The Tale of Idle Orbs


Well folks, another game, another devlog. Let's talk about the post-launch process of publishing a game. For the average developer, the work doesn't stop. You have to go back and fix bugs and plan for another release and take player feedback into consideration and... well there's a lot. But, for me and my simple games, I just kind of leave it. Does that mean I'm stopping development on Idle Orbs? Yeah, kinda. One thing that I've mentioned in my devlog for Pen Factori 2, is that I struggle with motivation. I specifically mentioned that it took a plethora of projects to start and be pushed aside before I could make and finish a decent enough game. Knowing this, it's amazing to hear that between this game and the last, I didn't drop anything. It went from Pen Factori 2 straight to development on Idle Orbs. But, the problem is that, as I mentioned earlier, I'm stopping development on the still-very-unpolished Idle Orbs. Do I have a good reason? Honestly, it depends who you ask, but I think so.

So, not that anyone asked, but here is my reasoning for quitting Idle Orbs. First, let me ask you a rhetorical question: is it easier to tear down a house to build a new one? Or just build a new one from scratch on untouched land? Now, I'm no professional contractor or construction worker, but one obviously has less steps than the other. And that's what I'm facing with Idle Orbs. After remaking the rendering engine I've been using, and learning all about Data Oriented Design, I wanted to implement these new changes into the game. But, to do that I'd basically need to remake the entire game. Well, couldn't I just continue development with the old technology I was using before? To put simply: no; It's a bit too hard for me to use out of date technology. Although, for the good of the people, I will do a minor update for Idle Orbs. The issues that the itch.io community has brought up to me are too game breaking for me to ignore.

With that out of the way, what now? I'll fix some balancing issues with Idle Orbs, then move onto the next big thing. Which will be, and I'll just be straight forward with you, Idle Orbs 2. With a new rendering engine, better particle management structure, and physics simulation, it's gonna be a slam dunk. So, stay tuned!

P.S. I'd like to thank all the people who commented giving their positive feedback. It's truly flattering.

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