The end


So this game has been out for more than a year now, and I haven’t updated it for more than that duration, due to multiple reasons.

First, I wanted to say thank you to everyone who supported me and this project, it was an awesome journey. Alas, I’ve lost the motivation to add content to this project, and when I wanted to work again on it, I didn’t have the time (the perks of being at university I guess).

The first reason that “killed” this game was a really, really bad launch timing. Somehow I thought that I could launch the game on the 31st of October in 2018. So I did it. It wasn’t lacking content, it was working and very few bugs subsisted. But it was lacking a proper story line. I had it written on piece of papers and completed it after launch day, even added a biom system, but all those things should have been done before the game was out in the wild.

Another reason which stopped me from working on it again was the length of the codebase: more than 150’000 lines. A bunch of C and C++, a lot of shaders. At first it was well organized, but as it grew, quickly it became very hard to fix “easy” bugs. I’ve spent weeks debugging the asynchronous chunks generation, because the code wasn’t that good, and also because asynchronous code is really hard to get right.

As said before, motivation was becoming rare, and my free time was inexistent (because of university, but also because I started to work on another very big project). And what killed my motivation to work again on this game was the length of codebase, I would have had to rewrite everything to add a better jump mechanic, which is too tied up with the rendering system.

I am now hoping to be able to work on smaller games, much smaller in fact, to have more time to plan them, avoid bugs, add content, and release them when they are ready (but not after 5 years working on them, about 2-6 months per game would be great).

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