@ Demonseed: I liked the new Crystalline I really must start drawing. Been busy with Reason last week.
That's great, in that case we can show it at Bussum with graphics which are actually somewhat decent!
I'll do my best. I am planning to draw some graphics at Bussum as well. I have got my Turbo R with me, so no problems there.
@DemonSeed: You clearly have to much inspiration and time on your hands. I'm counting 5 running projects and 1 secret project.
And yet you can come up with new (and better) stuff from day to day.
Hmmm, yes. But it's that finishing detail that's the bitch.
True, but we have done bigger productions before (all Sargon prods, Bombaman, several smaller productions) and know the drill (now). Planning is everything. Before you write one line of code, draw one pixel or play one note, you have to write the whole gameplan down up to the last little detail. All our games in productions have solid gameplans behind it and a lot of conceptual sketches were made before the actual production phase. It looks like a lot of random ideas, but looks can be deceiving.
Just so you know: Universe: Unknown and Montana John haven't exactly been planned, and still they're here..
You should always factor things like bad luck or sudden opportunities.
Yes, I know. Bombaman was first planned as a small game, but then we thought the idea of endbosses was quite cool, so we added them. After that, a storyline would be nice. So we implemented it. But for a good storyline we needed villages and multiple worlds. And so on, and so on. We still have a lot of unused Bombaman stuff (ideas, music, graphics, storyline) that were never used. Maybe some day... *HINT*

What I would like to say is that, with a good idea of what to make BEFORE actual production, you can save a lot of time. And believe me... I should know.
