Winter Is Coming
Hello friends! Ryan and Jon here once again to talk in your general direction! We're quickly sneaking up on both winter (which, being back in Wisconsin, Ryan has to deal with once more) and our target release time. We've been in crunch mode for the past few weeks now, and will remain in said crunch mode until we release. What have we been up to this month? Well, first off...
That's right, we've ordered and received posters for all you fine folks that backed a poster tier! Have a look!
We both think they turned out quite well! Now we've got the T-shirts and posters, all we need are the boxed copies before we can start shipping things out! Of course, as I've mentioned before, that will require the game to be finished up before we can order them, so it'll be a bit on those yet.
We also showed off the game at iFest in Seattle early this month. We had the demo available on a few devices there, and we got a lot of laughs (always good to hear).
Here's Jon, and our composer Akash running the table!
Thanks to any of you backers out there that may have stopped by to say hi!
So, you're probably curious what we've been up to this month, work-wise, huh? We've actually been addressing many bugs recently (both ones that have been put off and new ones discovered by friends and family that have been casually testing). Obviously, there's not a whole lot I can show you with boring bug fixing, so no pictures on that bit ;)
We also set up one of our last remaining big features, the transportation system. We needed a way to get around to the different areas of town in an easy, standard way. This was a little difficult because we needed to be able to use different transportation methods for the different questlines (politician takes a limo, whereas the hobos get around... differently. Unfortunately, Kickstarter changed the update editor to no longer allow embedding images from another site (and their uploader chokes on gifs), so you'll have to CLICK HERE to see the transport system in action (don't mind the programmer art!).
When all is said in done, the maps will actually look something like this:
Aside from the transport system, we're just working on fleshing out the remaining areas, and finishing off the story. Well, the story itself is written, we've just got to get the rest of it in the game!
We've also had a few more weird little minigames. In fact, one is barely a minigame, but I'm pretty pleased with how it turned out! In one area of the game, there's a whiteboard for you to play with. Completely pointless, but fun nonetheless. Fear not, though, friends! Though we may share this small game within a game with Duke Nukem Forever, we will (hopefully) not share much else ;)
I tried making a gif to show you, but it kept devolving into me drawing something inappropriate.
By the way, we've also added a few more backer NPCs to the game. Do you recognize yourself??
Yeah, I'm sure you do.
So, we still don't have an official release date. It's more of a "we're going to release it and then tell you we released it" sort of thing. We're still looking at a few weeks yet, but I wanted to give you a rough idea of our platform plans here.
(Pre-release): There's a chance we may do a short backers-only beta a week or so before launch. We're not 100% confirmed on this, but keep your eyes open if you're interested in getting your hands on a build a bit early.
(Initial Release): Initially we're going to release PC and Mac. These are the easiest to roll out, and are our primary promised platform. Linux will probably be a little bit longer, as it will require a little more testing. We're likely going to launch with Oculus Rift support integrated into the main build, but if it takes more time than expected to do, this may be released as part of the first update (not terribly long after release).
(A few weeks later): Android and iOS will come next. We've been developing cross-platform since day 1, so we already know the game works on both of these platforms. It will, however take a bit more testing to release. This will also give us time to integrate SDKs for both platforms.
(Slightly more time after that): OUYA. We've already had the game running on the OUYA, but we'll need to do more tweaks/tests/integration before we release it. Again, since this is a bit of a bonus platform for us, it's lower priority than the other platforms. I know many of you are excited to play on the OUYA, and you will, we've just got to focus on the other platforms first :).
Bolt Riley - A Reggae Adventure - I know we mentioned this last update, but it's worth another shout out. Since our last update, they launched the kickstarter, and have nearly come to the end. They've still got a long way to go on this, so we really encourage you to take a look and see what you think! Their campaign finishes Monday, so act now!