DEVELOPMENT
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Atonal Dreams - Ossoum & Pierce
4 years ago - Edited 4 years ago772 words
I've made models for these Atonal Dreams party members, and a short video scene thing of them interacting! I've also got a plan for when I might be able to finish Atonal Dreams by.
I've done a couple of these 'Divine Scenes' before, as I feel they're a better way of communicating things about these characters than just writing about them. Here's this one:
I'm interested to hear your thoughts!
(EDIT: I tweaked it a bit and added an end screen.)
Ossoum is Savitr's old friend, a Sorrow-elemental 'philosopher' who's interested in the Drealm which lies beyond material reality. He left his wife and daughter behind in Gemsand to visit the monastery of the Beyond Ponderers, who devote themselves to meditating on the drealm. Savitr's set out to bring him home.
In battle, he uses a machine which allows him to deal damage of various elements to all targets at once, without having to summon up his own emotions to do this (like others do with magic). He'd rather emotions were suppressed because he feels they only bring pain, especially within himself.
He was inspired by both Saul and the depressed mind of Legion from MARDEK, as I've said in previous posts (I think?). His speech is supposed to sound like he's the narrator of a florid, pretentious, poorly-written novel.
Pierce is one of the Beyond Ponderer monks; he grew up in the monastery, and - despite being around 40 years old - has never known anything else. This has left him frustrated and stifled. The Beyond Ponderers are of both sexes, and they're no more chaste than anyone else; Pierce - being shrill, rebellious, and sceptical that the drealm even exists - is a black sheep among them, shunned by most, except for his doting mother.
In battle, he summons monsters and uses lighting magic - of his element, Destruction - to deal damage.
He's essentially an adaptation of Muriance from MARDEK (and the various projects he appeared in before and after that).
Progress Planning
There's a term that people who work in businesses etc use to refer to a plan they make for what they need to do on their current project, and when they're going to do each task. I can't think what it is! (Game plan? Road map? Itinerary?) But I've been trying to do something like that.
Typically I work on a week-by-week basis, just doing whatever needs doing fairly aimlessly; this is why often completion feels just around the corner, or why I can take longer than I really should to make the kind of progress I'd like. It's also why I can never begin to predict a release date until it's right in front of me.
Obviously that's not the best way to do things, though, and it won't work if I'm hoping to keep doing this with some semblance of professionalism.
So I've tried to plan all the tasks that I need to do to finish Atonal Dreams, and I've divided them up into weeks in such a way that it feels reasonable that I could complete them, with some 'catchup' weeks included in case I need more time.
From this, I can make the following
vague predictions:
- I should start doing some promotion/marketing - including putting the game on Steam so people can add it to their wishlists - around the
24th of August, so around 6 weeks from now.
-
Beta testing could begin around the
14th of October, around 14 weeks from now.
- The game could
maybe be released
sometime in November.
These aren't set in stone, of course; at this point, they're just guesses. But they're more thought-out guesses than the nebulous hope I had previously!
What I want to do is add all the tasks to some behind-the-scenes to-do-list on this site, such that I can mark them as done when they are, and they'd fill a progress bar which I'll put somewhere on the main page. (I used to have progress bars for my games years ago, but I just updated the number based on a wild guess, rather than having them represent an actual task list's completion.)
Hopefully I should have something like that set up by the end of next week. But we'll see!
Finishing by the end of the year definitely feels doable, but it'll be interesting looking back on these predictions when I actually do finish. Unforseeable things can always potentially get in the way, and sometimes tasks take longer than expected, especially if they depend on elusive inspiration (composing music is very much that).
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