In my last post, I wrote how various things in my life were cropping up and preventing me from working on the game. And while there is some truth to that, the reality is that I just didn't want to work on it anymore, for a very painful reason: I hated the way it was shaping up.
When I first started working on Musume, I envisioned it as a 3-D action RPG. That slowly changed as my small budget and lack of dev skills dictated that I take a different approach. I wound up making a (barely) working prototype in Gamemaker Studio 2, a beginner-friendly engine that is built specifically for 2D game development. And while I made some progress, I wasn't happy with the final result. The game was going so far away from what I originally wanted it to be that I lost my motivation to work on it. Finally, I came to a crossroads: either make the game that I actually want to make, or stop work on it altogether.
I chose the first option.
I'm going back to the game's original character design and the original vision (minus the RPG part-this will be an action title). I'm also changing the engine to Unity so that I can build the exact game that I want. This will make everything take more time, but I don't care. I'd rather take an extra year or two to make the game I want to make rather than cut corners and publish something that no one, myself included, wants to play.
By the way, below are the original designs for Suzu, the game's main character. I'm having 3D models built off of this drawing. If that works, then 3D will be the tool I use to animate her and all the game's other characters. If not, I'll figure out something else. One thing is for sure, though: I am continuing work on Musume, and it's going to be the game I want it to be, one way or another.
Another thing: I've reconnected with the artist who drew these (@xesxus on Twitter) and will have him redraw all the characters in his style. Make no mistake: this a total reboot, from the ground up.