Made Marion June Development Update: Schedule Edition, Straight Talk
Made Marion June Development Update: Schedule Edition, Straight Talk
[I decided to post our June dev update early, because I have some difficult things to say, but I hope this will get us all on the same page about what's happened with Made Marion since our Kickstarter.]
Hi everyone! I've decided to check in early with a report on our development schedule and some straight talk on some tough stuff. I hope this will help us all get on the same page and be excited instead of worried about Made Marion's development process.
First of all, thank you all so much for your magnificent patience and concern! This is definitely not how I wanted Made Marion's development to go or how it would have gone if things were still the way they were for our team back when we ran our Kickstarter. We have been seriously kicked in the teeth repeatedly, and I'd like to offer a better explanation and our proposed solutions and revised schedule.
I'm also sorry for the lack of pretty pictures this month! There will be many available very soon when Robin's beta test is ready to go!
The Problems:
1. As of fall 2021, things were going pretty well! We'd just run a beta for Made Marion's prologue and my route outlines were shaping up nicely. Then things began to go wrong. I had some issues at home that took up my attention, and then my darn town flooded. Drat it, ok, lost a couple months, but we can get back on track in 2022...
2. Then 2022, for various reasons was a disaster for pretty much our entire team (I'm only going to talk about my problems here, because those are the ones it is mine to share). It ended up being basically a wash for development. Why wasn't that obvious from our development updates? Because of my brain. I contracted Covid in January of 2022 and a few weeks later, the Long Covid symptoms started. I was near-narcoleptic for several months. It was scary and embarrassing and I didn't know how to talk about it. So I was as positive as I could be. Around May, my body started to recover. I was able to live more normally and I figured that meant I could get back to development.
What I didn't know and couldn't effectively communicate was that the brain fog was still there. I was writing, but not in a straight line. I wrote scenes for all the love interests here and there, scribbled a bunch in my notebooks, but a full, logical route for Robin wasn't happening. And the problem with your brain not working right is that it's very difficult to understand that your brain isn't working right. I thought things were cool! So it appeared that I wasn't being honest about the status of development without me realizing it did or even fully understanding that development wasn't going well. I'm very sorry about that.
3. Around November of 2022 my brain started working better again, but I was demoralized and felt like I'd forgotten how to write. I "eased" myself back into writing with a huge fic, along with finally getting back to putting words together for Robin. I wrote words! Lots of words! Good words! Yeah! We pulled together as a team and got our enhanced demo out, which was a lot of work but was super exciting.
4. Feeling guilty about the wash that was 2022 and excited because of how much verbiage I'd put out, I created an ambitious schedule toward an Early Access release of all the Sherwood routes this fall. It was based on the amount of words I'd been putting out, so I was convinced it was doable. Some of you wrote in to Tumblr with concerns that it was overly ambitious. You were wonderful and primarily concerned for my well-being. You were also correct.
The Solutions:
1. I need to accept that I have a disabling condition that currently has no cure and that, although it has greatly improved since last year, means that I can't always work at my peak capacity. This is super tough for a high achiever with general anxiety. I hate even talking about it, but I want to be as transparent with y'all as I can be.
2. The schedule: I still wish to keep a relatively ambitious target schedule for the remainder of development. I think it is helping us all Get Shit Done(tm). I just need to be a little less ambitious. I still plan to release Early Access this fall and I'm still hoping for October (which was always tentative), but November may be more realistic. It depends on how well my body and mind cooperate over the summer, and on the individual situations of our artists. Early Access will launch with Robin and Will's routes. John is going to need to take more time. It will be worth it, because he will get the full attention and care that his wonderful self deserves.
3. The weekly mini-dev updates: I have started posting mini-dev updates on Mondays on Tumblr. This is the place to go if you want a more granular report of the progress we've been making, and I think they're going to be very helpful for maintaining clarity and helping keep us all on-task.
4. Beta: I have more detailed information about Beta in the Kickstarter version of this update.
Conclusion:
Looking back from here, our original release date estimate from Kickstarter was too ambitious even under ideal circumstances. That was my development inexperience speaking. The rest was a lot of IRL horribleness. However, the gang is back together now, and the game is now, actually, truly, progressing nicely once more. Going forward, I'll be able to post much more concrete progress and I think doing so as I write each route is a better choice than posting a bunch of specific completion dates that we may not meet. You'll be able to see our progress as it happens instead.
Notes and Goodies:
Robin's new expressions are in! I love the way he turned out and Arrapso (a fellow perfectionist, err, high achiever) seems happier with him now as well. Awesome! I will post some previews on Tumblr soon, once I have coded a few of the new expressions into the game client.
John's role-playing choice has been re-configured a bit. I was previously calling it "conflict or compromise," but I was getting stuck on the "conflict" part because I didn't want Marion and John to be fighting all the time if you made those choices. It didn't seem like fun, or particularly in-character for John. I am now calling it "challenge or compromise." Because John is kind and wonderful and protective but is also traumatized and stubborn and overprotective. Sometimes he needs to be challenged, and it won't always lead to an argument. I think this makes for more interesting choices and for John to have more room to be John.
I coded in Will's first use of his genuine smile expression (you get to confront him about his attitude early on in Robin's route) and am happy to report that it is SUPER EFFECTIVE.
For any of you Ren'py devs out there, I continue to evangelize matrixcolor. It's relatively new, but you should absolutely check out what it can do. Previously, I used it to tint our characters a bit so they blended in better with evening and night backgrounds. I also used it to sepia-tone memory sequences. I've now used it to make images slowly disappear via transparency and turn our blood animation green instead of red for... spoiler purposes. It is so easy and flexible, you should absolutely play with it!
I'll be reporting in later this month on our Beta test status!
Get Made Marion
Made Marion
A romantic visual novel inspired by the legends of Robin Hood.
Status | In development |
Author | Velvet Cupcake Games |
Genre | Visual Novel |
Tags | Action-Adventure, Alternate History, Amare, Dating Sim, Fantasy, Female Protagonist, Otome, Romance, Story Rich |
More posts
- Made Marion: Version 2.1 EA Patch & Devlog15 days ago
- Made Marion: Will's Route Is Out!56 days ago
- Will Arrives October 20!70 days ago
- Made Marion Development Update, August 2024Aug 17, 2024
- Made Marion Development Update, July 2024Jul 17, 2024
- Made Marion Development Update, June 2024Jun 18, 2024
- Made Marion EA Patch 1.1May 20, 2024
- Made Marion Development Update, May 2024May 17, 2024
- Made Marion Development Update, March 2024Mar 22, 2024
- Made Marion Development Update, February 2024Feb 18, 2024
Comments
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Yo, I don't think anyone can fully understand the struggle of being an ambitious creative, especially with anxiety (which is often the case). Your job as an artist or writer and other such professions is mentally taxing in a way that no other profession is. It really is difficult to explain, in any form, how hard it is to brain without your brain, and while deadlines push you forward, they can also be massive hurdles to creativity and quality output. Ultimately quality is more important than the deadline, so you have to give yourself grace and slough off that guilt of not doing enough. It's a challenging journey, and depsite the doubts and other things that nip at your heels, you have to pace yourself and focus on your objective. When you inevitably hit another wall, take a breath and assess how best to aproach it. Throwing yourself at it is a waste of effort. Those outside your shoes waiting anxiously for more more more will put on the pressure, but all you can do is what your body and mind allow you to do. Hang in there. You got this. I have faith that it will all be worth it in the end. Success or not you have gained and will gain so much, and it's all priceless.
-from a fellow sleep deprived writer with brain mush
Thanks, you take care of yourself, too!
It's Maid Marion. Or is Made supposed to seem like a clever joke or something?
I don't know how clever it is, but it's Made Marion because you're made into Marion when you play it.
So Marion herself is the MC not a standard male? Not Robin?
Correct!
It's okay. It's okay to admit that you need help and ask for help. We are not perfect. And the guilty you're feeling just shows that you're a responsible person. I appreciate the effort you made to reach out to us. Sadly, I don't have any experience with your condition, so all I can do is offer encouraging words instead. This game, its demo, and its development have been a lot of fun for me. I hope you are enjoying it as much as I am, rather than worrying about it. I'm looking forward to your next update. For now, please take care of yourself. xoxo
Funnily enough, I've found myself enjoying the writing much more freely in the past couple days since finally being able to describe what happened last year to y'all. It's been a journey to try to understand what was going on in my brain, but I recently read some excellent accounts by others who have gone through long Covid or know people who are going through Long Covid and don't realize what it is doing to their cognitive faculties. That really set off a light bulb with me, and I was able to look back on myself last year and go, "Oh. YEAH."
Thanks for the update!
Have you thought about the possibility of raising some more funds and outsourcing some of the writing? I'm already a backer of the original campaign, however I'd be happy to donate more money if it would help with bringing in assistance for writing/editing and programming.
GB Patch Games recently outsourced some of the writing for the Baxter Dlc and I think a really good job was done with capturing the voice of the character and the overall feel of an Our Life story.
Best of luck with Made Marion' s development. I'm looking forward to the early access release, whenever it happens, and I want you to know that Marion is one of my favourite protagonists for an Otome/Amare game.
Thank you so much!
Though I'm not prepared to outsource the writing (I think that actually might be more work for me than doing the writing myself, because the stories and secrets in this game are deeply entwined with one another), I have been increasingly willing to outsource programming tasks. Our wonderful coding assistant Shawna will be coding in our Extras section soon, and I've also brought on the fabulous Jaime Scribbles to do some smaller coding commissions for us.
I've been excited about this game since playing the beta prologue (well before the Kickstarter), and I've been impressed by the quality of the work overall--both writing and art. I am still looking forward to it so much, but I would never ask you to compromise your health or to feel guilty about what you're able to do within certain timeframe parameters.
So many of us have been having difficulties for the past few years, and it's a very common thing to feel that those difficulties are hard to discuss, or that one may be fearful to bring them up. I am honored that you've shared what you have with us, and it only makes me identify with you and your team more as humans.
I am confident that this game is going to be AMAZING. If my own current challenges didn't require me to be cutting back on expenses, I would have done the Kickstarter, or I would pre-order right now. I have to wait on that, though, but I promise that I will buy the game as soon as I have more cushion!! It is one of the few titles I'm super-looking forward to. <3
Keep up your good work, and know that we're out here supporting you and cheering you on, including cheering times when you rest or reevaluate!
Thank you so much! I totally understand the budget issue. I can't back all the projects I want, either. It means the world to us just to have excited fans!
As someone who has been following this games development since the Kickstarter, I can only wish you the best going forward with your current condition.
I'd say most people are happy to wait for as long as it takes for a great product to be made, so please don't be too hard on yourself over something that is frustratingly beyond your control (I had long COVID myself, as mentioned in a previous comment, though not quite as long as yours). Work at a rate that gives you the results you want.
Also, remember to take regular opportunities to chill and turn your brain to less intense, more relaxing activities so it can reset for the next time you tackle the project.
Whatever happens, I'll still be looking forward to each update leading to the game's release. :)
Thank you so much! It's hard not to feel the guilty feels, but I'm trying to turn them into the drive to make sure I sit down and write at least a little every day. I am profoundly grateful that I am no longer sitting on the couch staring at the wall.