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RMN Music Pack 2 has started! Download Now Save to Dropbox. Catchy topic name to make people read something on my "foreign" game blog. But this is more of a general discussion, so it's not just for Portuguese-speaking people. This is a lesson on finishing games. Alvorada do Mal was my first big RM project. I had this interesting and vague game concept, and I envisioned a game that was actually based on the modern world, the real world, and that looked like the real work, instead of most other modern projects that either looked medieval or futuristic.
It actually came along pretty nicely. I was so proud of it I decided to release a first demo. The reaction was very good. It motivated me to keep working on it. I worked a bit more, released the second demo By the time demo 3 was out, I had already worked on this game for hundreds of hours, and created a certain hype around it.
So I had to finish it. Quitting it was not an option. Also because I hated people that hyped their projects and quit them. We all know a game is as good as finished. I was pretty green when I started the game, and I learned a lot doing it. I learned spriting, mapping, editting, coding. I could do stuff. It made my game feel like crap. I was stuck many many many times not knowing and not having good ideas for what would happen next. That caused me months and months of not-doing anything, blank and block.
Still I was commited to the project, and I shut my mind from new ideas cause I knew if I worked on something else I would never finish this project. My first betrayal happened on January , when I made Marvel Brothel.
It was for a contest, there was a deadline, and there was a prize. My second betrayal happened on May , with Beautiful Escape: Dungeoneer. Also for a contest, shorter this time: two weeks as opposed to Marvel Brothel's two months. So I decided to drop Alvorada do Mal, because I'm obviously wasting my time with it, and erroneously shutting myself off from new ideas because of it.