Welcome one, welcome all!
Today is a special day for me, because today (you've guessed it) LonelyBond is in development for a full year!
It's a crazy thing to think about. Me, sitting in this room developing a game full time for an entire year. I am so glad that this became a possibility for me.
And what a year ha?
I've learned so much. I've done so much. And you guys... you guys have been my support through it all.
So what is in store for LonelyBond? What happened in that one year of development?
Let's take a little trip.
What is LonelyBond?
If you'd ask me that a year ago, I'd say it's a puzzle game. A game where you connect objects that look the same and trade puzzles with your friends.
And while it's still true, today I know that LonelyBond is a game about mystery, characters and comedy first, and only then it is a puzzle game.
It doesn't mean that puzzles don't have their place of honor in it, but it's a shift in thinking that I had which is very important.
So how would I sum LonelyBond up in a sentence or two?
In LonelyBond you play as a child, taken to a mysterious school full of legends. It is up to your newly formed legends club to uncover the truth about the legends in this story filled with comedy and puzzles.
Is it the best way to describe the game? No. But I'm getting there, bit by bit :)
How far is the game?
One year in!
Ok ok, for real now.
The game is nearing a complete first chapter out of (supposedly) 7 chapters.
If you do simple math, it sounds like creating the game will take 7 years, but that's not the truth since creating a chapter takes me about 3 months time (or at least, is scheduled to).
That translates to 1 year and 9 months from when I started the first chapter (which is 1 month ago).
Why did it take me 11 months to start the first chapter?
What I did in this passing year
A whole lot actually!
I've created tons of systems that are essential for the game (dialogue systems, for example), I've developed my expertise in art and marketing (which is still growing by the day), I've spent some of my time networking and finding new friends in the industry, and I've experimented with many prototypes for gameplay and narrative, to build something that is cohesive, intriguing, funny and full of life.
For me, that's not a small feat to be had.
And yet, I can't say there are no parts of me that want to say that this is not enough. That I should've come further. To a certain extent, this is correct.
But that's just puts fire under my chair to continue with full force into this year.
And it's going to be a big one.
So what does the future hold?
What will tomorrow bring me?
LonelyBond is moving into a high gear.
In two months time the first chapter should be done and polished, at least enough so that I can start to actually tell all of you guys what's going on (with fun visuals and stuff).
By this time next year, more than half of the game will be done!
You should see a lot more information about the characters and the mysteries of the game.
And the most important part - I really want to involve all of you in the making of the game, so you will be able to shape parts of the game and the characters and leave a cool mark on it forever :)
Wrapping it up!
I cannot thank you enough for everything. Every word of encouragement and feedback. Every playtest played, every comment and conversation - it means a lot to me.
Developing a game solo can get lonely sometimes, but thanks to the connections (bonds) I never develop alone.
Please continue to support me in the following year :)
See you next time!
Ps: if you want to really help out, please join the mailing list ;)