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Re: Red Horizon [mystery, sci-fi]

Posted: Mon May 28, 2012 10:15 am
by saguaro
Four months in, it's become increasingly clear that Red Horizon is going to be a long-term project. The more I learn about Ren'py, the more features and ideas I want to add to the game. Each time I learn something new the game potentially improves, but development time increases as well.

A couple of weeks ago I decided that I shouldn't have neglected the forum's conventional wisdom (your first project should be a shorter project that you can complete relatively quickly) and I took a break to work on a small side-project that focuses on aspects I hadn't yet worked with (sound/music and ATL) and is completely different from RH. This turned out to be a smart move for me. I've learned a TON of new things that will make RH better and working on a less-complicated project gives my brain a rest.

So this is sort of a, "Project's not dead, I promise!" update, but also a little encouragement to any other new creators who have ambitious first projects that are turning out to be much bigger than they anticipated. Sometimes, taking a little time out to switch gears and work on something different can really help, not just to refresh, but to get a different perspective on the creative process and hopefully pick up some new ideas along the way.

Re: Red Horizon [mystery, sci-fi]

Posted: Mon May 28, 2012 12:33 pm
by Egressus
May I have some information regarding your new project?

I understand-- that's something I just did, after all. Starting with big projects = bad. But I guess some lack drive when they don't have a big goal.

Re: Red Horizon [mystery, sci-fi]

Posted: Tue May 29, 2012 7:59 am
by saguaro
Sure. The working title is Locked-In, it's a kinda-mystery about a powerful business executive that is in a car crash and becomes locked-in (she can hear, but is paralyzed and blind). She is suspicious that her accident wasn't really an accident and she tries to piece together what happened based on the things she hears from staff and visitors at the hospital. Right now much of the story focuses on her relationships with her ex-wife, her sister, and her assistant, all of whom have something to gain from her incapacitation.

The game is heavy on sound and has no sprites. Originally I was going to have no graphics (just a black screen) but that was too experimental and I didn't think people would enjoy playing it. So now I'm trying to incorporate visual interest with ATL effects that compliment the sounds.