M1F 3

The following is copied and pasted from my analysis of my progress on Last Legend Zero.

IDNotion
1The epiphany I had for the Last Legend Comic, M1E20, is an excellent direction.
2However there are several problems with Last Legend Zero.
2.1Most notably, development is not proceeding at the predicted pace:
2.1.1cannot complete a game of which I am proud in the remaining 2 weeks of January.
2.1.2I would want a couple of weeks per planned region (3 to 7 regions intended) plus time to market and polish besides.
2.1.3I am also not satisfied that the gameplay is, by itself, satisfying, which demands more prototyping.
2.1.4If I were to force myself to pinch off a technically complete, but hastily cut off game, with zero testing and polishing, I might just barely make the March 15th release date at this rate.
2.1.5This I must not do. I must never again “produce” games in which I take no pride.
2.1.5.1(I may, of course, make rapid prototypes, but that is another matter)
2.1.6Therefore, to complete the game properly would take 14 weeks, not counting testing and polish. This would indicate a May or June release at best.
2.1.7I have already put a solid 4 weeks of development into it.
Moreover…
2.2I do not have more than the broad strokes of the story in mind.
2.2.1I lack important details like the antagonist, and importantly, the ending.
2.2.2This is a big deal. Without a complete draft, a project must not go into production.
2.2.3Last Legend Zero is still in the tinkering phase. It is improper to give it a release date.
2.2.4This should have been recognized and acknowledged from the outset.
3These combined issues have implications for the Legend Game Tower.
3.1If I am going to make a 2-month game, then a 4 month game using the 2-month game as a foundation, &c, as planned, the points under 2.1 indicate that it cannot be Last Legend Zero, but must be a smaller game.
3.1.1It has to be smaller than a point-and-click adventure game, yet move us towards my ultimate JRPG-centric goal.
3.2Nor, per 2.2, can I justly say I have begun Production on any game if I yet lack mechanics and extensive knowledge of the minimum world of that game.
3.2.1I may justly say I am tinkering or prototyping. And these are fine and necessary.
3.3Thus, to make a “2-month” game, I need to choose a first brick in the tower that is small enough to make in two months, and sufficiently well-conceived that it may swiftly move from Tinkering to Production.
4This does not mean my last month’s work was for naught.
4.1All of it can be used eventually.
4.2Most of it can be used immediately. Several components are genre agnostic:
4.2.1The HD interface/pixel world
4.2.2The palette shader
4.2.3The options menu and boot system
4.2.4The State Machinery
4.3There are some caveats:
4.3.1Dialogue is vestigial in many genres I like.
4.3.1.1However, as much as I enjoy retro mime, if my game lacks in dialogue, it is not aiming well toward my goals.
4.3.2The mouse/touch control scheme is low priority or nearly useless in every genre I’m aiming towards except point & click adventures and JRPGs
This, then, frames the question:
5What can I proudly build in a single month on the foundation I’ve laid for Last Legend Zero that moves me closer to the Legend Framework?
6The answer will be small. Something on the scale of Pong, Breakout, or Space Invaders. My gut says it will have to be a Space Shooter.
6.1I know I said I never wanted to make a Space Shooter again, but now, with the meds, I’m sure I can hack it, as long as it’s only the first step.
7I have a handful of Space Shooter designs that will serve for a first brick.
7.1Spaz Invaders is a good choice that admits almost instant work.
7.1.1It has the advantage of allowing for an immediate platformer followup.
7.1.1.1The world art thus generated would be well-suited to Last Legend material.
7.1.2Spaz is sort of in Limbo because of his overlap with Jump the Shark
7.1.2.1Perhaps echoes of the same Chrononic Resonance.
7.2Candy Raid is almost as good as Spaz Invaders.
7.2.1Obviously, with two published games starring Candy, this takes advantage of existing momentum the best.
7.2.2But I’m really very done with Candy.
7.3The space shooter starring Angel from Crossover Arcade. Meteoroid.
7.3.1More story-driven. Plays into future ensembles. Utilizes dialogue.
7.3.2Suffers from being more story-driven. This game, also has problem 2.2 to contend with.
8At this moment, I am leaning so hard towards Spaz Invaders that unless something else occurs to me, I am just about guaranteed to choose it.

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