Premature rush of publication.

Michaël Samyn, May 15, 2012

Submitting the work-in-progress build of Bientôt l’été to IndieCade, creating screenshots, video clip and web page for the jury, and asking our collaborators to have a look, gives me that familiar feeling of trying to tell the world about what we made. Twitter! Facebook! Vimeo! Youtube! Even videogame trailer websites! Tell all the world!

But no no. Not yet. Can’t do this yet. It’s not done yet. Hush hush. Don’t tell anyone. And -heaven forbid!- don’t show anyone! Brrr. There’s still a lot of work to do!

I want to get everything just right. All the details should be perfect. More so than in any other game we’ve made. Because this one is so minimal. And it plays with emptiness as part of its content. So I don’t want it to feel unfinished or lack the subtle detail that will serve as reward for the attentive player.

This is why I have reserved almost a third of the development time for polishing. All assets need to be finished by the end of June and then Auriea and I will spend the next three months making everything as pretty as we can manage.

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