This director log has been delayed time and time again, and that's entirely my fault; my life aside from DynaDim and its organization has kept me pretty occupied lately. Today, however, I'd like to reveal some of the things I would like to have our team accomplish this year. I'll begin talking about our games, as that is, of course, our current primary focus.
I've talked before about how the first Ilxder game is being delayed temporarily until we can get a few smaller games out first. Ilxder 1 is extremely ambitious and far too large of a project for the currently two-man team working on it. However, I have been working slowly on the tutorial area which I hope to use as a proof-of-concept demo. It is undoubtedly the most detailed part of the game world right now, as since I developed the other parts of the world, I have taken several refocusing periods to determine how I want this game to go. The aim is to make the first game a primarily exploration- and story-based RPG, thus why we classify it as "adventure-RPG". If this is successful, the future games will continue to focus on this but as the story goes on, things will inevitably become more and more "epic" thus it will add more and more action to the series. However, if the adventure-RPG approach isn't successful, we will go all-out and turn the series into an action-RPG series in the vein of games like Mass Effect, albeit in a fantasy universe and with a stronger focus on choice and open-world exploration. We are heavily inspired by BioWare and Bethesda in terms of the games we like to develop, but the sad truth is that while we're such a small team, those kinds of games take a lot more work, effort, and time than we are able to spare, being that this is voluntary work and we have our careers outside to worry about.
As I stated last year, our plan is to start working on some smaller games that will be easier for a team our size to design. The ideas have been narrowed down- we want to at least start working on a mobile and PC festive game that we're staying tight-lipped about until closer to actual release. Additionally, we have pre-production plans for a new FPS game that will be both nostalgic and innovative. We don't want to reveal much until closer to launch as we don't want anyone stealing these ideas, but rest assured that we will reveal more when we've gotten to a point that we can start showing gameplay.
We may design a few more arcade-based games, including a possible Mar-Bles sequel, but again, we're not entirely sure if we'll be able to release anything this year aside from a possible tech demo and presentation of the first Ilxder game.
Aside from games, DynaDim Media is currently focused on art, music, social networks, and books. We're looking into the possibility of creating a special social network for artists, musicians, and authors that will allow them to connect with others who share their passions, as well as people who would like to check out their work. The idea is to create an online publisher service and social network that anyone can use, and do it with the goal of putting the people before any profit. This likely won't be out this year, but we might be able to start work on it this year if all goes well.
Sorry that this log has been so short, but frankly, until we're able to get some help -- whether it be people willing to work with us, or people willing to promote our services -- we can't do much. We are working with what we have, doing the best we can to create awesome products and services, but with a team this small, we can't make these projects the main focuses of our lives. Believe me, we'd love to make all of these projects our career even if they don't earn us a living if we could, but life isn't that kind.
Check out the positions we have available on the recently-redesigned Yokaan Games Studio website to see if there's anything you can do to help us with our development process (http://yokaan.weebly.com/join-us.html). Thank you all for the support and encouragement you give, even if we're just a small family at this time. We appreciate and love each and every one of you, but we need your help- please help us change the world. Thank you once again, and God bless!
-Jacob
I've talked before about how the first Ilxder game is being delayed temporarily until we can get a few smaller games out first. Ilxder 1 is extremely ambitious and far too large of a project for the currently two-man team working on it. However, I have been working slowly on the tutorial area which I hope to use as a proof-of-concept demo. It is undoubtedly the most detailed part of the game world right now, as since I developed the other parts of the world, I have taken several refocusing periods to determine how I want this game to go. The aim is to make the first game a primarily exploration- and story-based RPG, thus why we classify it as "adventure-RPG". If this is successful, the future games will continue to focus on this but as the story goes on, things will inevitably become more and more "epic" thus it will add more and more action to the series. However, if the adventure-RPG approach isn't successful, we will go all-out and turn the series into an action-RPG series in the vein of games like Mass Effect, albeit in a fantasy universe and with a stronger focus on choice and open-world exploration. We are heavily inspired by BioWare and Bethesda in terms of the games we like to develop, but the sad truth is that while we're such a small team, those kinds of games take a lot more work, effort, and time than we are able to spare, being that this is voluntary work and we have our careers outside to worry about.
As I stated last year, our plan is to start working on some smaller games that will be easier for a team our size to design. The ideas have been narrowed down- we want to at least start working on a mobile and PC festive game that we're staying tight-lipped about until closer to actual release. Additionally, we have pre-production plans for a new FPS game that will be both nostalgic and innovative. We don't want to reveal much until closer to launch as we don't want anyone stealing these ideas, but rest assured that we will reveal more when we've gotten to a point that we can start showing gameplay.
We may design a few more arcade-based games, including a possible Mar-Bles sequel, but again, we're not entirely sure if we'll be able to release anything this year aside from a possible tech demo and presentation of the first Ilxder game.
Aside from games, DynaDim Media is currently focused on art, music, social networks, and books. We're looking into the possibility of creating a special social network for artists, musicians, and authors that will allow them to connect with others who share their passions, as well as people who would like to check out their work. The idea is to create an online publisher service and social network that anyone can use, and do it with the goal of putting the people before any profit. This likely won't be out this year, but we might be able to start work on it this year if all goes well.
Sorry that this log has been so short, but frankly, until we're able to get some help -- whether it be people willing to work with us, or people willing to promote our services -- we can't do much. We are working with what we have, doing the best we can to create awesome products and services, but with a team this small, we can't make these projects the main focuses of our lives. Believe me, we'd love to make all of these projects our career even if they don't earn us a living if we could, but life isn't that kind.
Check out the positions we have available on the recently-redesigned Yokaan Games Studio website to see if there's anything you can do to help us with our development process (http://yokaan.weebly.com/join-us.html). Thank you all for the support and encouragement you give, even if we're just a small family at this time. We appreciate and love each and every one of you, but we need your help- please help us change the world. Thank you once again, and God bless!
-Jacob