Hello everyone,
We have to make an unfortunate announcement regarding the current state of Conniption: Paranoia. Or, rather, I have an unfortunate announcement regarding the current state of Conniption: Paranoia.
The Bad News (keep reading after this for the full story)
To start off, I might as well say that I'm the only guy working on this game
at the moment.
While I do techncially have a team, it's a small team of three guys (including me) and I've put both of them, neither of which have sufficient experience with Unreal Engine as it stands, on "hibernation", since there's really nothing I can assign them to right now. It doesn't help, either, that we don't have an office, and that we work remotely from the comforts of our homes around the world. Absolutely none of this is their fault.
It was my responsibility to ensure that we could make time to train with Unreal Engine and to learn the essential skills necessary for them to help me make this demo, and it was my responsibility to make this demo in the timespan given - from July, when we were notified about this, to just before October, where we could have the demo uploaded, verified, and ready to go.
Neither of those happened, and I accept full responsibility for this. Rapidfire Computer Entertainment is committed to quality, and quality just wasn't going to happen as a result of my poor decisions.
A delayed game is eventually good. A bad game is bad forever. I extend that to demos, and I would rather our demo be "eventually good" than "bad forever".
The Good News
There's a lot of future plans coming along moving forward, thanks to this decision to refocus and allocate our efforts to other works that will make providing you a quality game much more feasible.
Our team is composed primarily of artists, and I, for the most part, intend to keep it that way. That seems contradicting to what I just said about not having trained my team properly, right? Not quite.
For the next month or two, I'm going to be building an
extremely powerful game engine framework that will lay on top of Unreal Engine 5. This framework will enable my artist-dominated team to contribute to development very easily, allowing us to make great experiences while simultaneously allowing my team to get even better at what they are already incredibly good at. It's not efficient to stick a square peg in a round hole - I'd prefer that my artists be artists, because I can already confirm that none of them want to be programmers.
I will be doing development live streams and uploading devlogs to YouTube to show my progress through this framework's development, and eventually, we'll be doing development streams and devlogs for Paranoia, where we'll be showing you just how powerful this framework will be.
[ 2022-09-17 21:16:34 CET ] [ Original post ]