Tuesday, January 31, 2017

Good morning all,

Thank you for visiting. We hope that we can prove to you that this is a great ambitious project that can appeal to people of all ages, but admittedly shoots for the 16-bit times of old when SquareSoft was churning out games on the good old SNES.

It is difficult to say when this project began. I can remember having sleep overs when I was a kid and me and my friends would draw up characters, think of stories, and dream of a day when we could make our own games (I had dreamed of working on a Zelda or Final Fantasy game one day). Not being programmer by trade all but dashed those hopes for me but my brain never stopped. That was until I heard about a relatively simple GUI based programming engine that even I could learn the basics of.  I can tell you that the original experimentation with the RPG Maker VX Ace engine began in July 2013 (remember when Steam Sales were still good?) and the final script was completed the next month. That doesn't quite tell the whole story though. Most people that I know that have enjoyed a game, book, movie, tv show etc. at some point or another thought up a great story of their own. This idea had been floating in my head for a long time, going through constant iterations of course, before it was actually put into "development" and a final script was created. So to say it started in July 2013 would only be true as to say that is when we "broke ground". Throughout the process, parts of the story were mildly altered, grander ideas than I possibly could have imagined came to fruition thanks to the lead programmer Rob, and we are now nearing completion. Though of course, I had one more scene I wanted to add at the last minute and need to get that over to Rob right away! (Sorry!)

I recently got to play, although rushed at the time, a feature complete version of the game. It was like a dream had come true. Though the game did begin in July 2013 and we are close to releasing now, there was some time off during the development. Trust me when I say with only a two member team trying to create something this ambitious that breaks in development are needed. I completely believe it would be an inferior project if we tried to rush through and we would have cut corners. There has been time when we both have walked away for a bit to pursue other projects and returned. I feel like that is quite telling, if we didn't have passion, dedication and faith in this project we wouldn't be here today. When I first saw a proof of concept, basically just the intro and first dungeon, I got chills. Seeing Rob take my words off the page and give them life was amazing. It was almost like he knew what I was looking for more than I did. A certain music would kick in or scene I wrote was created and it felt like living your childhood dream. I remember playing early, half finished versions of the game and remarking to my brother that I really think we had something special on our hands. It felt like a real game.

Around the halfway point is when we both took a step away. It was truly needed, with easily over a thousand hours collectively put into the project time off was needed. Other life altering events took place and required time. One of the great parts about hitting that halfway point though is that you can start to see the light at the end. When we geared back up things started moving quickly. Now with a near complete game, we are working on polishing and balancing the game. By Robs last play though the game was roughly 12 hours long, and that is a no nonsense, we already know exactly what to do play through, so I suspect for first timers it could be longer. I have yet to play this version of the game but I can't wait to try it.

Finally, I would like to mention and talk a little bit about what the lead programmer and co-creator Rob has done. To start off with he took the time to show me how to do the simplest and easiest things in the program. As I mentioned before, I am not a programmer by trade, but I am reasonably savvy when it comes to computers, I built my own desktop, I can mod games, I know enough to be dangerous as they say, but what I lacked was some of what I would call "programmers language" so I was not always certain what particular triggers or switches would do. Rob always took the time to show me how they worked so I could contribute as much as I could. There were things that I had planned for the game that I honestly did not even think was possible within the confines of the engine and Rob made it all happen and it exceeded my expectations. Some of the ideas that Rob implemented, such as say a mini game, or change in game play, are incredible. I was in awe at certain parts. While I won't mention those parts here because I want them to be a surprise to the gamer, I hope some of you will notice it like I did. For all intents and purposes Rob made that engine do things it was not designed to and I am extremely proud of him for that. It shows how smart he is and it makes the game better. This game would not have been possible without him, whereas he could have made a great game without me. I have said this before, and I think Rob agrees, the majority of what you might see during the game is something I may have done, but all of the parts where you say to yourself "Wow, that's cool!" is certainly something Rob created. Thank you for everything Rob! (Though you are still Bob to me :) )

With that said, we are proud to be introducing the full game of Dash's Revenge shortly. Of course, no one knows about us right now, but hey our creation from start to finish took less time than the next G.R.R. Martin book so there is that!

Best wishes,

JP

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