you should think
how can I make this scale?
Here are some ideas:
- Convert it to a visual novel. Create a main label, call to each of your character story scripts before returning. You can even interweave the sandbox/sleeping events. Without sandbox, you no longer have to worry about populating an entire world with sandbox characters, environments and activities.
- Decrease variations in shots and poses. If it’s just two people talking, the scene doesn’t have to be super dynamic. Just shoot the same scene with multiple cameras to capture different view points, and splice back and forth between them.
- Shoot at once all the scenes occurring in a particular location. This is how movie production works. There’s a significant cost in time when you switch between environments and scenes. Grouping these shots by location decreases production time.
- Use pre-made poses, if you aren’t already. Posing is one of the most time consuming things for a 3D artist. I suppose you could hire an artist to do it, but I assume that like me, you lack the funds to do it.
- Render characters in canvases and then re-use those renders across multiple scenes. Even AAA developers aren’t creating original assets for every shot — they reuse them. They have entire engines to “copy and paste” them with small variations so players don’t notice the re-use
I hate using this cliche, but
work smarter, not harder really applies to us solo developers, otherwise we’ll never finish a project.