In July 2014, I posted an update on my FA page announcing I was going to make a game. Whenever I could spare the time between commissions, I’d be watching YouTube tutorials and reading up on how to write in C# and make a game in Unity. I’d never programmed anything before then, so there was a lot to learn. I managed to create the base Parser system and it’s brother, the Dictator system, as well as a mostly-functional UI. (The Parser is the thing that takes tags in text and replaces them with the right words and adjectives). There was also an in-game clock, some locations to move around and other bits and bobs. It all worked and was pretty slick, I thought.
We’ve since passed the stage the game was at in Unity as far as the back end goes, and are close to building up the UI again. We’ve got a solid plan for development to reach that all-important first release. I’ve spent over a year putting every spare moment I have into this game, and while progress has been solid, it’s been slow. This is where the decision to run the Indiegogo campaign came from.
With proper funding I can devote myself entirely to designing the game and creating art assets for it, as well as paying Gedan to be our lead programmer. I can also set up the site proper with forums and other cool things, and if the campaign goes well, commission more coders/artists to get it into your hands either faster or with more cool stuff in it at release.
I’ve poured far too much time into it to stop now. I think whether the crowdfunding campaign succeeds or not I’ll be working on this, it will simply mean the difference between a release a few years from now or in six months. Carnal Souls is happening no matter what.