working title: MOLD

working title: MOLD

production blog

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the scope of the game

February 6, 2013 ,

my old diagram got bigger and bigger, and now basically serves as “the place where i note and dump everything”. It includes key dialogs, even game conditions, basically every info available.

130205_story_flowchart_34g

so to compare it properly with the recently finished length research of “Day of the Tentacle” and “Monkey Island 1” (which will be published soon aswell), I started to create a similar, simpler diagram (better overview, and its way faster to edit). Eventually it turned  out that Mold was almost as complex as DOTT (considering scenes/characters/items). so at first I thought (in my utter delirium):

“nice! that’s exactly what I was aiming for, length wise!”

the next step was to calculate the approximate work hours of all assets, animations, dialogs, cutscenes etc…. and there it was…

…the nasty surprise I was waiting for ;)

the calculation showed a shocking 620-ish days of work would be necessary to complete it!! (after preproduction I might add, in which I’m still in btw. ;) ) and I didn’t add much buffer either….

sooooo… We’ll have to cut/trim it drastically… (hopefully to get down to 300-ish or something, which unfortunately means: Sets have to be removed or merged, the usage of NPCs has to be limited to the absolute (story essential) minimum, cg rendered cutscenes during the game? ha! ;)

after two evenings of trimming, the “game” looks like this at the moment:
(some items/objects are still missing, but basically that’s it)

( left = NEW / right = OLD )

130205_story_reduction
as you can see, quite a lot got cut (while keeping most (all?) puzzles in tact). Some sets and characters will be missed ;), but some stuff got better aswell… it’s always healthy to cut unnecessary weight ;)

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