Flare Vision
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.
- Implement the minimal number of features to create a simple game
- Build enough assets to create a rich game in the medieval/fantasy genre
- Release a solid medieval/fantasy game
- Begin plans for a new game. Still action/RPG but a different genre most likely.
- Refactor the engine code so it works for the new game and for previous games.
- Build assets for the new genre
- Release a new game
- 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.”