The State of Things Past

this post is mirrored from the Studio Spacefarer Patreon! please consider supporting me, and you’ll get access to devlog posts, gifs, and other info before the public!

Like I mentioned in my previous post, The Waking Cloak has been in development for eight years.

ProtoDungeon: Episode III has itself been in development for a few years, pretty much since 2019 (oooof). I’ve gotten plenty of questions about how the project is coming, as well as the occasional question of whether The Waking Cloak / ProtoDungeon is even alive at all at this point. Thank you for asking this. It means people are still interested in these games.

Okay, but still, what happened? Why are things taking so long? Well, this post is the first in the Christmas Carol series, in which the ~Ghost of Spacefarer Past~ appears to explain things (wooo spooky explanation sounds).

Progress has been made, very slowly, on ProtoDungeon: Episode III. I’d love to have done more, but, well… in the time since I released Episode II, we continued adjusting to parenthood for our first kid, went through the pandemic, had a second baby (who is now almost 3yo), and survived through a series of really difficult events, which culminated in a move to a new house in a new town and the start of a new chapter (but that last bit we’ll save that for the Ghost of Christmas Present so he feels useful).

But yeah, it’s been a rough ride. My wife and I are intentionally open about what’s been going on. At the same time, the internet is an extremely public place, and I don’t want to overshare, or worse, trigger anything for anyone, so I’ll try to keep this list brief:

  • Two miscarriages (the first one was late term, and absolutely, brutally devastating)
  • The loss of our faith community due to the pandemic
  • Loss of job for my wife due to the pandemic (the pandemic was unkind to teachers)
  • Loss of a dream job prospect for my wife (same issue)
  • The great Texas freeze and power outage (us huddling under blankets in shifts through the night with our newborn infant (he’s fine now!))
  • Severe, life-threatening post-partum and post-natal depression
  • Family covid and two-week cabin-fever quarantines (twice, despite being vaccinated and careful)
  • The death of my grandma (we were not able to attend her memorial due to aforementioned covid and living on the other side of the country)
  • Multiple heart attacks for my father despite his active and healthy lifestyle
  • Autoimmune disease scare for my wife (may still be a thing, just dormant?)
  • etc., etc., ad infinitum.

A lot of people have had things significantly worse, so this is definitely not an attempt to “compare griefs” as it were. This is just context for, no matter how much I wanted it to be otherwise, the fact that I didn’t have the mental or emotional (or temporal) space for creativity. It was one thing after another, and we were just trying to keep our heads above water.

Even when we’d mostly recovered from the hits that just kept comin’, we moved away from what my wife lovingly refers to as the “trauma house”, and she started a teaching job at a brand-new school. Both were good things, but they were pretty big transitions, and it takes time for the ol’ brains to adjust. We love our new home now and have a bit more breathing room.

Okay but also I HAVE been working on ProtoDungeon. Dev was really sporadic, but it did happen. The next post will have more detail on the status of Episode III, but there were kind of two big things I worked on during the past three years, big shifts in the foundation of ProtoDungeon and The Waking Cloak.

First, I switched game perspective. I made a few posts about this a while back, but PD/TWC interiors were originally like Zelda interiors (where you see the insides of all four walls). There are good reasons to do this, but it was also kinda making me crazy. So I switched to a more natural front-perspective, keeping things consistent with the exteriors. It definitely was the right choice for the game I wanted to build, but it took time.

Second, and building on that, I made the game fully faux-3D. You can walk behind or in front of stuff–not something the old Zelda games did, and still pretty rare for 2D games. I was toying with the idea for a long time, but I played through an old PlayStation title, Alundra, and that convinced me it could be done. It’s way harder than you might expect, and it was a massive block for me for literally years. I was able to slowly work my way past it and finally resolved it with a 3D z-tilting method, but dev slowed to a crawl.

And that’s it for now! The ghost releases you from your vision of Spacefarer Past….

Thanks for reading :)

Also posted on Tumblr.