YEAR TWO: 2023

By this point, with the vertical slice demo script still not finished on her end, Liana and I had begun brainstorming about the combat demo. Several brainstorming sessions have taken place, but Liana hadn’t begun writing the script in the Google Docs, which was the repository we were using.Song had been struggling with the NPC art and Liana isn’t confident she’ll be able to finish it, but I feltl that the character generator would go a long way towards alleviating some of those issues.

In the December update which was posted on my channel the last week of December, but wasn’t posted on Kickstarter by Liana until the first week of January, I fill the backers in on the character generator, and they get a peek at the new Beelzeboob sprite which I finished over the holiday break.

Since we were pivoting to the combat demo as its own story, and Beelzeboob wasn't going to be featured in it (only Boy, Solomon, the Princesses and Maus were supposed to be playable in the combat demo as per the script), I put the task of making her combat sheet aside for when we'd pivot back to the main demo.

It is important to acknowledge this shift: The main focus of work went into the vertical slice demo, until Liana became stuck in the 4tress puzzle. Then there was a swerve towards producing the combat demo.

January and February saw me beginning the work on Princess Sparklepony's second combat system- the dance fighting system which I ended up calling Prance Prance Convolution, which was a riff on all the DDR machines that were inescapable in malls during the 2000s.

Remember malls?

Anyways, at this time I also laid out the map for the first section of the combat demo. At this point Liana still hadn't begun the demo script- the official document file wouldn't be created by her until September. We talked back and forth on Telegram regarding the contents and ideas for the demo but she didn’t start the official script at that time.

To complement the fact that in the early vertical slice demo, it's just the princesses until they reach the Shimmering City. Sparklemuffin is a non-combatant, so Pony needed to be able to take the brunt of offense in a significant way, while you learned to keep her alive using Sparklemuffin's magical songs. The magical poop flinging was a complement to that system that allowed to hit your enemy with debuffs, which weren’t in Sparklemuffin’s inventory, and which you wouldn't really get until you unlocked other party members like Armand.

The mechanic was balanced in such a way that performing the dances was expensive in magic points, but you could replenish them by draining the soul of your enemies- but only for as long as they themselves had magic. With each soul devoured you also got magic poop to use as a throwable weapon that also applied status effects.

Pony's real strength was as an alchemist, so her melee attacks wouldn't be as strong as the others in the game, but they were ok for the earlier game. Later on, you'd be able to supercharge her dance attacks when you unlocked her final class upgrade.

February had some more progress as well, with the work on the dance combat system. I had to start from scratch since the system was different from Sparklemuffin's system, this version used keyboard or controller directional inputs. Originally, there was talk of making it a timed rhythm section for each dance, but it was decided that it would prolong combat length, and that it might also pose certain difficulties for players with coordination issues.

February was a slower month due to preparations to travel for my best friend's wedding. Asher and I drove to Arkansas and spend a week there, and Liana flew in and joined us there. We all stayed at my friend's aunt and uncle's place in preparation for the wedding.

Throughout March, the cosmetic upgrades to the character portraits began.

Princess Sparklepony’s dance fighting mechanic was further refined and the combination of dances was pared down. The original number of potential combinations would have been too overwhelming for the players, but by tweaking the system so that the system grabbed what three keys had been pressed during the combo instead of the specific order, the total number of dances shrank to a manageable 20. Now that the mechanics were coded in, it was time to add the cosmetic finish.

The second person in the dev chat is not a dev, but a friend and voice actress who was going to be a playtester and also provide the singing voice for Princess Sparklemuffin. She was present in the chatroom throughout most of the development process.

The reason the chatroom currently lists only 2 members is because, as soon as Kerzner released the cancellation video which was rife with inaccuracies and lies, I ejected her from the chatroom to ensure she could not delete evidence. The chat has, since then, been exported in its fullest alongside the team chats with the artists, about which Kerzner has also made false statements (as will be seen in an upcoming session.)

At this time, I was also implementing elements into the combat system through the Visustella plugin system. Liana had suggested the ability to engage in verbal battles during combat in some instances, for example, so the ‘Parlay’ add-on plugin was acquired. I will list all of the plugins and what function they performed further into the video. But every plug-in purchase was approved by Liana, and it was always preceded by me explaining what functionality it could cover which, otherwise, might have cost a few hundred dollars to commission otherwise, or increase development time even more since I’d have to figure out how to create them myself. 

By this point, the combat system was becoming sophisticated, with the ability to see enemy and player turns, and use skills and other tactics to change the turn order of enemies and allies, to add an extra layer of tactical finesse to combat encounters.

In March, Liana also relieved Song from her volunteer position to make the NPCs. A new volunteer by the name of Mara took her place. If you’re keeping count, this would be the third volunteer that cycled into the project after another one had left.I am not sure if calling Mara a volunteer is accurate, since Liana told me that she was trading LianaKares sessions in exchange for Mara creating the backer NPCs. This was also the situation she had with Song.

When Mara was on-boarded, I walked her through the particulars of the generator. As with Song, I tasked Mara to ping me directly if there were any issues for which she may have needed my guidance.

Towards April, the majority of the upgraded player character portraits were getting finished. There were only six player-controlled characters to appear in both demos as controllable characters: 

  • Princesses Sparklepony
  • Princess Sparklemuffin
  • Grayson
  • Solomon
  • Maus

Come the May update, we were ready to show some of the updated battle mechanics for Princess Sparklepony.

We also showed off the finished main character portraits and featured the work that Mara had done for the backer NPCs.

In the video, Liana talked to the backers about the story behind the combat demo. As she was having major difficulties completing the puzzles for 4Tress, which at that point hadn’t been touched by her for 11 months as of the update at the end of May of 2023

it had been decided that the combat demo would have a mini-story that wasn’t tied to the 4Tress plot line and would be completely different from the main game storyline. The storyline would diverge shortly after the first scene with Princess Sparklemuffin escaping the tower.

Derailment

June began with me working on some more systems implementation while Liana was hashing out the details for the combat demo script- at this point, no design document from Liana existed for the combat demo, and would not exist until September 4th. In the meantime, however, I received some pretty stressful news. The company email began...

"I’m sure you’ve heard of the staffing changes taking place in the company but I want to let you know myself. Julio has decided to close the company and has asked, personally, that I keep the two of you on full-time as long as possible. We both agree that you are extremely valuable to the company…”

The company I had been with for over seven years was closing down in August, after forty years of operation. We had managed to survive the pandemic just barely, and the pandemic decimated our client base in a not insignificant manner. The company tried to rebuild, but with several of the big client companies that we serviced gone, and very few emerging during a very slow economy, the writing was on the wall. The company was to wind down all operations and my friend Tina and I would be the last employees remaining in the company. 

My duties shifted and my main responsibility was to, essentially, balance all outstanding accounts for vendors and clients, and convert them into the formats needed for the companies that would take over the accounts after we were no longer around. 

I’m not going to lie, it was an absolutely depressing time. While the company hadn’t paid me as well as its competitors, the corporate culture was excellent and refreshing in an industry full of toxic companies. People I’d worked with for over seven years began to leave through the front door for one last time. Slowly, one by one at first, and then entire departments made their farewells.

And then it was just me in what remained of the office space that was still available, clocking in and poring through accounts, trying to get everything ready. My daily hours extended to ten just to get things finished. There wasn’t much time between June and August.

What time I didn’t spend manning my battle bridge, I spent sending out resumes for hours on end. It was a dry job market, and a few friends who were in a similar position reported very similar results as well- it seemed to be common for companies to put out job advertisements, reject all candidates and then turn inwards to re-distribute the burden across existing employees, having done their performative show of advertising for positions. 

I had two friends on the other side of the equation, where their job burden seemed to increase without a concomitant rise in pay after another round of job postings yielded no results. It was puzzling because I knew people were applying for positions all over the place, but the predominant narrative was that nobody apparently wanted to work.

Fortunately, at the end of September I was able to interview for a company and was able to obtain a seasonal position with the possiblity of becoming permanent. Training began in October, and at this point I essentially threw myself into trying to outperform the role to guarantee an invitation into the permanent team. 

I voluntarily accepted 12 hour shifts after training was done and worked through holidays. I told Liana that, once I was able to secure a permanent position, I would resume work on the game. 

The December update outlined all of that, and showcased some of the work I’d been doing in between trying to find a job and between being fried from 12 hour days: a glowed-up introduction sequence and a brand new opening cutscene in the style of the Sierra On-Line quest games.

After a seasonal rollercoaster, it really looked like I was going to be able to secure that permanent position. My team loved me and my supervisors recommended me, but unfortunately the economic downturn was still in full swing and business just wasn’t as good as it had been on previous years, so there wasn’t any budget for a new position and that all seasonal positions would end on March 1st.

However, a global position opened up with the same company and my supervisors recommended me for it. I began training on April 1st, which was a lot more involved than I anticipated, as I’d be working with 15 different unique sites instead of 4. Training was pretty extensive and would take, essentially, six weeks. I informed Kerzner that once training was done, I'd be able to turn my attention to developing once again.

YEAR THREE