"Our agents went through a lot of trouble to get that picture. It's the only one we managed to produce of our target's new bodyguard. We still do not have enough information about her, and she considered extremely dangerous."
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It's been an interesting week for production so far. I'm currently working on a new version of a Peach Punch classic (the identity of which this post is practically giving away) and let me tell you : this time, I'm making a GAME game. Like, I took as much feedback as I could and integrated it into a revamped version, a superior version. This is the game it was meant to be from the beginning.
It's not gonna be on the same level as a modern visual novel with all the bells and whistles. I'm still just one old guy with brain rot teaching himself Ren'Py on his time off, but this new project is shaping up to be the most mechanic-centric game design I've ever put out.
I am still waiting for news from the artist to see if I can fit at least one CG Scene before a first build release. If not, you'll have to take the game as it is.
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Let's address this art situation, shall we?
In order to make sure I always have one build ready to go every month, I've taken the habit of hiring two artists, which means developing two games at the same time at all times. Surely you've noticed the pattern by now.
But the thing is, as I am looking to make my games look better and better, I have to hire artists who are bigger and bigger in popularity. Even when I manage to scout an up-and-coming (and affordable) artist, they do not stay a secret for long, and they become popular over time. Which makes them quite busy with commissions.
I've recently been privy to artist Chayon's commission list (they showed it to me to explain their current situation) and it is JAM-PACKED. I consider myself lucky to even be able to commission them as often as I do. We're kinda halfway through the game's production, and if I was to lose any chance to commission Chayon, the project would be dead in the water, and that is the worst outcome possible.
So, I've taken upon myself to start a THIRD concurrent project, so that I can make 100% sure to have new material on a monthly basis, but it still feels like it's not enough. Stuff happens in the artists' private lives (injuries, personal drama, school's finals, holidays, etc.) which I fully understand and accept, of course. Just that, sometimes, the stars misalign and I end up with very little new material to offer you guys.
I don't know where I'm going with this, but it just seems to have happened a lot in the past three months. I might be a terrible production planner, this would certainly explain everything. I am not good at project managing, I'm just a gooner who took it upon himself to create the types of games I wish I could buy and play more of.
Still, I hope that what I end up delivering for you in December will be satisfactory. It's a cool little thing.
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Finally, speaking of Chayon and my game Don't Flex On My Yumi-Chan!!!, I sent them a commission for Junko's first CG scene. You know the one, with the sit-ups and all that. Although they are super busy, we have a tentative delivery date of the very end of January. So it might not be feasible to deliver a full new episode of the game in January as I wanted.
Still, their work is getting even better with each commission, so I think you'll agree that it is worth the wait.
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And that's it. Sorry for the rambling monologue in the middle of this weekly update. Perhaps I'm letting the pressure of game-making get to me. I have so much to do.
Add to that some last-minute Christmas shopping. Did you get all of your gifts yet? Or are you still waiting to shop on Dec. 23-24? Cause that's gonna be hell. Make a game plan, and stick to it. My plan is to have a nice build to give you between Xmas and New Year's. Right when you'll have some free time. Isn't that well-thought out?
Until then, stay safe out there!
Just Me
2024-12-21 10:13:53 +0000 UTC