The situation with ESA

Alright, so ESA has been very close to being completed for a while now. However, these last things have taken quite a bit more time than I assumed, mostly due to not feeling inspired to go that extra mile. Since I’m have a bit more patience than I did some years ago, this lack of inspiration doesn’t mean that I’d abandon the game now, but it means things might take a bit longer still. Another reason the game wont be finished as soon as I’d like is that the soundwork isn’t finished; the composer has had an extremely busy Spring and thus has been able to get cracking on the audio only fairly recently. This is totally understandable and I don’t mind it, but it means that the game will probably be finished content-wise before the audio is ready.

So, what’s left to be done? Let’s list:

  • Two phases for the final boss. The second phase has been giving me a lot of trouble because the concept I originally had wasn’t really very fun to play against. I’m still not quite sure where to go with the second phase, but fortunately the rest of the fight I have pretty much designed already.
  • A mini-miniboss in the final area. I had a really cool idea for a small miniboss-ish battle right before the final one, to increase the difficulty of the final area but also to give the ending more weight, as it were. I have the fight planned but figuring out an interesting design for the boss took some time.
  • The station bestiary. I’m regretting adding this somewhat, because implementing it will be really boring, but then again the concept is way too great not to use! I always loved that enemy list thing in the end of Super Mario World and want to make something slightly similar here. This’ll be the very last thing I’ll work on.
  • As mentioned, the audio. I’ve implemented the sound system in terms of game code already, so I’ll just have to add in sound effects and music as they’re finished.
  • A larger secret thing. The secret game area is done for good, but there’s a part of it that requires some hardcoded cutscenery and such. This shouldn’t be too hard, I’m just lazy.

 

I’m going to announce a release date as soon as I feel confident enough to decide on one! Sorry about making empty promises in the past (the official trailer still says I might finish the game in 2012, sigh). I’m not really used to hyping up a game-in-development so stuff like deadlines are my bane!

4 Comments

  1. Sigma_100 says:

    Been following ESA for… 3 years now I think, and my excitement has never waned (I actually enjoy the trailer’s music so much that its on my playlist, so I can’t wait to hear more). Take your time! No need to risk spoiling your enjoyment of the whole process just to get the game out on a certain schedule! :)

  2. Hempuli says:

    Thanks for the kind comments! :)

  3. Micah says:

    I’m finding that polish is maybe the hardest part of the whole process. And like you said, it’s not necessarily that the checklist-type stuff is difficult, but finding the motivation is really hard sometimes.

    Anyway, we’re all stoked to play ESA, but there’s really no rush. You need to be happy with it first, and then everyone else can enjoy it.

  4. Meh says:

    Keep going! Just try to have fun well your doing it. ;)

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