I’m a delusional dreamer. I think we can all agree on that. I’ve always listened to that voice inside, regardless of the actual facts. Over the course of my life, I’ve come to believe that my gut feelings occur to steer me in the right direction; like an invisible compass. After all, if not for that snap decision in 2008, no one would have had the chance to play Eternal Eden at all. I was surrounded by naysayers that didn’t miss an opportunity to disparage my work.
“No one will want to pay for your crappy game, you’re dreaming.”
At some point, I harbored serious doubts. I was afraid I was going to fail, but I decided to ignore these prophets of doom. And I succeeded with my goal. I still remember that epic day when a tsunami of sales flooded my email inbox. It was awesome in every sense of the word. The game grossed around 70K through the years, which was plenty to let me believe that positive events can happen in the gaming industry.
I dare to think things aren’t much different today. I’m striving to achieve another dream; create a JRPG from scratch on my own, without the use of stock assets. This time the goal and the risks are much bigger and is taking way longer than the first time. There is just far too much to learn—and to experience—in an age where technology and trends are exponentially speeding up. Most of the time I wish there’s a magical switch I can flip to make things go faster, but well, tenacity and patience are the only things that proved to do marvels for me so far.
I’m definitely siding with fans who aren’t happy with the long waiting and the vague release date. It sucks. Terribly. Please, bear in mind that my Indiegogo campaign, with an initial goal of $25,000, only raised $5500, and thus, it wasn’t sufficient to recruit talented workers. I’ve also lost the collaboration of my sprite artist after that financial failure—a decision I can however agree with. It’s the reason I’ve been focusing on motion graphics and visual effects with the use of Blender during 2016. I didn’t mean to dispirit everyone with the ETA of the game; I simply had no other choice.
Your recent comments had provided me with some helpful food for thought. And, as a quick mention, I’m in negotiation with a very enthusiastic investor. This could open doors for quick and stable progress! A decision will be taken around the start of Fall. Fingers crossed.
Despite the obstacle put on my road and my mistakes, the only promise I can keep with each of you is to remain the most resilient developer on this planet and strive again, again, and again, until my goal is reached. You can give up on me, but I won’t let you down in the end.