Flare Vision

Flare Vision

Clint Bellanger's picture

Loristan asked: "Clint, what is your vision for Flare, what are you trying to ultimately achieve?"

I haven't thought of Flare in exactly those terms yet. So here goes.

First, a list of big goals in approximate time order.

  1. Implement the minimal number of features to create a simple game
  2. Build enough assets to create a rich game in the medieval/fantasy genre
  3. Release a solid medieval/fantasy game
  4. Begin plans for a new game. Still action/RPG but a different genre most likely.
  5. Refactor the engine code so it works for the new game and for previous games.
  6. Build assets for the new genre
  7. Release a new game
  8. GOTO #4

I plan to keep going until I at least release one game (task #3 above).  If I'm not sick of it by then, I'll continue the cycle of making new games and polishing the engine.  As I get tired of code I'll focus on new assets, and vice versa.

Meanwhile I will help (to some extent) any team that wants to build a game with Flare. This might include helping with art assets or implementing new features.

So the ultimate goal? Release a fantasy action RPG.

Then if I'm not insane yet, maybe, release a zombie survival game (heavy on action, light on RPG). Then if I'm still not insane, maybe, release a steampunk intrigue game (heavy on RPG, light on action). Meanwhile, each step of the way the engine matures into a stable, proven framework that does a few things very well.

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If you want to get existential, my vision for Flare is to make something I'm proud of. I've been toying with game development for 19 years yet I don't have a real game I can point to and say "I made that."