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A thorough development history would take too long to write, but here's a brief outline, followed by our inspirations.

My thoughts on production is it went extremely well, surprisingly so given I was working part-time!

Although little 'happened' over 2017-08 to 12, I think those were important to let the initial ideas of the game stew. Pre-production was relatively short because 3D was very simple and 2D was relying on experience with Anodyne 1's 2D.

Length

  • Blue Skies Ideation: 1-2 Weeks + 3-4 Months rest
  • Focused Ideation/Plotting: ~1 Month
  • Prototyping, Main Story: ~3 Months (some overlap with pre-prod)
  • Pre-Production, Main Story: ~4 Months (some overlap with prod)
  • Production: ~11 Months
  • Bugtesting: ~1 Month (split over multiple phases: Halfway thru production, then end of production)
  • Console release lagged behind main release by 1.5 years

Rough Development Timeline

Notes

  • Main story dialogue was generally done first, followed by the specific areas. The lag time between specific area dialogue (e.g. Geof) and the implementation in-game was much smaller (days to weeks) than that of the main story I think.
  • I don't specify it but usually the music for an area was done a while after finishing that area and having some of the art

November 2016-July 2017

  • After Even the Ocean dev
  • Hiatus (Melos teaching, working on All Our Asias)

2017/08

  • Initial e-mail brainstorming, going for lo-fi 3D. Vacuum ideas. NPCs are the cards, final fight uses them. Humanistic themes. Sage reappears.
  • Marina Character sketches

2017/10

  • Melos makes some Unity intro material for Marina

2017/12

  • At some point Marina makes a 2D platformer prototype where you swap between three sizes
  • Ideation, but more focused. Multiple sizes ideas. Story ideas (based on "Ano1 mythology"), "New Theland", world structure (concentric rings)

Q1 2018

  • Structure of game decided, most plot points, dust carrying mechanics
  • Ideation -> Prototyping phase.
  • Melos ports some All Our Asias code over. Preliminary 2D/3D infrastructure, dialogue, etc.
  • Work is still pretty part-time on the game.
  • Initial story writing?

Q2 2018

  • 3D Area prototyping (much of what you see in postgame), camera code, movement code, CCC prototypes, making Dust Drops work, other misc stuff (Albumenium)
  • Prototyping -> Pre-production
  • Marina art tests, nova tests
  • Marina: Basic story probably done?
  • Work gradually becoming more full time
  • Released the teaser trailer

Q3 2018

  • pre-production -> Production phase
  • 2D Art Infra, 2D controls polish, art tech,
  • CCC NPCs, text, CCC Design, CCC 2D Levels, SFX,
  • Marina does some useful playtesting

Q4 2018

  • Full production
  • Finish up CCC, more work on 3D. Music work (like CCC's song)
  • CCC NPC Art, Ridescale art, CCC art
  • Work on Center Sanctuary/Pollen area
  • Dust assassin fight, Prism Reinforcement
  • Event Scripting Engine work, UI/Menus, Dimension Diving art/code
  • Misc music, Wormholes
  • Handfruit Haven art, work on Geof, CCC level music, SFX
  • Minimaps..

Q1 2019

  • beta testing of CCC stuff
  • Dustbound, Blue Vale Car Wash, other Blue Vale NPCs
  • Blue Vale Art

Q2 2019

  • More Blue Vale work, music
  • Early on: Orb Sector level, Nexus, New Theeland, Pastel Horizon, Skeligum level,
  • Later on: Final design passes/art implementation
  • Desert Spire, Dust wall
  • Finish up weeding minigames in Dustbound
  • No Such Scene appears out of the ether
  • Work on the Prism-entry ending scene
  • Desert 3D areas
  • Pico levels
  • 3D Area transition art, Blue Vale Highway stuff
  • Area Title Cards
  • More beta testing
  • End of June: Start on Zera

2019 June

  • Trylock Chests
  • Finish Zera, Nexus to 3D connections
  • Desert art polish
  • Metacoins/metapoints
  • Dimension dive desert graphics
  • Melos visits Japan LOL

2019 July

  • C Visionary Art (lmaoo we are so down to the wire what the heck)
  • Finish Zera
  • Wormhole art, Desert level fixes, Desert 2D level visual polish
  • Cutscene anims, Endings, Credits, final metapoint stuff, final card texts
  • Last songs
  • Various bugfixes and polish
  • Middle/End of month: start final testing

2019 August/September

  • Final testing, tweak speed of nova's hurt-mode walking, metacoins..
  • 2019/8/12: Release!!
  • A few patches.
  • Melos moves to Japan for real.

2019 Q4

  • Ideation on Sephonie begins.
  • Occasional localization programming for Chinese, German, Brazilian Portuguese, Spanish, as console port progresses

2020 Q1

  • Sephonie Pre-production
  • Spanish, Japanese

2020 Q2

  • Finishing Japanese

2020 Q3

  • Russian, Chinese/Japanese fixes
  • Content locked for Consoles

2021 Q1

  • Finish Russian
  • Console release in February 2021

Ways we saved time

  • Limit scripted cutscenes
  • Use Floating characters (Palisade/C Psalmist)
  • Limit levels to 2 or so new entities to save coding time
  • Use visual-novel style scenes sometimes
  • Avoid too much 3D levels to save modeling time
  • Avoid complex 3D art maps
  • Avoid re-doing much/graphical polish
  • Use 2D gameplay which we've done before
  • Use Unity for efficient everything

Cut Ideas

  • Walking away from 3d npcs to end the dialogue
  • Dreams, sleeping, another character, Roselle, presumably would parallel Briar (I think this became the Glandilock?)
  • Roselle arcade and crazy visual novel interface thing
  • 3D Dustbound
  • Cut this heatmap with settable icons, path drawing, reference colors, used for more complex 3D Exploration

Influences

First, my (Melos's) musical influences.

Marina - 3D Graphics

  • Panzer Dragoon Saga: environment texturing/shaping
  • Final Fantasy 7,9: model shaping
  • Jak and Daxter?
  • Hieronymus Bosch
  • Pokemon (via Pinzy Pokemon)
  • Playstation games broadly
  • Crypt Underworlds

Marina - Nano Graphics

  • Dragon Quest
  • Survival Kids
  • Roller Coaster Tycoon and old pc isometric games (horror)
  • Various OHR games (wandering hamster)
  • So You Wanna Be...
  • Microscopic/nature/medical imagery
  • Radiolaria

Marina - Pico Graphics

  • ZZT games
  • Bitsy games

Narrative UI

  • Nanatsu Kaze, Lucah: Screen overlay text

Marina Narrative Influence

  • Kid Icarus: Palutena dynamic
  • Steven Universe
  • Episodic surreal childhood stuff
  • Alice
  • Phantom Tollbooth
  • The Little Prince
  • GLOW: wrestling arc
  • Magic School Bus, Anna + Tommy, educational games/tv: biological stuff
  • Ocarina of Time: Chalaza character
  • Live a live--lofi horror
  • My life

Marina - Game Design

  • Spyro, SotC, Kirby + zelda

Melos - Early Influences Games/Books

  • My Life/social groups/reading groups, Teaching at SAIC, japan/taiwan travels
  • Dragon Quest XI's towns, episodic feel
  • Spyro, Banjo Kazooie early levels, Jak and Daxter connectivity
  • panzer dragoon saga visuals, nanatsu kaze
  • SotC - Sense of lostness, Uurnog, Rain World, Starseed Pilgrim, vaguely exploring, no world map
  • Love de Lic - Strange NPCs, varying gameplay,
  • BoF Dragon quarter
  • Zanki zero
  • Sticky zeitgeist
  • KRZ /un pueblo de nada
  • Sacrament IV
  • FFX, Yakuza 6
  • 9 9 9
  • Subserial Network
  • Gravity Rush 2
  • Zelda - OoS, LA, OoT
  • Silver Case 25th Ward

Melos - Later Influences

  • LUCAH
  • Nier structure, Drakengard 3
  • Bell hooks books – masculinity/women/love

Melos - Films

  • Best of times
  • Kaili blues
  • happy hour
  • long days journey into night + hua hua ...
  • kaiba anime
  • Campaign / Peace / Inland Sea documentaries
  • Paranoia agent, perfect blue