NokiMo
oneinch
oneinch

patreon


Very Important Announcement

So, I have good news and bad news.

The bad news is I am discontinuing work on One-Inch. There are a slew of reasons, all of them related to Quest. I, with the help of some wonderful people, have managed to push Quest above and beyond what I thought it could do, but at the moment it is straining under the weight of the scope of this project. It just doesn't make sense to keep moving forward knowing some major bugs may not be resolveable using Quest.

To note, the map break bug has no clear solution. Save transfers across versions have already been dumped. The game lags horribly for a simple text adventure. There's no cross platform compatibility, leaving anyone using an OS other than Windows with little to no alternatives to play the game.

This and many other concessions have been made in order to keep working with Quest 5.8. So, after a lot of consideration, I've decided the best decision is to pull the plug.


The good news is I'm not giving up on One-Inch the game, as a concept. I've been spending the past couple weeks learning and toying around with other development software and have narrowed down the possibilities to a few potential game engines including Unity, Godot, and Monogame.

The benefits of switching to a new game engine are immediately apparent; cross platform support, better debugging and optimization, cleaner UI, transferable save files across versions, graphical improvements, faster load times and more.

This obviously has one big catch... Porting to a new engine is not gonna be lossless. A lot of things will simply need to be rewritten. some code will simply not be transferable. This means a lot of work for me, but also opens up an opportunity to tweak and optimize systems that have felt a bit clunky for a long while.


So what does this all mean?

tl;dr

One-Inch is going into a few months hibernation while a new engine is selected, tinkered with, and a prototype is developed. Luckily, the core systems that make One-Inch are pretty standard stuff, so a lot of software comes with mechanics prebuilt that I can then edit to fit within the game structure. Quest is pretty bare bones. I spent a lot of time working on simple things such as inventory management, things I am hoping I'll have to spend less time on here.

Couple that with the reality a lot of work has already been done, a lot of writing is done, and the hope is that development will move faster than one might expect.

This is still gonna take a considerable time. If you choose to end your patreon subscription, I completely understand. If you stay on, I will keep posting renders and concept art as well as updating you as often as I can about the progress I am making. That way you can see for yourself just how close or far away an actual playable demo may be. I wish I had a time-frame right now, but I simply do not and it wouldn't be fair to just guess.

I feel obligated to say thank you to all the support I've received so far. It means the world to me, and even though this chapter of One-Inch is closing, I would not be moving on to this next chapter if not for the support I've received from donors and non-donors alike. Everyone in this community has been exceptionally kind and supportive and it encourages me to keep trying to make the best game I possibly can.

Comments

There's definitely a possibility I will optimize what exists currently for Quest. I can't say when that will happen, though. I have already started shifting gears pretty hard and learning a new game engine is gonna take up a lot of my time.

Thomas Crinchman

Would it be possible to get an update with what you've finished up to this point or is it not working?

A B


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