Flare focus: Game v. Engine?

Flare focus: Game v. Engine?

Clint Bellanger's picture

Putting this out to the community, to hear sense from all perspectives.

At the start of 2012 I laid out plans for the entire year of Flare's development: http://clintbellanger.net/rpg/todo.php . If you've been following along, you'll notice that most of this is Engine specific. In fact, all of the releases so far have been more focused on the Engine side of Flare.

The milestones outlined for 2012 are mainly about rewriting existing code to be flexible/moddable. It's all furthering an engine. Which means all the current features might not be elegant, but they're sufficient to create a game.

My original goal for this project, long-term, was to make several games. Save refactoring for when it's needed (new game) instead of trying to plan for future situations. Iterate enough times and the final engine should be proven.

So now I'm pondering: maybe I should go all in on taking the current alpha demo and making it a polished game. Gather up all the lessons learned. Save the big refactoring work for next time, when I'm making game #2 anyway.

There are things I feel are "bad" about the current demo. I don't like much of the old tile/creature art (bad lighting, few frames of animation, etc). I don't really like the way Powers unlock. I don't like the way stats scale. Maybe these can be salvaged with small tweaks. Or maybe it's all broken enough that the time to fix everything is now.

So, community, I want your thoughts. I could focus the rest of the year making the engine flexible, and start creating new high-quality assets now. Or, I could focus the rest of the year polishing and shipping this game (and start engine refactoring next year). What do?