We could get it done, we just needed… more time.Įach of us handled the pressure different ways.
We started to hate ourselves, and we grew to fear what our supporters would say. We had the skills, but everything kept getting more complicated and difficult and it took forever to get anywhere. Enthusiasm turned to determination, then to stubbornness. But the more we pushed ourselves, the more tense we got, the more sleep we lost, and the worse things got. We had to get this done faster and better. We’d promised ourselves and all of you that we’d accomplish all these things, and the harder it got, the more pressure we felt.
We had skillsets that were applicable, but for most of us it was our first time working on a game project, especially a team project of this scale, and it was gradually becoming apparent that an excess of determination wasn’t enough on its own to tackle all of this. The truth is, we all had relatively little experience actually making a game.
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The mountain was growing taller, the further we climbed.Įxperienced teams know a lot about how this can happen, and how to account for it ahead of time. Eventually, the work we already had done started looking messy and needing to be revised or replaced as new problems came to light. We overcame the problems and found more problems with the next step. But we were determined, maybe stubborn, and we kept pushing on. We had already set our goals really high, then the first or the second step proved harder than we expected. If we didn’t quite know how to do something, we knew we’d figure it out along the way and make it work.īut there are always issues and challenges in building something this complex, and we hadn’t left slack for them. We were in love with the idea of a huge game. We had all these skills, and we were excited. Mostly, they had to do with overconfidence and an excess of ambition. I’ve heard a lot of horror stories about other indie teams with these horrible divisions and all this distrust and betrayal, and I’ve been so thankful we didn’t have any of that. Yes, there were problems, and yes, looking back, we could have put in more time and effort to become friends more than just coworkers, but each of us put in a lot in terms of cooperating, contributing to the team, and trusting each other. Together, we can model characters, animate them, program the game, model an environment, design the game and write the story.” We had all of that, so we decided it would be a great idea to try for it.Ī lot of groups could probably fall apart pretty quickly at this stage because the people working on it don’t actually get along, but I’m happy to say that, for the most part, we had a pretty decent dynamic going. This project basically started on the foundation of “between this handful of people, we have all the technical skills needed to make a game. I think it might help if I take a minute to try and explain how it looked and developed from the inside. I’ve seen a lot of opinions flying around about “what we did wrong” and what we “should have done all along,” and while I’m all for learning from our mistakes and working to improve ourselves, a lot of it seems misguided. Thank you for your interest, and I hope you can find answers to your questions here. If you’d like to know more about what happened, I’ve moved a few of my last posts explaining the situation here.
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Or, download our previous preview content: To play The Cathouse Tale and try the various demos we released, click here. I am not permitted to share the source materials for the project, but I’ve collected all our preview materials and playable releases so that people that liked the project can at least enjoy what we put so much work into. In the end, most of the staff couldn’t continue and we had to cancel the project. The Cathouse Tale was an erotic 3D furry project started in 2014 that gradually expanded in scope, brought on new staff, and fell into a lot of hard times.