I’d like to clear up a point or two.
One thing that needs to be laid out on the table first is the fact that, since the beginning of 2016, and thanks to the continuous charity of an anonymous, caring donor, my attention is entirely focused on Eternal Eden. For this reason, I’ve sworn off wasting time on other unrelated game projects in a last-ditch effort to secure funds—which never really amounted to anything, anyway. So, I’m hitting on all cylinders to finish Eternal Eden. Be warned; the road is still pot-holed with a few challenges. It doesn’t matter because I’m facing them head on.
The second point isn’t really a big deal, but it has to be mentioned. I’ve said it before, and I’m saying it again: summer has never been my most productive season. At the very least, it’s difficult for me to share significant updates, or work with some sort of deadlines.
Here’s what you should know about my engagement. During the cold seasons, from September to May, I usually spend more than fifteen hours a day on game development and various other studies. I live with circadian sleep disorder called non24, so it allows me to work for a longer stretch of time everyday. My sleeping cycle is constantly rotating for this reason. During the summer months, on the other hand, my work schedule is more or less eight hours a day. I even take entire days off during weekend days. In general, rainy days are favorable for game development. It’s the only time of the year I can regain energy and get rid of fatigue after months of excessive work. Definitely, I’m making progress; it’s just at irregular intervals.
I’m certain we’re getting close to the release date even if it’s wiser not to reveal one right now. Ideally, I want to release it before the end of the year. As I said multiple times in previous monthly reports, the game animation is the biggest and most time-consuming milestone left to achieve. I was totally newbie in the field when I started in February. It wasn’t easy to learn every nook and cranny of an advanced animation software, but frankly I don’t regret it whatsoever because it’s a skill that will remain for future ambitious projects, notably Western Lords. That’s what’s fantastic about knowledge.
When it’s finally over, we can celebrate one very cool fact: I’ve created a full-scale Japanase-style role-playing game from scratch, entirely on my own. It’s my dream to complete a game with 100% authentic, hand-crafted assets and efforts. Using stock assets, like I did to a certain extent with the 2008 edition of Eternal Eden, is like the cheating equivalent of a lip syncing singer or athlete on steroids. I suppose it was acceptable for a first game, but I wouldn’t want the rest of my career built on this lazy characteristic. What a shamer I’d be. Seriously, The reboot will be much more special in so many ways!
With that said, the new website template is fully coded and ready. I haven’t decided on a particular date to publish it but there will definitely have updates this summer.