Hello there. I'm supposed to be waking up in around 6 hours from now to make it to a doctor's appointment, but why not waste this precious little time I have on writing a new post? You people of the future will certainly appreciate having more words to read on the screen, right?
As for why... Zephyr made a post on the DT blog today and that sheer fact inspired me to make a post of my own, as a tester and as a dev.
Mostly, I want to make this post to highlight some changes I've made to my plans so far. Ideas are cheap, and I'm going through a lot of them because I want CQ0 to be my final freeware game, so I want it to be perfect. Although, I've always been quite the perfectionist, so I dunno, maybe that's just my modus operandi.
Recently, I saw a video I was quite inspired by, (made by one of my favorite YouTubers btw, Mark's quite based), which made me realize many of the mechanics I'd planned for the game were extraneous (such as a full-body parry that didn't do much other than a guaranteed-hit counter-attack, and like, 6 different types of collectibles that served little purpose).
So, I'll be stripping most of that back, and focusing more on core ideas like positioning, learning how to dodge attacks, and having a 2-button combat system (maybe 3, but definitely not 4). That doesn't mean I'll be stripping away the depth, though.
Most of all, I want to make hard bossfights. The way I'm planning it, the difficulty will absolutely brush up against DT4's, but I promise not to make anything absurd. It will, absolutely, be easier than DT4. If I ever make something of around the same difficulty, or harder, then I've fully gone off the deep end and I may never return from the abyss.
I've been obsessed with difficulty recently. Which is understandable, as I've just finished a 30 hour boss grind in DT4 a few days ago. This game is making me lose my grip on reality, bit by bit, but it's fun. I still stand by what I said in the previous post. Nothing even comes close to the design of that game. It's fucking painful, but it's also utterly incredible.
Really, I only had two things to say about the game here, huh? I guess you can consider this a TL;DR: I'm stripping away a lot of the more extraneous stuff I discussed last time (and some things I hadn't mentioned), and the game's gonna be harder than I was previously planning. Well, okay, I'll go into a little more detail.
As far as work on it goes, there's a team project I'm a part of that will be releasing on the 27th, and after a much-needed break, renex and I are gonna work on the new engine, and this game will follow with that.
(27/12/25 Edit: It released!)
With the speed at which I can make things, I'm expecting this game to take a few years from now for it to release. Take that with a grain of salt, but I will definitely be giving at least a few updates a year. I don't wanna pull a Team Cherry, but I also don't want to fall to the trap Woolie showed us all those years ago. Although, I think CQ0 is quite safe, as it recontextualizes the source material enough that lawyers probably wouldn't care.
I will say with 100% certainty that it will release after DT4. This means that you, dear reader, will be able to feel my pain before this game becomes playable. I recommend you feel my pain.
Apologies for the somewhat unnecessary yapping, by the way. As the quote goes: If time didn't exist, I would've written a shorter letter.
Now I need to go to sleep, or else I'm gonna wake up in a worse state than if I pull an all-nighter. It's in 5 hours now. Good night, and see ya, space cowboy...


