There are actually quite a lot of excuses that I could come up with why the development is taking so long, inexperience being at the forefront of that argument.
Scope creep and not staying focussed would be my comment on slow development, and here are some examples;
You must be registered to see the links
- Aug 19 Change Clothing for Onyx (never implemented)
You must be registered to see the links
- Oct 19 3D conversion, and anyone seen the biohound in the game!?
You must be registered to see the links
- Nov 19 - Let's intorduce (or not) some guns
You must be registered to see the links
- Feb 20 - Biomonster, implemented nah......
You must be registered to see the links
- July 20 - Femcop and Police boss, well one success there
You must be registered to see the links
- Sep 19 - Really the year of concept enemies
You must be registered to see the links
- Feb 21 - Sewer boss concept, tentacles everywhere. When....
You must be registered to see the links
- Jan 21 - More concept enemies, one is even ready for animation (not out a year later)
Remember Onyx started with this post in Sept 18 which said;
"
The goal is to take part of the team and get a very fun and accessible side project built in Unity with a much smaller scope than MATM to you and to retailers ASAP"
The smaller scope didn't last for long
"
The game will contain approximately 5 full, varied levels, and if the reception is good we will consider expanding it in a variety of ways".
We are still waiting for level 1 four years later
"
The goal is to use a style that has less back-end overhead and doesn’t require additional complex 3D models for characters " Guess what they changed there minds and went 3D
"AltairPL will continue his work on MATM’s URGE engine full time, and TK will continue his work on the Maya transition for MATM. I’ll obviously still be working on MATM as well, as will Ubercharge" Altair slunk back and started working on the RPG system, another complication really. MATM sunk without a trace.
You must be registered to see the links