Hello ladies and gents!
It's been a long while since the last Kickstarter update. Some of you already know a few details if you frequent our steamworks community page which is a bit more updated than here. So to get you up to speed, the last 3-4 months have been a whirlwind of activity off the computer, which has a tendency to get in the way of work when you're a solo developer (for the most part).
So for the last 3-4 months I've initiated and helped with 3 different moves: Me moving out of San Francisco and back to my parents house, my parents (along with me) moving to a new house, and finally a month later me moving out of my parents house and moving into a brand-spanking-new starter home, and a newly built one at that. Needless to say not much was done during this time of heavy transition (especially when you're moving a family of hoarders). Settling into the new home was somewhat of a challenge, as internet had not been set up ahead of time. This gave us time to settle in for a few weeks while we waited for our cable+internet to be set up. I pimped out the house: painted the garage, installed soft-close drawers and cabinets throughout, installed pull-out shelves in the pantry, laid down sod in the side-yard, changed the side-yard lock, added a hinge-lock to the front door, installed window blinds everywhere, and had my brother and uncle help hang floating shelves and wall mount a TV with in-wall wires for a sweet living-room setup.
Did I forget to mention I got engaged? I asked my girlfriend of three years (the one who wore the YANTH sweatshirt with me) to marry me about a month ago at the Grand View Park in San Francisco (horrible idea making her walk up the mosaic steps) but it all ended in a happy note! Now if you're married, chances are you planned your wedding to some extent, and you know how difficult and time consuming it can be. We're currently in the booking phase, going to multiple wedding expo's, comparing photographers, DJ's and so forth. We finally settled on a venue and secured a date after checking out 6-7 other venues throughout the bay area. I think we're ahead of the curve compared to other couples.
Anyway, progress has slowed but there is still progress. I wanted to share a video of what I've been working on most recently.
This is showing the base functions of a boss fight. Currently the boss isn't trying to kill Petula (that's the easy stuff, this was the harder-to-implement stuff). In here Petula demonstrates the boss' reactions when waking up after being healed or damaged. The eyes track the player while it's awake, and damage is negated during this phase. Once asleep Petula has more wiggle room to navigate around. Crystal placement and displacement affect the boss' health. Yes, there is more than one way to win this boss fight.
Steam Early Access
At the moment the latest build on Steams early access was released months ago, before our move. Apart from getting less done during this time, I also hesitate to release the next build because it opens up the rest of Cielo'viv to open-world gameplay. Many of the open-world systems such as resource gathering, crafting, buying and selling are not yet finalized so the world would feel barren, and that's not really the kind of feeling I want to give to this world. I'll be releasing the next build when I'm comfortable with it.
Possible Engine Upgrade
There is a new version of our engine coming out at the end of the month, and we were lucky enough to participate in the early beta. Now that my programmer Zalerinian is nearly finished with his work on YANTH, he's been delegated the task of possibly importing YANTH into the new engine. This provides us with multiple opportunities but also presents us with some things to overcome.
The new engine uses the GPU (yay!) so say goodbye to stuttering framerates due to CPU single-thread overload.
The new engine has built-in support for porting to multiple platforms. This means we won't have to rely on a third party to export to Mac, Linux, and any other possible platforms. It also means we have a good chance of releasing to multiple platforms (nearly) simultaneously.
We would have access to code hidden in the current engine, meaning better code control and performance.
The editor is much improved, and offers more flexibility for me as a dev.
Mouse support is built in and much more reliable.
We may lose the Mode7 function currently available only on the current engine. This is that fake 3D effect Final Fantasy 6 is well known for using on the world map.
The current plan is this: I continue to develop on our current engine while Zalerinian (who is all but finished with his tasks on the current engine) works on importing the project to the new engine. If things go well, then we'll continue on the new engine. If not, then it's business as usual and we continue as if the new engine didn't exist.
That's all for now, hopefully I didn't forget anything crazy. Funds are tight, but I won't be asking for any handouts as I can still finish the game with what we have. Thanks for your support!