The Hold-Up

I've wanted to fill you guys in more completely on the status of the Wyndia project for a number of months now, but I've just posted a couple pictures instead because the main message I wanted you to get is that Wyndia is proceeding, and good things are happening with it. I didn't want to worry you with other stuff that has been happening in my personal life.

I'm sorry there has been a large delay, but I don't want to write one of those mopey posts like I see indie projects doing all the time about unavoidable life situations, etc. This is the post that will come the closest to that kind of thing.

The short version is: My dad died and it needed some focus from me, and then I moved to a new place. By the time I returned to the Wyndia project, my eyes were fresh to the character art and I saw some major flaws that I wanted to fix. I felt the extremely cute, static character art with different facial expressions just wasn't the right thing for a project as cool as this, and I wanted to make something cooler.

Inspired by my favorite PS1 game, Threads of Fate (Dewprism), and one of my favorite anime properties, Popolocrois, I am now well into the process of updating my character models to take advantage of a new super-cool "low-poly" style. The poses and expressions that this style allows are also looking really nice. They make me sure that I made the right call by taking this update on.

I decided that since this is my personal, unpaid passion project, I should do what I need to do to make it something I'm really proud of, so I know I have the support I need from you guys for deciding to strip off the release date and get down to business on some seriously great improvements to the game.

Stay tuned.

Wyndia Project Update, 05-02-2014

I've spent the last couple weeks in Alabama dealing with a family situation, and I wanted to take a minute to update you guys about the Wyndia project.

I've been working on a lot of game world history, and the documentation of the various towers, characters from the past, and the discoverable journals of those characters.

The structure of my narrative is such that there's a primary story which is kind of like an episode of a TV show -- full of dialog, drama, and humor, with a short story arch that is basically a "day in the life" of my characters, and then there's a secondary layer of historical data which very much informs the primary story and deeply enriches the world of my fiction. Readers can "research" this data on their own time, or in conjunction with quests and developments of the primary story. Certain quests may send them on research missions. Others may be entirely self-contained within the daily narrative.

This all means there's a lot more up-front writing to do than for a traditional v-novel, but I think the payoff is that the world is huge, real, and deeply engaging. I'm proud of what I'm making, and can't wait to share more with you.