In game design, you might start with one idea and then have that idea evolve into something entirely different by the time the game is done. I think it’s definitely ok to stray away from the path you originally started working on, so long as the end product is better or you’re happier with it. It’s now been 2 years since I began working on the Forbidden Arts, and things are still evolving/changing. One key part of the game in which this is true is the story. As the story continues to evolve, settings and environments continue to change.
The original opening scene of the game was supposed to be set in a fantasy house. Originally the main character was going to be a thief and the house setting was going to be a large house within a village. The house was to act as a tutorial area and was there to introduce the villain of the game as he invades the town with his army of skeletons. This couldn’t be farther from the way things ended up.
The house ended up being used for a small cutscene of the game: Voltaire’s (the Necromancer) workshop.
When the story evolved over time I didn’t know what use I had for the 3d models of the house environment. I certainly didn’t want to see them go to waste as I did like the scene and it did cost me a bit of cash. 3d asset development isn’t cheap! So I came to the conclusion that the scene could be used to portray Voltaire as he studies the art of black magic. I modified it slightly, but I think it worked out well in the end.
Just because something might not end up working for you as was originally intended, does not mean you should abandon it. Sometimes, things evolve and turn in different directions, but it can be for the best. I love how the story and the environments have evolved over time, and I will continue to embrace such changes in the future and look forward to sharing lots more in our blog.