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dvddarias committed Mar 12, 2024
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Expand Up @@ -301,10 +301,10 @@ <h2 id="history">Development History</h2>
The initial development process was somewhat complex due to the team's high degree of inexperience, but it resulted in a playable demo presented to the public in August 2017 at the VR Gallery in Chicago. Though far from excellent, the result at least helped define many of the visual and gameplay foundations that would be further explored later. Shortly after this event, relations between the U.S. and Cuba deteriorated following the closure of the Embassy in Havana due to sonic attacks, thus ending any possibility of participation in festivals or events held in the United States. Around the same time, the programmer left the project for personal reasons, leaving the project's survival in limbo.
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The entry of the new programmer David Darias revitalized the dynamics of Saviorless, initiating a very productive process of experimentation that occupied the team for several years. During this time, at least three completely different demos were developed, concluding with a final demo that met all expectations at the time. It's worth noting that developing a video game in Cuba presented challenges beyond those traditionally faced by developers worldwide, such as daily power outages, lack of technical equipment, the impossibility of remote work, very limited internet access (at the time, one had to go to a public park to connect to a Wi-Fi network), and the inability to access any form of international financing or promotion, in addition to the fact that the IndieGogo campaign fund had long been exhausted. As a final blow, a studio of industry veterans in Portland, United States, upon seeing that we didn't have the name "Savior" trademarked – an impossibility for us from Cuba – and completely ignoring the overwhelming online presence of the game, decided to register the name "Savior" for their game, forcing our team not only to change the name to "Saviorless" but also to accept that much of the promotion we had already done was in vain.
The entry of the new programmer David Darias revitalized the dynamics of Saviorless, initiating a very productive process of experimentation that occupied the team for several years. During this time, at least three completely different demos were developed, concluding with a final demo that met all expectations at the time. It's worth noting that developing a video game in Cuba presented challenges beyond those traditionally faced by developers worldwide, such as daily power outages, lack of technical equipment, the impossibility of remote work, very limited internet access (at the time, one had to go to a public park to connect to a Wi-Fi network), and the inability to access any form of international financing or promotion, in addition to the fact that the IndieGogo campaign fund had long been exhausted. As a final blow, a studio of industry veterans in Portland, United States, upon seeing that we didn't have the name "Savior" trademarked – an impossibility for us from Cuba – and completely ignoring the overwhelming online presence of the game, decided to register the name "Savior" for their game, forcing our team to change the name to "Saviorless" and accept that much of the promotion we had already done was in vain.
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Under these difficult circumstances, it became evident to the team that without the help of a publisher, it would likely be very difficult not only to finance Saviorless but also to get it published. Fortunately, it was then that we had an interview with the French publisher Plugin Digital, who, after being interested in the demo, decided to work with Saviorless.
Under these difficult circumstances, it became evident to the team that without the help of a publisher, it would likely be very difficult to finance Saviorless and get it published. Fortunately, it was then that we had an interview with the French publisher Plugin Digital, who, after being interested in the demo, decided to work with Saviorless.
The start of work with the publisher was a boost for the production of Saviorless and an economic relief for the team; work times improved, and expectations for the game grew significantly as well. With gameplay and mechanics defined, it became much easier to focus on Saviorless' visual aspect, which constitutes one of its greatest attractions and also one of its greatest challenges. Although it was originally agreed that the game would last around two hours, the team ended up developing a prototype three times that duration. The cost of this decision, again based on inexperience, was a full year of delay compared to the agreed delivery times. Finally, in June 2023, this long process, which has already exceeded eight years of work, was completed.
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