Sunday, 10 July 2016

A Life in Silk : Dev Diary #111

Over the weekend, we started writing up our postmortem about the production of ALIS. Our conclusion on the subject for the delays in getting the core game release is quite obvious to us now.

We didn't established an enjoyable and simple integration workflow for the construction of each story scene. Because ALIS is a very narrative-driven game, the core of our effort was in writing each scene and then integrate them into Unity.

This process was done mostly by "hand" and made getting in and out of it was very frustrating, especially taking in consideration we could only work on the game part-time, after long days on other contracts.


If we had established a scene integration workflow, we will have been able to implement more narrative content with less energy, especially taking in consideration that most of time we were already burned out by other projects that we needed to complete to pay our bills.

Working on ALIS felt more like handicraft than an optimized creative and technical process, nothing wrong in working on something slowly and with craft but when you don't have the energy and time to do it, it can become a burden instead of a source of pleasure.

No comments:

Post a Comment