Not Making the Cut
- Ian Cotner
- Sep 17, 2017
- 1 min read
We cut our first game today. Chimera Colosseum is not going forwards. We're still going to show it, and talk about it, and explain why it didn't make the cut, but we have official stopped working on it in order to focus on our other two prototypes and deciding which one we will go forward with.
There were many reasons for this. First and foremost, our team doesn't have a programmer, and the person doing the bulk of the programming had no idea ow to implement the systems we wanted in Unreal. We have a working Unity prototype, but it's not very good, and everyone wants to stick with Unreal.
Second, it was the lowest ranked game from our QA testing. People just weren't that interested in it.
Third, cutting it now will allow us to flesh out the other two more fully and get a better sense of which one we should go forward with.
Finally, it just wasn't very viable for our team. Like I stated, our programmer couldn't figure out a way to do this in Unreal in time. Additionally, it would have been a massive animation load, when neither of our artists are animators.
We tried to make it work, but it just didn't, and we couldn't afford to pour more time into something that was basically dead in the water.
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