I don't know exactly when Joe and I started working on The Regret of Vitrerran, but I started the game's Bible sometime in September of 2012. For my part, I went for story elements and world creation while Joe started on programming a level editor. We talked nonstop and scribbled out sketches and diagrams of what we wanted, and things just started moving forward.
See, it's easy to get lost in the evolution of a large project. When I open up our level editor now, I can see something near finished and with all sorts of bells and whistles (some of which I still don't know how to work). I can open levels and enjoy the color and the lights and then add trees or water as needed.
That, of course, wasn't always the case...
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