Sin Spire – Dev Log 22 (Patreon)
Content
Hello everyone! Today’s post might feel a bit reflective as my day has had a rocky start and, truthfully, this week has been a bit of a challenge. Burnout has been creeping up on me – perhaps because the Christmas season didn’t really offer the kind of break I needed. Still, I wanted to follow through on my commitment to weekly updates, at least for now, so I figured I’d discuss some of my current overall goals.
Game Completion
As I’ve mentioned before, my goal is to finish and release Sin Spire in the early half of this year. Initially, the timeline was much shorter, but the scope of the game has grown beyond what I originally planned. I underestimated how much time it would take due to this expanded scope, but I’ll do everything I can to meet the current goal. The next few months are going to be busy for sure. For the rest of this month, I’ll be focusing on the following:
Finish greyboxing the Trap Dungeon
Complete the Duchess Boss Fight
Next month, I plan to speed through the next two dungeons and aim to complete them both within the month (if not, I’ll be sure to mention it).
My current focus is to get the game into beta as soon as possible. This means additional art, enemies, and sex animations will take a back seat until the game is completable. Once dungeon 5 is finished and the campaign is playable up until the End Game, I’ll circle back to these things.
What’s Left of the Campaign?
There are three dungeons left to fully complete. Two of them have usable art assets whilst one of them still needs to be redesigned. Then after that there’s still the End Game section which will conclude the game’s story.
The story itself is almost complete. The script needs one final draft and then I can begin casting for Ophelia’s voice (the last character that needs one). The Raven’s voice lines are fully recorded and Savina’s are about halfway done.
As I mentioned in the last Dev Log, you will be seeing a lot more placeholders in both Dev Log images and builds. There will also be fewer new enemies and sex animations, which I know may disappoint some of you who’ve been looking forward to more variety. However, rest assured these elements will get their time.
For now, the focus is on getting all the basics in place so that, no matter what, I can get to an MVP (minimum viable product) sometime in March.
Development Logs
I also want to briefly address Dev Logs. I believe they’re important for keeping you all in the loop and ensuring I don’t go silent. However, writing them every week takes time and energy that could be spent on development, resting, or practicing (something I’ve been neglecting).
I’m considering two approaches moving forward:
Fewer Dev Logs with more content (e.g., a massive update twice a month)
More frequent but shorter Dev Logs focusing on specific features rather than covering everything.
I’ll post a poll during the week to gather your feedback, but feel free to share your thoughts and comment here as well!
Practice Art
On a related note, if you’re interested, I could share some of my practice art. As a 3D artist primarily, I’ve been somewhat neglectful of my art practice lately. Normally, I’d do character sculpts here and there, but I feel like I’m getting a bit rusty. Practice art wouldn’t be related to Sin Spire in tone or style, but it might still be fun for some of you to see. Let me know if it’s something you’d enjoy – it’d be a new experience for me.
Next Up
Next week, I’ll be revealing the Stalker for the Trap Dungeon. She’s a fun character with some of my favorite voice lines. Despite the hiccups this week, I’m really looking forward to sharing more about her with you all.
That’s all for now. Thanks for reading this long, wordy post. Your support, as always, means a lot to me and keeps me motivated even during times of burnout.
See you all next time!