Delays Everywhere
Oh gosh is it Friday already? This week has gone by way too fast and that means it’s time for a LAST MINUTE BLOG POST~
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First thing’s first, here’s a list of what’s changed since last time:
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Something something art something writing something something getting done (also music now)
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Wrapped up some loose ends in regards to replacing some art
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Another character design was finalized
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Our shared development folder is getting pretty large…
-Then there’s Curchack’s own personal work folder.
So tonight we’re going to answer one question that we’re getting asked more and more nowadays:
What the HELL is taking us so long?
Salty Tears began as a late-night joke in the Capschat group on Steam. We planned to -maybe- spend a month on it and hastily release it out to the world. We were set for an April 1strelease date, thinking it would be a fun little thing to throw out in the wild for maybe 10 people to read.
So, needless to say we missed that date. By a large margin. As we continued to build the project up mid-March, it became painfully obvious we weren’t going to hit our April 1stdeadline. At that point, we decided to say “well, we aren’t going to hit our original date, no point rushing it now!” so rather than trying to push it out soon afterwards, we decided instead to revamp what we had and aim for something a little more quality oriented. To compensate, we hastily threw together a joke build over the course of two days.
Totally legitimate
There was also the small complication of over-exposure. As mentioned earlier, this started as an in-joke that we expected maybe 10 people to download apart from the actual developers. For that reason, the original draft of Salty Tears was to be filled with a ton of silly references and slapstick that only that small audience would appreciate. Then for SOME REASON that we honestly can’t explain, it started getting attention from people we didn’t expect. At the time of this writing, the blog is sitting on a comfortable 11,798 hits from a varied number of sites and pages. When we decided that we’d slow down and take our time, the first order of business would be a change of direction for the project. We couldn’t write out the story for a narrow target audience, it would need to be expanded and generalized a bit so that everyone who downloaded It would be able to get some enjoyment out of it, while still leaving some “HEH” moments for the people we were originally designing ST for.
In other words, everything that wasn’t “self-insert VN” was thrown out the window. Fortunately, a new direction for the writing was fairly straight forward to figure out. UNfortunately as a result of the change, we’ve admittedly been pretty sloppy about explaining what exactly Salty Tears is and everyone seems to have a different idea of what it is or should be. That’s something we plan to fix soon in the form of character bios and some general plot information.
So yeah, ever since we missed our original deadline we’ve had to re-evaluate several things and that’s caused a pretty hefty delay, all things considered. We don’t have a solid release schedule yet but you should know that we’re still plugging along at a nice pace and they delays haven’t been without a purpose.
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And with that, this blog post has come to an end. See you next week!