Of Goals and Demos

Well at this point of the project it’s getting really hard for me to specify exact details of what I want done next within two weeks, particularly since planning for scripting details is only a few scenes ahead (if any) of the actual story scripting. Not to mention that with the increase of team size and full ignition of project development, the priorities amongst all tasks is starting to fluctuate a lot more. Therefore I figure the best time to address each week’s work is… well the Friday planning meetings itself, rather than attempting to plan weeks ahead in advance.

However, although detailed long-term tasks are no longer on the agenda, I do have goals in mind for the project which I’d like to share.

Short Term Goal

By the end of July, which is only three weeks away, I’d like to get far enough in scripting to allow for a full expansion of all three routes. By this I mean up to the point of Exelar’s Birthday or Federation Day, with introduction scenes for all three heroines done. With that, it means that me, Honya, and Citrus would be able to plan and write scenes simultaneously, without having the work all stacked up on the main story (althought most of it will still be main path). Also, I’m hoping around that time I can begin handing off the main story writing to someone else and simply act as a planner/editor/scriptor, seeing as that I’m hardly the best choice when it comes to writing out Exelar’s personality, behavior, and lines anyways.
Also, beginning August I’ll be delving into preliminary TRPG coding and preparing the presentation before the University SGD (Student Game Developers) club in order to gather some more interest, which will definitely cut down my time available to work on writing by a considerable amount.

Long Term Goal

The original intended finishing date of this project is still April/May of 2009. However, I’d be happy just to have a completed TRPG mode by then and continue to work on the story for a summer release. There’s obviously no point rushing the process too much when we could strive for some better quality to make it more enjoyable. But at the same time that’s also not reason to procrastinate more, in cause you’re getting the wrong ideas already.

However, in a much closer note, I plan on getting a demo finished and released by the near end of the fall semester (late November / early December). For one thing, the SGD will have their fall game expo, in which I’m suppose to have at least something functional to show off. I’m hoping to get the local TRPG system done by then - small scale skirmish orientation. I doubt the people at the expo are going to want to flip through a visual novel so that’ll be left out completely. The other thing I’d like to get done is a full project demo (VN + TRPG), available for distribution both online (ren’py forums and OELVN community in general) as well as to the University comics & animation club. The purpose of this is to - 1. gather more interest and support if possible and 2. to have real proof that we’re getting some things done and not merely talking about it.

Scope wise, I’d like to see the the demo cover everything up to the conclusion of the Breakout Battle (which is also the first real battle in the game)… when one of the first dramatic moments of the game occurs. The time constraint here is mostly due to graphics, composing, and coding, for I expect that we SHOULD be a lot further along in story writing/scripting at that point. At the very least we should have finished the Earth Arc by then, if not halfway through the Astraea Arc. Reminder that detailed planning for Penthiaen Arc starting during Christmas vacation / winter break.

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