The State of Limit Theory Development, 2017!
So, we've got quite a bit of catching up to do. I know that those of you who don't keep up with the forums have been in the dark for quite a long time now, and I hope you'll accept my sincerest apology. It's been a rather rough time for LT development over the past two years, and that situation has made me less than keen to communicate, since I've grown all too fond of communicating good news over the course of LT's dev cycle. That being said, it was a very poor choice to leave so many in the dark for so long, one that I now regret deeply. As of last week, I've launched a serious campaign to rectify my communication habits, bring everyone up to speed, and ensure all who care about Limit Theory that, despite roadblocks, it's coming :)
For those who want the full, gritty story on development over the past two years (and why it's not been nearly as fun as usual), I'm going to refer you over to the forum announcement that I made last week. Though I don't wish to trivialize that beast of a post with a summary, I understand that not all of you want to read another Josh Novella, so a rough summary is: LT development has run into a very difficult technical problem with no clear/easy solution (in particular, achieving high run-time performance while also being maintainable by one programmer). The result is that I've had to spend a great deal of time exploring solutions, all of which have thus far failed (although the latest one is currently looking more promising than any before it). Quite honestly, it's been a rather bleak period for me -- where once I got to have fun building things freely, I've had to shift to the much less fun problem of figuring out how to do so 'sustainably,' so-to-speak. Anywho, I won't ramble on about it, if you want more details, please do have a look at the post.
Second on the agenda, as some of you may already know, I attended PAX South this past weekend with a small LT combat demo! I should have announced my attendance beforehand, as I'm sure some people would have wanted to come -- unfortunately it snuck up on me and I was absolutely swamped with work getting ready for it by that time. I did get to meet a few forum members, a few backers, and a few general lurkers, which was a great deal of fun! Although the demo was very simple (being built quite hastily on top of the current 'attempt' at solving the aforementioned problem), it's quite fun if I do say so myself, and should also serve as a bit of comfort to anyone who's genuinely concerned that I've quit working on LT or am not making progress (really, if you read the posts I link, you'll know how far that is from the truth). For more details on the demo and PAX experience, you can read the recent devlog that I posted, which summarizes the past week. Or, if you're only interested in the screenshots, you can have a look at the LT @ PAX South 2017 album I made, which contains some shots of the demo as well as a few bad pictures from my phone of people playing it. If you're wondering why the ships are rounded boxes, you'll have to read the devlog :)
Since I can't resist popping something shiny into this post, here are some of my favorites from the album:
Speaking of dev logs! As I mention in the first forum post, I'm going to resume a regular development log series, albeit at a reduced frequency. I understand that I can't keep doing this irregular, unpredictable communication style. It doesn't work, it's hurting the community's trust in me, and it makes me feel bad on top of it all. So, the current plan is weekly or bi-weekly (I'll have to feel out which is best) 'low-pressure' logs. The idea is that, in an effort to make sure that I communicate regularly, the understanding with these logs will be that I'm going to summarize development whether it be positive, negative, shiny, unglamorous, etc. The fact of the matter is that a lot of weeks aren't going to be glamorous, but you guys have made it clear to me that communication of news, even if it's not unicorns and rainbow nebulae, is far preferred to no communication. Got it! The first such log is already up and is, again, mostly about building the combat demo and the PAX experience.
Finally, in terms of Kickstarter updates, I'm not quite sure what to do, so I'm open to suggestions on this matter. I don't really want to flood you guys with a weekly / bi-weekly KS post just for a dev log that may or may not be of interest to anyone. Typically I reserve KS posts for 'bigger' matters. Perhaps, then, I should do a sort of 'monthly aggregate,' wherein I take all the logs for a single month and pull them together so that you guys get a monthly digest? Or something else entirely? Please let me know what you, personally, would like in terms of KS updates -- it'd really help me get a sense of what to do!
Really happy to be back in communication with you all, I've missed it. We all knew LT was an ambitious project from the beginning. Some knew from the start that it would be..errr...'slightly' more difficult than my youthful optimism led me to believe. Nonetheless, we have come entirely too far to throw in the towel at this point. I'm 25 now (can you believe I was 20 when I started LT??) and the world isn't as rose-colored as it used to be, but I still see so much beauty in Limit Theory. It's a beauty for which I'd happily wrestle issue after issue. Many days when I sit down at my desk to start work, I imagine the day that LT is released. I imagine all the happy people around the world creating their stories in a limitless universe. It's enough to keep a guy going no matter the difficulties :)