Onward and upward to 2017!

Venice 2016.12.24, written by Kuna.

And welcome to the last post of 2016! Actually I started to update this blog on a regular basis only two months ago, so I’m not here to hold any ceremony at all lol. However, steady, focused work on Pitch Black Serenade begun this year in early February, until recently when I established a real working routine and attitude, so it’s been a whole year full of gamedev! That’s why I’d like to make a short summary of what happened.

Let’s start from the most important thing I realized through this past year. Which is, it’s not a great idea to plan the release of a demo when you’re still so far away from completing it D :

This past year, I firmly believed that I would release Serenade demo in July first, and then now in December. Now that that December is almost over I’m starting to understand what went so wrong with this vague planning. 

First off, when I was planning to release a demo back in July I was thinking about publishing a prototype with unfinished parts, like black and white background and sprite art, no bgm (?), not proofread English, etc. In short, something annoying to play : D. I was decided to do such a thing to defeat my perfectionist ego, but in the end I understood that, even if I must domesticate my perfectionism, this doesn’t mean I have to fall down to the exact opposite either! Anyway the first working prototype of Serenade (with all of the ugly features I mentioned before :D), was ready in late August, so, one whole month later. This prototype covered four whole scenes of the game but it was only half of the first demo I planned to release. So I decided to work full throttle to make a decent demo to release in December, or at least in Q1 of 2017.

Let’s be frank. It’s a game we’re talking about here. A game with bgm, sounds, decisions to take about direction, full colored art with variations everywhere. Every piece must fit all the other pieces in a credible way, in every single scene (even if you don’t draw everything now, you still have to plan carefully!). Plus I have a job I need to take care of, to pay rent and bills. At first, I didn’t realize how putting together all these would suck up my time so badly. Now I know and I made up a new work schedule to coordinate my efforts more efficiently. Don’t misunderstand this, please, I do think feedback is important and release something as soon as you can to get it, is even more important. But, at the same time, rushing things out of pressure didn’t get me the prototype I could provide for a useful feedback.

At the moment I don’t feel like writing any new release date. I have a calendar for deadlines but I’d like to talk about it next year, maybe around April or May (yes, according to the new work schedule and estimated deadlines, the demo won’t be released before).

Anyway, in the end, it’s been a whole year of game deving, prototyping and such, that I’m carrying away with me. A whole year of Serenade lol. To sum it up, I made a small collage, you can enlarge by clicking on it : D  ==>

And last but not least, I want to write how much grateful I am for the people who took interest in Serenade even if it’s still at its beginning :,D Who helped, who’s offering a helping hand, who supports it. My heart is full of sincere gratitude! It’s part of the motivation that makes me going every day!💛

Have a Merry Christmas and a Happy New Year!

( マoマ)o━━☆☆☆☆☆☆☆☆☆☆☆☆☆☆