There will be a full version someday. I have, for better or worse, committed to this game's completion. I now have angry people hovering over my shoulder and an awful guilt trip to ensure its completion. The length of the game (even just chapter 1) is going to be long. Part of the idea of the demo is to test the waters before I commit too much of myself to a dud storyline. Don't get me wrong though. The "demo" would end up being longer than most of your average visual novels. It will be able to stand on its own, since right there is a solid breaking point in the story.gekiganwing wrote: Ultimately, it's your choice. I'm not sure which option is best. While I'd like to see a proof of concept for Rising Angels in the near future, I know it's unwise to focus too much on making a demo. I'd like to see the full version someday... so if you're asking for my opinion, I'd say option #3.
If you're willing and able to commit to working on Rising Angels at this time, that's a good thing. But if it gets too stressful or challenging, that's a bad thing. So if writing, coding, art, etc become too much to handle, then be sure to ask for help.
I can ask for help on the art and am *jingles his beggar's tin*, but when it comes to the writing, there are issues. Sad fact is that there isn't anyone around anymore who knows the KDF universe. To bring anyone in, I'd have to give a course in plot. I'm already doing my best to weave it delicately into the story (and doing some revolutionary new ideas in the incentives program to get people to play Anton's Vacation for the basics), but anyone who would want to help wouldn't know how. I code as I write, the music is already done, and I won't need proofreaders until I finish, so there's not a lot folks can help me with other than art and words of encouragement. Pretty pictures really do wonders for my motivation.