Animation Character Archive Socials -
Youtube,
Twitter,
Instagram
AniArchive is an extension to our marketing and promotional efforts. We are taking baby steps towards something incredible in the future with zero risk, zero investment and zero funds.
Some of the things we are doing for this include:
While this is a daily challenge for us to quickly learn new skills, we have a lot of content to share in the future. These challenges won't be shared publicly but it's a start as it's an ongoing process, and we want to show off our best work when we're ready.
I make animations, games, stories to eleviate some of the stress in our everyday lives, make us think a little about the consequences of our actions, motivate us to take action and be proactive, to educate, to inform and most importantly to encourage ourselves to reach out to others in need of help.
I want to inspire and to horrify you, with the help of others that I trust and who want to reach out to us so that they can also collaborate on these same projects that inspire me.
The purpose of the Character Animation Archive is to take baby steps towards telling a larger more enjoyable, more complex and more interesting story than you'll find in any game. The emotional weight and impact of a song or side story condensed into 1 minute to 3 minute chunks, they can be in the style of a visual novel, character intro or concept video to give a general idea.
The end result will be something familiar to you, in the style of a visual novel piecing together stories, mysteries and characters across a broad spectrum of topics ranging from romance to horror, from science fiction to alternative fantasy.
We hope that you'll enjoy your stay here and join the Light Side Legend Project with us by participating in the journey with us. As such I hope you find the answers you are looking for.
We all struggle to find our path in life but it's those that never struggle that fail to take a step forward.
I have created a Trello and Itch.io page for builds. Although there isn't much on there right now you can read about the game and download the demos as it's being developed.
🔥Here's the Itch project page so you can follow builds, development of MCXStack and metachained project for creating shared worlds👀 https://nanon.itch.io/mcxstack
Participating in #bevyjam next week and implement a dialogue system over the next few weeks to create a visual novel for #nanoreno
#bevy #crypto #gaming #github #mcxstack #programming #rust #anime #CreatorDay #rpg
Below is the development schedule.
Vertical Slice
Releasing an early demo to play testers is to showcase each of the games core features and aesthetics without the need to release a completed game. The idea is that the game should represent a finished product.
Weekly Sprints
Setting effective goals each sprint to allow positive and negative results to form early in the development pipeline. Sometimes tasks can take multiple weeks, in this case we should break up the task into smaller parts with the aim to complete at least one task per day.
Planning meeting
This is a session to review the development of the game and share ideas for the following sprint and is usually a longer session. This is a mandatory process as each team member will need to have a clear goal for what they want to achieve that sprint.
Daily stand up meeting
The team will meet every day to share what they have done and what they intend to do that day.
Review
Every week contributions will be reviewed based on playtesting and feedback. It is important to provide helpful feedback so that the team can make appropriate design choices.
Playable build
Every week a build of the game should be created and tested either on the last day of the week by the developers. Or every 2 weeks whenever there is a major update. This build of the game should be a vertical slice so that planning and related feedback can be actionable in the following sprint.
Public Testing
To maintain transparency and engagement with participants, a vertical slice should be released every 2 to 4 weeks. A playable version should be made available to the team every week.
Pre-Production
The early phase of development is a very creative process and it includes building tools or artistic concepts that will help speed up development later in development. It is worth mentioning that all suggested ideas, concepts and development will count towards their contributions.
Production
At this stage of development the design should be clear and the team will have decided to make cuts in the pre-production stage.
Post-Production
This will usually focus on quality of life changes, fixing bugs, implementing sound and improving the feel of the game before an upcoming deadline. It is important to pay attention to the things that are working and the things that aren’t as some cuts will still need to be made.
Marketing material and press release will also need to be prepared ahead of schedule to ensure the game is ready for release.