As I mentioned before, I started working on a new game that was supposed to be smaller in scale, with a design that allows adding new scenes easily without being too tied to other content. Initially, everything was going well, but then I realized I had added too much, and it started suffering from feature creep. It was becoming as time-consuming as ANLIS, which defeated the purpose of making a simpler game.
Instead of trying to strip it down and risk ruining it, I decided to start fresh. For the past two months, I've been working on a new project with a clear focus and a straightforward approach. It's starting to take shape, and I'm planning to release the initial version very soon. I don't like setting exact deadlines because that often leads to burnout, but the scenes and UI are mostly ready. I just need to finish coding the main gameplay loop.
As for ANLIS, I'm still working on it alongside the new project. While it's true that progress would have been faster if I hadn't started this whole endeavor, it's moving steadily.
Right now, I'm working on the battle against Leah, incorporating seduction mechanics alongside the existing QTEs to make it more dynamic.
Finally, the assets I created for the first side game won't go to waste. I'll find a way to use them in a playable and presentable form in the future.
Glasses1287
2024-05-31 20:51:04 +0000 UTCzh1900
2024-05-31 15:36:52 +0000 UTCZenkuro
2024-05-30 20:16:45 +0000 UTCLogan
2024-05-30 16:38:14 +0000 UTCFrank Kuschmann
2024-05-30 07:15:47 +0000 UTCzh1900
2024-05-30 02:49:38 +0000 UTC