outofpower007

Member
Oct 8, 2019
147
196
For the final day we wanted to make it bigger. There was a couple of endings that got simplified or cut. The harem ending still made it into the game but there was more dialogue planned for some of the girls if you ended up choosing them from your decisions in earlier days.

The first moments of the remake, and actually the entire idea of it, was CB's idea. It only came up because LL wanted to wipe any trace of me and my group (Kyungeki Workshop) from the game. So he convinced Cypress to remake in the game in Unity instead of the existing engine Ren'py. Of course, since Cypress no longer had a programmer (I was the programmer) he had to use CB's programmer who only knew C#. And following that decision, the entire dialogue system had to be re-written from scratch using just XML exports. That's why the remake never materialized. Because such a drastic change would take a year at best with a dedicated team remaking all of the dialogue and those effects. CB is not a dedicated team. Cypress is a writer at heart, not a tech project manager. That's why you haven't seen anything except concept art from the remake for years. The moment CB took over this game was doomed.
Are you comfortable sharing what the simplified or cut endings were, and what were the original plans for those?
 

polisummer

Newbie
Game Developer
Jul 25, 2017
60
134
Are you comfortable sharing what the simplified or cut endings were, and what were the original plans for those?
They were rough drafts of extended dialogue and one of them were going to tie into Tropical Daze with a cannon choice, but Cypress may have decided on a completely different path for Tropical Daze since then. We didn't make any assets for those endings. We were crunching so much at the end that it came down to wishful thinking which could be pushed into the sequel. So I don't remember all of the details of those original plans.
 

yercat

Well-Known Member
Dec 6, 2017
1,031
1,205
Hah. He wishes he did. Cypress was the only writer for all of Snow Daze. We had about three artists (they were really good). That was it. It was just us handful of people building the entire game. There are even less people involved now that CB is in the picture, because CB doesn't pay people. There is only so much work you can do off of empty promises and a love of the game concept before you decide to leave. So of course, without dedicated people or a dedicated person steering the ship, you just get radio silence or hastily thrown together sketches from the latest artist that you were able to trick to draw for you temporarily.

The swap to Godot would be a good thing in theory. It is much smoother to do this type of game in that engine. But since no one behind the game really cares about it, and the one programmer doesn't know the primary language of the engine or the engine itself, there won't be a demo.

I agree. It's pretty dumb.
For what he said in a video, he had more writers. And yes, if you don't know how to manage a team, less you will know how to manage the project.
 
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