Introduction
It has been around 2 and a half months since the last No More Time update. I’d like to start by apologizing sincerely for the drought. In this blog, I will simply talk about the development of No More Time.
Why No Update?
The big question. Don’t worry, I have not abandoned the game. I will never abandon any of my games without clearly expressing my wishes to discontinue development. Simply, I have No More Time (haha, get it?).
But actually, I have been under a tremendous load in my personal life and cannot spend as much time as I used to on the game. Except for August, I was not productive in August. The rest of the time however, I have been slowly but surely making progress on the update.
Additionally, I am a solo developer working on two games at once. My other project is called Visionary Squad; I blog about it here aswell.
I’m also still in education, so not only do I have to take care of my academics, I also have another game that takes my attention away from No More Time. Hopefully you can start to see why development is moving at a snails-pace.
The Scoop
What should you expect in the next update?
New Map(s)
I’m aware of the fact there aren’t many maps in the game, especially not enough for two-minute matches. I’m still unsure of how many maps will be added, but rest assured at least one will be included.
Survivor Reworks / Balances
The update will also rework certain survivors that aren’t the most appealing. I would also like to point out that I’d rather a character be fun but too weak/overpowered instead of boring but balanced; that is my philosophy for cooperation games (obviously not PvP games). Some survivors on my radar include but are not limited to: Ouro, Bacon, Wu, and Yourself (aka Determination, but Yourself is the official name). This list does not mean they’re guaranteed to get a change this update, but I’m keeping my eyes on them.
New Music
With the help of several composers, some maps will receive their own music track, and the rest will be added every now and then in the future.
Why I Made NMT
I’m going to end this blog by explaining why the game was created in the first place, and maybe give you some insight into how I develop the game.
No More Time was not intended to become popular. Now, I’m grateful for all of your support, but when I created the prototype back in February my goal was not for it to reach the levels it has reached today. So why did I create the game?
I started No More Time as a side project to take a break from the development of Visionary Squad. For context, I have been working on VS for over 4 years, developing my skills alongside it. The pressure got too much and I decided to take a week break to work on something new, thus the NMT prototype was born.
This video below is the earliest footage of No More Time I could find.
NMT acted as an art journal of sorts, where I would let my thoughts run rampant and slap things into the game unfiltered. If I had an idea for something, I would add it into the game, no second thoughts required. Sometimes, I would complete two entire characters in a single day. Were they polished and/or fun? Not really, but I had a blast making them.
Nowadays, this game is no longer a side project and it has been elevated to my second main ongoing project. I have told you the backstory of No More Time because I want to make a crystal clear statement right now: I might not listen to the community as much as you hope. Before some of you go crazy, that does not mean I will completely disregard your thoughts, suggestions, or concerns. I love hearing your feedback and suggestions, and if utilized correctly they can greatly improve the game and reveal any blind spots I miss. I just want you to know that I value my creative freedom as well. I made this revelation when I realized I don’t remember the last time I added new content to the game that I came up with by myself. If I continue down this path, I’m sure to burn out soon. I would like to reiterate: that does not mean I will shut myself off from the community. There is a delicate balance that I wish to maintain, and I’m setting a boundary before it becomes too late.
Conclusion
I hope you take away something from this blog, whether that be having your concerns addressed, confusion cleared, or anything else. I am eternally grateful for all of your support, and it means a lot to me. That is why I am writing this blog right now, because I value the relationship between developer and fanbase. I’m not a cold, disembodied triple A studio with hundreds of employees; I’m just one guy who is trying to create something special (and who bolds stuff way too much). Thank you for reading!