Forging Ahead with Harmonic Odyssey



Hello to our followers and friends! Your humble dev-team-of-one here with a long-overdue update! I hope everyone has been staying safe with all the unrest going on, and look forward to better days for everyone the world over, ahead.

Harmonic Odyssey has been on the backburner for a few months as I work in healthcare and do behavioral health coaching -- things in both arenas have been on the grindy side, to say the least. Regardless, I have managed to pick up a few new tricks and tools during the interim. This includes studying game and multimedia animation and taking some more advanced JavaScripting courses in order to make the game something quite special. The storyline for the remaining chapters is being fleshed-out and I hope to have updates on those in the coming weeks. Here's what's been happening:

  • I had been approached by a publisher who was interested in releasing the game in "pieces", which was a tempting option as it would have allowed that target July 2020 release, but in the end, this is one idea I had to pass on. Due to the nature of the game's choose-your-own-adventure mechanics and some of the intentions we have with the four "levels", this approach would have killed some key interest points for players... namely, the more "freestyle" aspect of the later parts of the game which, depending on the trail you blaze, would affect your overall experience. At this time, Harmonic will be released as a multi-chapter game which may feature some DLC for aesthetic purposes, that is otherwise complete.
  • I have been looking at some of the lag issues with the game's programming and how the memory is handled across different devices. I have once again pinpointed it to the systems running our DDR-esque mini-game, so plans are in place to cut the fat, there. Too, it seems there's a general "leak" of some other sort, which happens when sitting down to long sessions of the game and can be remedied by exiting and loading it up again. Possible culprits for this problem include some of the looping plugins that create map effects and other things which appear to not be performing adequate memory dumps.
  • Due to the same memory and time constraints, we might be cutting back on a few cutscenes in the next chapters, but this hopefully won't be a huge deal, due to the abundance of playable content. Some of you are understandably miffed that certain scenes which could have leant themselves to a grand-scale battle felt stifled by the inability to do anything but sit and watch a movie.
  • A lot of you have provided me with some awesome feedback, including various outlets where I could submit the game and get feedback and honest critique. I fully intend to explore these avenues in the coming weeks.

So that's what's going on -- Hope you continue to follow us here for more updates and developments. Stay tuned!

Dawn

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