Nightmare Project / Development Hell Stories #909
Replies: 6 comments 7 replies
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Quite roundabout way to ask Dorkster how progress is going, but I agree. I personally am also waiting for the integration of "enemy level up by declaration", "item randomization creator" and "random use of declared body parts". But you need to take into account that only 2-3 weeks has passed, he has a life to take care of like everyone else and to him this is just a passion project. He has always delivered on his promises to complete internet strangers so far; so we just need to wait around, it´s not like there are not things you can improve without him on your Flare mod. |
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Hey guys, sorry for the radio silence. I'll be honest, Elden Ring kind of consumed me and my free time 😅 Flare is still very much on my mind. I just pushed an implementation of XP scaling tables. I'll be looking at tackling the other 1.14 tasks as well. As always, just try to keep expectations tempered. |
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I totally dig the lore and graphics of those games, but they are so fu***ing stressing; they are made for a special type of player. I totally feel like this: https://www.youtube.com/watch?v=LSyRf8rAjTs Nice update by the way. |
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Hello guys, I have been busy with work lately so i don´t drop as much; I was wondering, has there been some advances with enemy scaling or item generator?. |
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Hi guys, just wondering what has been going on around here lately, I didn´t log in the whole summer. Has there been some news? |
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Hello Dorkster, my mod is getting forgotten in the OGA forum; I invested a lot of work into it and I think it has enought content and playtime; I would hate to see it sink into the digital void. Could you please upload it to the mod section of Flare webpage? https://www.dropbox.com/s/wrr11qsnihajtzq/HERESY%20only%20mod.7z?dl=0 You can use this pic for the thumbnail: Thanks. |
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I know myself too well, I want to do endless work on art and world building; yet I really need to get the itemization and ~'core mechanics' for driving game play sorted out first. I have to be patient and wait for 1.14's large scale itemization features before I go bonkers with non-future-proof itemization system core prototypes / make thousands of soon-to-be-deprecated prototype items. I am hoping to avoid ~'retrofit hell' XD.
I want to make this Castle into a tileset for Flare https://www.deviantart.com/withinamnesia/art/Balduran-s-Sea-Tower-Redesign-W-I-P-17-818093805 + https://www.deviantart.com/withinamnesia/art/The-Bridge-Tower-Gatehouse-W-I-P-02-818683405 + https://3dwarehouse.sketchup.com/collection/u183f210c-3b29-428a-a070-c390ce74e58f/Rochester-Castle?sortBy=createTime%20DESC&searchTab=model&hl=en . Yet I feel that adding art is going 'wide' and right now I need to go 'tall' and create the ~'bones' / itemization / character attribute prototypes of the game first.
I remember not focusing on core mechanical issues of a game engine and putting them off and going into art and items and going 'wide' when I had issues going 'tall'. Yet I hope that I know better now and I should first be tackling the game engine mechanical core issues (this case is 1.14 itemization). I remember in the past getting ~'distracted' / not working on the most important issues first / not prioritizing the ~'core mechanics' of my RPG and Unity related game projects; when I had to be patient / wait / try harder for game engine related work.
I later regretted this ~'impatience' / 'distraction' of not staying focused on the core engine issues from the start. In the past I made the critical mistake of assuming that I can fix the engine issues later after I work on the more 'fun' / easier parts that I liked in the moment. For sometimes I would find out after doing all of / a huge amount of art and 'as is' game prototyping that some key features that I needed in the ~'near-future' were just inherently broken and or were no where practical to implement; even from the start. Let alone being neck deep in potential retrofit work / trying to change thousands of pieces of content to hopefully work with new changes; that might not even work to boot and will absolutely add layers upon layers of bugs XD.
Yet I only found out about the nightmare that is ~'retrofit hell', after years of making the art and items and 'as is' prototyping. When I finally got around and took a deep dive into the engine issues mid-development cycle trying to make the 'near-future' into into the present. I found out that all of my previous work was inherently broken to the core and un-salvageable. For the core engine was more than broken beyond hope and I used non-opensource / proprietary art that I did not own the copyright to as a base for my work which I could not take to a new RPG engine to save my past ~half decade of work. Thus the whole works of the new art assets and the entire project had to be scrapped and killed in its entirely due to ~'retro-fit hell' / endless and exponentially complicated development cycles.
In fact my entire RPG Maker MV game project had to be scrapped / I killed my entire game project after ~4-6 years of work for the engine was unable to grow without endless fractal / near-infinite growth of engine bugs and complexity. It was a true nightmare project / development hell. I turned a 2D game engine 3D and modded tricycle into a helicopter and it still was not enough to fix core engine issues that I should have started on / addressed first / tackled day one.
Here is a video of a late stage prototype of that nightmare project before I just gave up on the nightmare project / development hell: https://youtu.be/r2Bw3xeV1Po?t=240 . I had to let go of everything in order to save my energy / peace of mind / it was just time to stop. I went back into the ~digital wilderness for a fresh hopefully future proofed start / hopefully Flare works lol XD. Do not use RPG Maker anything for making an RPG / half-decent video game XD.
Has anyone else had to experience anything similar like that kind of nightmare project / development hell? As kind of like where one started out and put the core issues off to work on more ~'fun' parts of development and then realize / way down the line / mid-development cycle / years later that the core of the project is mortally flawed beyond repair? That almost sounds like a failed relationship but for a video game development story now that I look at it lol XD.
I suppose that I am wondering what other 'nightmare projects' / development hell stories that the community has experienced? I wonder if anyone is willing to share their stories of development hell or something like that? It doesn't have to be huge or crazy. It can be just anything you think might fit / make sense to share; it is always nice to hear feedback or even a personal story :-).
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