Devlog #4: Development Anniversary Update


Exactly one year ago today, The Dragon's Last Flight began taking shape. It's hard to imagine so much time has passed since Odd Lazdo and I started this journey together, and I won't lie—it's a little frustrating that I don't have more to show for it yet. But I'm grateful, too—grateful for such a wonderful opportunity to learn, to grow, and most of all, to create, and grateful to my lovely talented partner in crime, for being so patient with me while I turn what was supposed to be a month-long project into something much more... ah... involved.

I want to thank all of you, too, who have played the demo, left us kind comments, donated to our cause, and generally kept morale up while development continues. We are incredibly grateful for all of your support!

I'm afraid I don't have a major update to share with you today—no official release date yet, alas—but I did want to share a few things about why it's taking so long, and where we're currently at with the game.

Excuses, Excuses

Unfortunately, narrative design is not my day job. I do have a day job, though, and recently I picked up some extra freelance work as well. I've also been trying to be more active on social media this year, and work out more, both of which turned out to be pretty time-intensive goals. The holidays, of course, are always counterproductive, and I am moving soon on top of all of that.

In other words, I've been a very busy bee.

But as I said in the previous update, this project matters very much to me. If I could work on it full-time, I would. Since I am not there (yet?), I am making do with what I have, and making time where I can. I usually don't get more than five to eight hours (in a good week) to work on my fiction; lately, it's been a lot less.

In spite of all that, progress is being made. And maybe it's just the optimist in me, but I still think we can expect a 2020 release. (Fingers crossed!)

Where We're At

So currently, I am still on round two of editing the game's script—mainly because, after completing the first draft, I deemed it necessary to completely rewrite and restructure the ending. I am confident this was the right choice, even though it did make more work for me (and for Lazdo). I would guess I'm about 85% of the way to being done with this round.

After I finish, Odd Lazdo and others will read through and offer feedback. Once that round of feedback is done, I will start programming again while she will start drawing again. Once a full first version is complete, we'll run through some beta testing and should, by that point, be able to name a release date. And then, of course, comes the fun part, where we get to share our final creation, and you finally get to play it.

Sound good?

I hope you can all be patient with us just a little longer, and I am eager to make sure the wait will be worth it. In the meantime, please continue to comment and share our demo with others you think might enjoy it. The more, the merrier!

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