Blade Thrust Tactics is Finally Released
On 16 October 2009, Blade Thrust Tactics is finally released to the public as a release version. This represent a big milestone for me because I never thought this game ever get released to the public due to lots of problems, technical limitations and time taken to develop this game.
After 8 years developing this game ( I start in February 2001 ), the game now reach a stable condition of which it can be enjoyed without giving too much of annoyances. When the game is first released as public beta version back then on the end of April 2009, the game path finding is way too lousy which force you to use keyboard to move your character. I think this is the game BIGGEST FLAW.
Since then I'm working extra hard to improve path finding. So far the effort has really paid off. The path finding is significantly improved right now that you no longer have to use keyboard to move your character.
Probably you guys who read this blog are wondering - "Who cares if you spend 8 years making this game. Does this game fun to play?" You probably do have a valid point here. Most people does not care if the game is developed 8 years, 8 months or even 8 days as long as they can enjoy the game.
It's a painful process
The point I want I stress is developing a game is really a painstaking process. It requires a lot skills from different area such as design, writing, programming, art and sound. The more complex game you want to achieve, the more expertise you require in order to finish the game. I think I make a big mistake developing Blade Thrust Tactics as my first game project. Blade Thrust Tactics is a complex game that are not suitable for the first game project.
I could have develop a much simpler game. But simple game does not inspire me. Complex game do such as role playing or strategy game. It's the inspiration from complex game such as Planescape Torment, Fallout and Jagged Alliance that keep me going after all these years. That's why it takes too many time to finish the game as I constantly have to learn a lot of things to implement many elements in the game.
I have no regret spending that 8 years. I learn so many things that the skills I gain can be used in many upcoming games. Since I already have the first hand experience of how painful it is to create a complex game, I gain a valuable insight on developing a complex game.
Yes, if you guys want to make use of my skills, my door is always open. I can't commit to full time project but I can contribute on part time basis.
Expectation for the game
The economy is so bad right now that this is the WORST time to release a game to the public. But since I don't develop this game for money, I guess it's OK for me release it any time I want. Nevertheless, I hope to get this game to as many target audience as possible. Yes, it is a tough process considering that the game is a hardcore game which falls into a niche market. I guess I have to keep trying the best I can think of.
It is kind of sad to hear developer spending way too much of his time developing a game and then the game does not get attention it deserves from people. Money can motivates a developer but seeing the game well received from public is simply a priceless reward.
Well, happy gaming to all of you guys.
