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  3. Stardew Valley Creator Shuts Down Rumors Haunted Chocolatier 'Will Be Abandoned,' Insisting: 'It Will Come Out When It’s Ready' - IGN

Stardew Valley Creator Shuts Down Rumors Haunted Chocolatier 'Will Be Abandoned,' Insisting: 'It Will Come Out When It’s Ready' - IGN

Scheduled Pinned Locked Moved Games
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  • G gegil@sopuli.xyz

    Will this game support modding, like stardew?

    K This user is from outside of this forum
    K This user is from outside of this forum
    kayday@lemmy.world
    wrote last edited by
    #6

    I can't see why not, but it's targeting a 2030 release so it's kind of early to be thinking about that sort of thing.

    4 S 2 Replies Last reply
    9
    • I iamthetot
      This post did not contain any content.
      luci@lemmy.caL This user is from outside of this forum
      luci@lemmy.caL This user is from outside of this forum
      luci@lemmy.ca
      wrote last edited by
      #7

      I bet the music is gonna be bangin

      1 Reply Last reply
      18
      • N FunkyCheese

        He has already stated he comes and goes, to and from that project, and he will prioritize stardew valley still

        A This user is from outside of this forum
        A This user is from outside of this forum
        aramis87
        wrote last edited by
        #8

        I mean, he spent 4 years of 70-hour weeks making Stardew. I'd expect Haunted Chocolatier to take equally as long - actually longer, since he's still making Stardew releases, presumably taking some time for himself these days, has to approve any official merch or related stuff like the concert series, etc.

        1 Reply Last reply
        28
        • G gegil@sopuli.xyz

          Will this game support modding, like stardew?

          A This user is from outside of this forum
          A This user is from outside of this forum
          aramis87
          wrote last edited by
          #9

          I think one of the reasons Stardew has had such a long life is the modding community: it's been ten years since it's release and I can't imagine playing it that long. I can, however, bring up Passerby Cemetery, East Scarp, Ridgeside, etc, and scratch my Stardew itch with new content every couple years.

          I'm sure Eric knows this as well, and would include modding in HC.

          1 Reply Last reply
          4
          • I iamthetot
            This post did not contain any content.
            TruscapeT This user is from outside of this forum
            TruscapeT This user is from outside of this forum
            Truscape
            wrote last edited by
            #10

            As they say: "Let him cook."

            I 1 Reply Last reply
            28
            • TruscapeT Truscape

              As they say: "Let him cook."

              I This user is from outside of this forum
              I This user is from outside of this forum
              iamthetot
              wrote last edited by
              #11

              Hm do you cook chocolate?

              A 1 Reply Last reply
              5
              • K kayday@lemmy.world

                I can't see why not, but it's targeting a 2030 release so it's kind of early to be thinking about that sort of thing.

                4 This user is from outside of this forum
                4 This user is from outside of this forum
                4am@lemmy.zip
                wrote last edited by
                #12

                Devs need to think about modding from the very beginning.

                D 1 Reply Last reply
                5
                • I iamthetot
                  This post did not contain any content.
                  A This user is from outside of this forum
                  A This user is from outside of this forum
                  aeronmelon@lemmy.world
                  wrote last edited by
                  #13

                  Obviously, this is the only sane solution for a one-man team, but all game developers need to put their foot down and say “it’s ready when it’s ready.”

                  No marketing deadlines, no “crunch time,” make the game until the game is made, release it, maintain it, do it again if you think you have a good idea.

                  I D amillionmonkeys@lemmy.worldA 3 Replies Last reply
                  87
                  • I iamthetot

                    Hm do you cook chocolate?

                    A This user is from outside of this forum
                    A This user is from outside of this forum
                    aeronmelon@lemmy.world
                    wrote last edited by
                    #14

                    Yes?

                    N 1 Reply Last reply
                    15
                    • A aeronmelon@lemmy.world

                      Yes?

                      N This user is from outside of this forum
                      N This user is from outside of this forum
                      Nelots
                      wrote last edited by
                      #15

                      You're telling me chocolate isn't some natural pre-existing resource? Smh. Next you're going to tell me chocolate milk doesn't come from chocolate milk cows.

                      shaggysnacks@lemmy.myserv.oneS 1 Reply Last reply
                      3
                      • N FunkyCheese

                        He has already stated he comes and goes, to and from that project, and he will prioritize stardew valley still

                        P This user is from outside of this forum
                        P This user is from outside of this forum
                        panda_abyss@lemmy.ca
                        wrote last edited by
                        #16

                        I think you just have to leave people like this to work on these projects as they feel inspired/motivated.

                        There’s no sense getting worked up about when it releases, this isn’t Winds of Winter where Stardew left us with a cliffhanger or any unresolved situation.

                        1 Reply Last reply
                        11
                        • A aeronmelon@lemmy.world

                          Obviously, this is the only sane solution for a one-man team, but all game developers need to put their foot down and say “it’s ready when it’s ready.”

                          No marketing deadlines, no “crunch time,” make the game until the game is made, release it, maintain it, do it again if you think you have a good idea.

                          I This user is from outside of this forum
                          I This user is from outside of this forum
                          iamthetot
                          wrote last edited by
                          #17

                          That would be nice in a perfect world but bills need to be paid. I'm not defending crunch time, but not every project can afford to be "ready when it's ready". I don't think many companies would survive like that.

                          Joanie ParkerL 1 Reply Last reply
                          1
                          • A aeronmelon@lemmy.world

                            Obviously, this is the only sane solution for a one-man team, but all game developers need to put their foot down and say “it’s ready when it’s ready.”

                            No marketing deadlines, no “crunch time,” make the game until the game is made, release it, maintain it, do it again if you think you have a good idea.

                            D This user is from outside of this forum
                            D This user is from outside of this forum
                            darthelmet@lemmy.world
                            wrote last edited by
                            #18

                            While I generally agree, I think there is some value in imposing some kind of deadline or limit to a project. Nothing is ever going to be perfect. There will always be more work that could be done on something. If you let yourself just keep going until you think it’s done it might never come out.

                            But it’s a balance and when publishers push those kinds of deadlines they’re not really considering that.

                            SSTFS E W N other_catO 5 Replies Last reply
                            22
                            • I iamthetot

                              That would be nice in a perfect world but bills need to be paid. I'm not defending crunch time, but not every project can afford to be "ready when it's ready". I don't think many companies would survive like that.

                              Joanie ParkerL This user is from outside of this forum
                              Joanie ParkerL This user is from outside of this forum
                              Joanie Parker
                              wrote last edited by
                              #19

                              Concerned ape can afford to put this game out in 2035 lol.

                              SSTFS I 2 Replies Last reply
                              12
                              • Joanie ParkerL Joanie Parker

                                Concerned ape can afford to put this game out in 2035 lol.

                                SSTFS This user is from outside of this forum
                                SSTFS This user is from outside of this forum
                                SSTF
                                wrote last edited by
                                #20

                                The above comments were talking about how this policy should apply to every game development project. Which is a nice thought, but not realistic for every situation.

                                J 1 Reply Last reply
                                3
                                • D darthelmet@lemmy.world

                                  While I generally agree, I think there is some value in imposing some kind of deadline or limit to a project. Nothing is ever going to be perfect. There will always be more work that could be done on something. If you let yourself just keep going until you think it’s done it might never come out.

                                  But it’s a balance and when publishers push those kinds of deadlines they’re not really considering that.

                                  SSTFS This user is from outside of this forum
                                  SSTFS This user is from outside of this forum
                                  SSTF
                                  wrote last edited by setsneedtofeed@lemmy.world
                                  #21

                                  Publishers are considering return on investment. In a model where they are providing the game budget to the studio, every delay means more money out of their pocket. Case by case it might be worth it, but just allowing developers to infinitely say it's "almost ready, just one more delay" isn't reasonable.

                                  I know from the hard core gamer audience that discusses this stuff online there is often this vibe that nothing should be cut from games. People look at various interesting cut content and lament it for not getting enough time, but there is always going to be cut content.

                                  If there isn't a lead on the development team putting their foot down to control the scope and focus the team, and a similar push for focus by a publisher you get a meandering unfocused project that goes over budget.

                                  In the solo/small amateur team dev, self-publishing model that ROI pressure isn't coming externally from a separate publisher. It is means solo devs are making their first games usually on a budget of nothing, as a side project to their day jobs. In some cases like with Concerned Ape it turns out great. In many cases development comes out tediously slowly, like with Death Trash. In innumerable cases the games just die.

                                  In cases like Wasteland 2 it was a full professional team working full time using crowdfunding. An alternate model, but still limited by budget pressure. There was no publisher to pay back, but when the crowd funding money was gone, it was gone. That game did come out and it was enjoyable, but clearly it wasn't "done when it's done" levels of polish by the team since they used the profits from the game to release a "Director's Cut" which was a whole polishing pass on the game they simply couldn't afford the first time.

                                  G 1 Reply Last reply
                                  4
                                  • SSTFS SSTF

                                    The above comments were talking about how this policy should apply to every game development project. Which is a nice thought, but not realistic for every situation.

                                    J This user is from outside of this forum
                                    J This user is from outside of this forum
                                    jcbazpx@lemmy.world
                                    wrote last edited by
                                    #22

                                    Oh yes, I'm sure all those billion dollar companies would have all shut down by now if they had to wait a few weeks to put out a game. Putting out buggy unplayable shit was an absolute necessity.

                                    SSTFS 1 Reply Last reply
                                    2
                                    • 4 4am@lemmy.zip

                                      Devs need to think about modding from the very beginning.

                                      D This user is from outside of this forum
                                      D This user is from outside of this forum
                                      dudewitbow@lemmy.zip
                                      wrote last edited by
                                      #23

                                      it works if your games are fundamentally different like in this case. the cons about modding is that expectations of sequels are higher than normal because youre no longer comparing the game to the previous, but to the modded version of the previous.

                                      for example, outside of performance reasons, City Skylines 2 had that fate.

                                      1 Reply Last reply
                                      2
                                      • J jcbazpx@lemmy.world

                                        Oh yes, I'm sure all those billion dollar companies would have all shut down by now if they had to wait a few weeks to put out a game. Putting out buggy unplayable shit was an absolute necessity.

                                        SSTFS This user is from outside of this forum
                                        SSTFS This user is from outside of this forum
                                        SSTF
                                        wrote last edited by
                                        #24

                                        Let's look at the initial comment in the chain:

                                        all game developers need to put their foot down and say “it’s ready when it’s ready.”

                                        No marketing deadlines, no “crunch time,” make the game until the game is made

                                        It isn't saying publishers should be more flexible about deadline delays, it is saying there simply shouldn't be deadlines at all.

                                        Shoveling infinite money at a developer who tells you it will be ready when it's ready is the Chris Roberts model of game development. While it certainly produces interesting results, it is unrealistic and undesirable to expect it as the standard.

                                        Games that are developing well but need a little more time to fix issues should be given flexibility by publishers, but at the end of the day there are stretch ideas and content that has to be cut. Doing that cutting and keeping the project focused is what a lead on the dev team should be doing throughout the entire development. If a game has a realistic deadline given the expected scope and the dev team comes back and says they actually need another year of production, then it is worth looking into if that extra time is going to make the game a year's worth of investment better or not.

                                        J 1 Reply Last reply
                                        2
                                        • SSTFS SSTF

                                          Let's look at the initial comment in the chain:

                                          all game developers need to put their foot down and say “it’s ready when it’s ready.”

                                          No marketing deadlines, no “crunch time,” make the game until the game is made

                                          It isn't saying publishers should be more flexible about deadline delays, it is saying there simply shouldn't be deadlines at all.

                                          Shoveling infinite money at a developer who tells you it will be ready when it's ready is the Chris Roberts model of game development. While it certainly produces interesting results, it is unrealistic and undesirable to expect it as the standard.

                                          Games that are developing well but need a little more time to fix issues should be given flexibility by publishers, but at the end of the day there are stretch ideas and content that has to be cut. Doing that cutting and keeping the project focused is what a lead on the dev team should be doing throughout the entire development. If a game has a realistic deadline given the expected scope and the dev team comes back and says they actually need another year of production, then it is worth looking into if that extra time is going to make the game a year's worth of investment better or not.

                                          J This user is from outside of this forum
                                          J This user is from outside of this forum
                                          jcbazpx@lemmy.world
                                          wrote last edited by
                                          #25

                                          Rather than choosing an arbitrary time, you should choose a state of the game to call finished. Limited time will always lead to crunch inevitably.

                                          SSTFS 1 Reply Last reply
                                          2
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