I had hired someone to fill in for Keranu while he was away. And I do mean "hired"... as in, paid money to... he did a few sprites and then disappeared. Nando was doing the cutscenes but then got busy with other things.
With the multitude of free artists who are enthusiastic about PCE, why would you even consider paying someone? Seems like a waste of money, and a great way to get an inconsistent art style with the game.
I'm not big on giving regular updates; that's why I tend to just list out the work to be done and let everyone work at their own pace. There seems to be less stress on a project that way.
You've got plenty of Lucretia update videos on YouTube. Probably more of those than the rest of your projects combined.
It would appear that not giving your team regular updates on projects they're invested in leads them to believe you have bailed for something else that you're starting/posting about.
That might seem less stressful because no one is communicating, but is probably more of a problem in the long run.
There is plenty done so far using what resources it has already. There's just not a whole lot more I can do right now without new sprites. I do not like to use placeholder resources because it is an inefficient way to spend development time, especially considering things like frame count or even size can change, so things sometimes have to be done more than once. I prefer to work with finalized resources. If something is stalled because of that, then that's okay... the project will resume when it can. It's not a huge deal.
I disagree with this. You should have set guidelines for art sizes and frame counts so you can plan ahead and get away with placeholders.
and if you're using something as simple as a #define, you can relocate things in VRAM with about 5 seconds of work.
same goes for frame counts.