I think I owe you all an few explanations. I'll break them down into categories, so you can just read the one you're more interested in. This relates to the games I'm working on, and my activity here on my blog.
Why I've Not Posted Lately
First of all, I've never been the kind of person who can think of something to post on my social media each and every day, without repeating myself, or rewording previous posts. Sometimes I like to share anecdotes on Twitter or stir up rage on Tumblr, but attempting to post daily, I knew I'd run out of material eventually, and have to slow down.
Second, without a team, progress is slow, and when I'm the only one trying to work on several things at once, it gets a little tough to make progress that isn't "hey guys, I completed another level!" every day, or "hey everyone, another 5000 words of my book have been proofread! That leaves 5000 less than last time!" once a week. On top of that, I've never been the "I just took a dump!" type of poster, so random, pointless blog posts just aren't my forte.
Why I've Started a Third Project
I didn't. Project Number 3, formerly called Under Fallen Skies, was actually started 6-7 years ago. It was inspired by a game my colleague and I were playing together, at the time, and we were chugging along nicely with the project until a similar game came along that far overshadowed the one we were working on. It had only just been announced, and had yet to be released as playable, but promised to effortlessly bury our version of the game 40 feet under. So we stopped working on it and decided to work on something else. We ran into trouble quite soon, when we realized it would be impossible for me to afford the assets for the game, after I quit my job rather suddenly. I was running out of money quite rapidly. When my colleague got his job at Walmart, and fell into a slump, we split up the team.
This split up was always intended to be temporary, but at the time, it was necessary. I couldn't afford to have a game with a budget at the time, and he was having a hard time coping with his new taxing job.
I kept trying to work, on my own for the next 3 years, but it was clear I was hopelessly stuck in some mindset about how sprite art should look, so every time I'd start something, it would look awful, and I'd give up.
Eventually, I started to break out of that mindset, and was getting places on a game I mentioned on Twitter ages ago. The game broke, and hadn't adopted a strict commenting policy, yet, so I was having a hard time identifying the problem, and grew discouraged. I gave that game up. For a while, I did nothing but write my novel. But then when it was finished, I got back into the swing of making games. It took me a few months to finally completely shed the mindset that was holding me back, artistically, and started the game shown on my Patreon. I quickly realized, however, that I was in over my head, and switched to the first project I announced, here on my blog. That's the game I'm calling Project 1.
When my colleague announced that he thinks he's ready to beat his 3 year slump, I decided to go back to one of our old projects, and take it on as a third one, the one formerly called Under Fallen Skies
On Project 2
I announced Project 2 to keep myself from completely losing interest due to the monotony of level design in Project 1. I've taken it slow, for now, because I'm still working out how I want to do it, engine-wise.
On Project 3
Project 3, formerly Under Fallen Skies, is something my colleague and I have had our hearts set on for almost a decade, now. Since the release of the game that caused us to put the project aside, we've grown confident that we can make our game worth playing. Progress is slow, because we both have things we need to learn how to do, and this game will require all new techniques, the likes of which we've never tried, before.
Sadly, I'm not at liberty to give out ANY information on this game, aside from it's deadname. Recently, a game was announced that so closely mimics a lot of the ideas we had for a separate project. In fact, so many things about this game matches what we envisioned for our own, we're having a hard time chalking it up to coincidence. So I've decided to be a lot more mum when it comes to our games, until they're far enough along.
What About The One Before Project 1?
I still plan to do that game. As I was working on it, I realized the project was gearing up to be too much for me to handle. Two things came up that made me put the project on hold.
First, my lack of ability. I hadn't yet fully broken out of the shell that was holding me back, just yet. I was getting there, but I wasn't far enough along to confidently continue, and it was becoming more and more obvious with every sprite I made that I still had too much to learn and much more personal development to undergo before I could be happy with going forward.
Second, there was no way I was going to be able to afford a game of that magnitude. It was already shaping up to go above and beyond my budget by quite a lot, which would slow the project down to a near halt.
This is why I started Project 1. Or rather, restarted Project 1 (It, too, is many years old. My oldest, in fact.) I needed something I was comfortable with to sharpen my new, unhindered skills, and the one thing I've always had confidence in drawing is my own fursona. This ended up being a great idea, because he allowed me to stride boldly forward and build my spriting skill, and develop my style.
I will return to this project when I'm more confident in my own ability. I don't believe in cancelling projects, just putting them off and getting to them later.
This is something I'm helping Yuji (IndieDevil) with. He was having a hard time finding quality talent that didn't turn out to be an SJW. So I decided I could lend a hand. Thanks to the honing of my skills and improvement of my own style, I'm quite capable of making Yuji's game look great. However, I have to work within his budget, meaning I can only do sprites when he asks for more. I do have a list of heroes and villains I've compiled, so there's a good chance you'll be able to play as your favorite hero, or go up against that villain you've always wanted to get revenge on.
Sadly, at Yuji's request, I'm unable to divulge anything about the game to anybody until he's ready to start releasing information. Best I could get away with doing is showing off the sprites, which can be found in a previous post, for those who have yet to see them.
Project 1 Demo
So where is that blasted demo? Well, the only thing I'm missing are the sound effects. I heard back from the guy who I was going to hire for the job, and he said he suddenly got super busy, but he's going to compile something for me, soon, and I'll let you know when work on the demo resumes.
I hope that cleared some things up. I'm sorry about all the vagueness and secrecy, and for not being as consistent in posting as I was towards the beginning. That's just how the industry is, I'm afraid.