Hey Newgrounders!, time for a bit of dev-blogging on my game Dinomelt!
But first, a little comic ...
More than once (and specially on a looong project), as one grows and develops better and more efficient ways to make things (an evolving artstyle, a cleaner way to program, new approaches to world and level design…), it becomes reaallly tempting to just go back and re-do the whole thing.
During the 2+ year development cycle of Dinomelt, this has happened more than once: The protagonist, Gwrep, had a complete sprite-re-drawing halfway through the project. Also, recently, plenty of the main background assets and platfoms got a color, line and overal polish update, so that most aspects of the game had a more consistant line.
As an example, take a look at this gif from version 0.4 (late 2015)
It was looking and working fine, but the animations on the protagonist, Grwep, weren’t the most convincing, they were stiff, and the ‘run’ was a bit off… Months later I went over its whole group of ~15+ animations to make them smoother with stronger poses, and a better sense of weight (specially on the runcycle)
In that sense, my current goal is to get the upcoming web release DONE before I get the ‘itch’ of remaking everything again, otherwise, you may expect the game to take another year or even more!!
Music production is halfway through, and in the meantime I've been heavily into 'post-production' details, so despite the tone of the comic and the last sentence, it's not something I expect to happen ;)
More updates on the game's blog.
As a little BONUS I’ll leave you with this fun and insightful micro-documentary by Adam Butcher; a good documented case to remind us of this issue... and maybe consider releasing projects instead of remaking them for years.
Sijbren
The story of my life...
Butzbo
Turns out I'm seeing this is a lot more common than I thought!
I didn't mentioned it on the post, but this makes just as much sense in animation, sometimes getting the impulse of redrawing whole takes..