Thursday, October 8, 2015

Badluck shares Ara Fell's development story with RMN - RMN

I'm posting this here, because in this blog post, Badluck briefly touches upon a couple of the pitfalls that comes with working with rpgmaker2003 and indie games overall - something I think everyone should eventually read and be made aware of while working on an independent game of any kind:

There are a lot of stories like this one, that we don't get to hear, that raise awareness of certain issues, that we really need to learn how to avoid, while developing games.

You can read the original post here on RMN.

"I've been asked this before by several people, so I thought I'd explain things. This is the story of how I got here. I'll make another post about the Ara Fell remake another time. This isn't about the remake. This is about why I'm remaking it.

Fair warning. It's a little sentimental.

Ten years ago (it seems crazy to even type that), I made Ara Fell. It was my third game, after Tarion Star and some unnamed but serious RPG Maker 95 project, and the first one that was any good. Ara Fell was a huge, complicated project, and far too ambitious for what I was capable of at the time. More than a few people warned me of this, but I enjoyed the challenge, and decided to just go with my first instinct, and let the chips fall where they may. I had planned for Ara Fell to be a 10 part series, with "The Legend of Dirisetsu Hollow" as the first installment, parts 1 and 2. That's a hell of a project. By the end of it, I was probably looking at something twice as big as Chrono Trigger, and Chrono Trigger is a big-ass game.