A Winding Road
Hello, friends!
I hope you were able to join us for the live preview last month, but if you couldn’t, have no fear! The internet never forgets…
You can find our segment from the expo on twitch here:
https://www.twitch.tv/videos/746640458?filter=highlights&sort=time
And here is the Q&A segment that I shared with the devs for Rain on Your Parade and Kur:
https://www.twitch.tv/videos/746640464?filter=highlights&sort=time
Once again, I'd like to thank the people at Seattle Indies, as well as SOBA (Seattle Online Broadcasters Association), particularly Meg Kaylee, Zolaire, and RicJur, for helping us out this year. And another shout out to Kenley for making everything work on the back end.
I figured this would be a good point to discuss the state of the project and our road ahead. We just had our first big public showing (had a smaller one back in February), and I expect to do more interviews and previews over the course of the next year as we get ready for release day. Does this mean we will release on time in late 2021? Erm. Maybe. I see a version of the future where that can happen, but I see other versions where it would not.
I'm still working on core content for middle and late game, which should be done around the middle of next year, but time I spend on this has to compete with revision/enhancement/stability work that I am also doing to make earlier content suitable for demonstration. By the end of this year, I expect to have a raft of improvements done for the overland sections, which should allow me to show off more of the early/middle game content.
I am also planning to dive into voice work fairly soon, probably this month. I do not plan to fully voice all of the dialog in the game, but at the very least, I want to add combat emotes. And I want some sort of vocal cue to go with scripted dialog to make it feel less empty (and to make it better suited for streaming...). Earlier this year I did some VO work to get better acquainted with the process and now feel confident enough to do my own audio engineering. I might… maybe… start to kidnap people I know and make them record lines for me in the sound closet…
The art pipeline is continuing to move at a good pace, but there are some definite risks there in terms of finishing on time. Currently exploring some options on that end.
Music is mostly done, but I have a few more concepts to run by Tim over the coming months. Of course, I might get carried away and make it a lot of concepts.
And there are a million other little things that may or may not reach the threshold of release requirements. There is never any shortage of work to do in game development.
I look forward to sharing more with you when I can!