Sort of a big announcement, or at least potentially.
Backstory: So I was chatting up my game and going over some design documents with some homies, and the sentiment came up more or less of "You've got a really good thing going on here. You ever think about selling it? on Steam or such?"
And I thought about it, and...yeah. Maybe I should. I think I have a solid plot, mechanical design, framework, and I'm almost done! Putting Chronology on Steam would get the game to a far wider audience and invigorate me as a designer. However, I couldn't. Why? Well...asset wise, it needs a fresh coat of paint. In other words, it needs original assets and not the rips and edits I've been using.
Do not get me wrong, I've been a staunch defender of rips and edits in the hobby design corner for like, ever! They allow a designer to build up something using something else (and this is a thing in the art world utilized by very famous artists, 're-contextualization') and focus on the meat while they free up assets to build it. Also, editing is a lot of fun, I liked doing it for its own sake. It served me well forever. If you're making a game and using rips, and rips are the difference between your game being released or unreleased, use those rips! Either way, that's here nor there and this isn't about the ethics of rips or whatever, so shush.
However, I can't sell it, or more specifically, I can't sell Chronology as its with rips. And even if I didn't sell it, using FFVI assets and the like inherently limits my audience in the wider world.
So I'm announcing that henceforth I'm taking Chronology forward to eventually transition all of its visual assets to original ones. What does this mean for you, the (hopeful) consumer? A few things.
-This pushes the release date back until first quarter 2017 at the earliest, but this does NOT affect the mechanical development. It's still being developed in RM VX Ace, it's still being worked on as is, the plot is still being written and meat and bones of the game are still being chipped away at. In other words, this does not affect me opening up the program and working on the game.
-This is ONLY the visual assets. The music, plot, mechanics, script, etc etc were all original to begin with. This does mean I'll need new tilesets, charactersets, battle animations, and other visual assets. This is a fair amount of work, but I'm not building anything else from scratch.
-While replacing the visual assets will take a fair amount of work/time/some cash, in many cases its more of a one for one swap. Basically, the towns using FFVI chipsets will now be original, the forests using Rudra assets will now be original forests, the character and battle graphics will be similar in scale and appearance, just not FFVI edits, and so on and so forth. I don't have to recreate entire maps from scratch, I 'only' have to edit and fix graphical transition hiccups that comes from importing new assets and exporting the old ones.
-By 'original' I am not willing to accept a drastic decrease in quality. My game WILL be differentiated from the many other VX Ace games, graphically. You're not going to see glossy, Alex, RTP stuff. The visual look and feel of my game won't depart from the one it has now as much as possible.
-This won't be free, but I have some ideas (and some capital) to fund it, and I know of some talented people who I can ask around for to see if anyone is interesting in doing this. However if you know of anyone, please point me in their direction, or vice versa!
-This isn't, nor is selling the game on Steam, absolutely set in stone, but I am leaning towards it heavily. Until then, like I said above, I'll continue to work on the game like I did before!
Whew. That's a lot. Any questions or thoughts