the headaches-
After Andy70707 jumped on board, and got to work, it was soon evident how many holes my project had in it. How come some areas have shooting with a button and others with the mouse? How come this walkthrough literally has 20-30 dead ends? In short, I had planned VERY poorly. Communication is key to making any game, and to make matters worst, it was a tough time to communicate due to several problems in life at that time. Not only that, but there were just programming headaches in general where Andy tried his very best to put together my half-assed project; I just wanted to say that he's been very dedicated the whole time, and I'm truly humbled by it. The project quickly fell apart at that point, and Pico Day came and went. After looking back, I took a hard look at what I did, which led to...
the reboot-
this is about where Flashstorm jumped on board, as far as I remember. This is the build that took about 2 years to fully put together (although there were extended periods without development). A reboot needed to be put together; one that was fun, and took more creativity than "Pico's School but bigger". I decided that Pico worked best for the team as a shooter. The idea here is basically what the game is today, give or take some changes. This was meant for last Pico Day, but schedule coordination once again thwarted us. In all, we spent the extra time (first taking a break), but then we jumped right back in in about December, and threw everything we had in!
finally here-
Although it's not here just yet, I'd be very surprised if it isn't by the end of TOMORROW. Keep an eye out! Happy Pico Day 2012!
KingBooDaGhost
<a href="http://kingboodaghost.newgrounds.com/news/post">http://kingboodaghost.newgrounds.com/news/post </a> /711191
Please comment and let me know what you think