To those who dream of centipede trains,
Our progress was a little slow this month, at least when compared to the previous one. We realize that the last few updates show a similar pattern of promising the demo soon, but then getting delayed for a variety of reasons. We owe you an apology and an explanation. Just like you, we want to experience the authentic Octopus City Simulation as soon as possible. So we set somewhat optimistic estimations based on what we already know, and then things take longer than expected. While our small team works on Octopus City Blues almost all the time, there are always many more things to do. The good news is that progress is definitely happening, and that we're learning to estimate better and resolve the issues we come across.
For this month, the time scheduling system we talked about last time proved to be a little tricky to implement. We'd like the system to be flexible, efficient and robust compared to similar systems found in other Octopus City Simulations, and that's not as easy as it sounds. We wanted to share a video of the system in action in this update, but there are still some weird corner cases that we have to iron out. Hopefully we'll be able to get it all together soon and we'll have another Kickstarter update to showcase the system. Art progress slowed down as well because our artist had some problems with her PC, but that has been resolved now.
On the bright side, the artwork for almost all the areas required for the demo is complete, with only two more left to go. Music is more or less done with the exception of one more song. Once the scheduling system is implemented then the only remaining mechanic needed is the inventory system, but that shouldn't take a long time. (in theory...)
Would these delays impact our estimated release date of December? It's still early to say. Internally our projected release date was actually in September, but we chose December in the Kickstarter to give us more time to handle delays. We are still working to release the simulation by the end of the year, and might get additional help to speed things up later on. In terms of art (where most of the budget goes), the demo compromises over 40% of the simulation, and we've spent less than 30% of the Kickstarter funding so far. (not including KS/Amazon fees)
As we produce more scenes, future scenes will become easier because we can reuse the art. So don't worry your little heads too much, and trust Ghost in a Bottle GmbH's board of directors when they tell you that they know what's best for you, and that everything is going according to the plan...
If you really want to play a cool and dark adventure game, check out the Kickstarter for Dead Synchronicty; it looks great, and unlike the incompetent but endearing Ghost in a Bottle, they already have a demo out!