Hey Folks! Made a concerted effort to do a bit more dev work today, despite the heavy PR load. I managed to get about half a day's worth of coding done, but I suspect that'll improve over time as chatter simmers down a bit.
I think one of the biggest questions I'm seeing is, "how will this play?" And I'd like to get at least some core gameloop running so I can show you all. It's still more a collection of systems than a playable game.
Hey Folks! I'm gradually clawing my way back out of the pile of notifications since launch. Between the various news posts, community sites, social channels, and my inbox, it's been hard to keep up. I'm trying to keep a personal touch, like I did with NEO Scavenger. I think fans appreciated it, and it's nice to know the creator of a game is human, too.
I'd like to tell you about my latest game, Ostranauts.
Eight years ago, I began work on NEO Scavenger. And after five years of updates and ports, it was time to begin working on a new game. That game started as simply "space prototype," but has turned into quite a bit more.
So what is Ostranauts?
Well, if you have a minute, here's a teaser video:
Hey Folks! Development took a back seat today as I mostly focused on reviewing announcement material one last time before tomorrow. Pretty much as soon as I get to work tomorrow, it's all cylinders firing to get the word out.
That means new subforums, new discord channels, getting twitter and reddit accounts ready. News posts crafted and ready to go. I put together a couple of gifs for easy tweeting/sharing, plus the Steam store page stuff I've been working on, like teaser video, screenshots, descriptions, wiki content...it's a lot.
Hey Folks! Hope everyone had a good weekend. We appear to be experiencing snowpocalypse here in Seattle, and there is no end in sight yet. For reference, the typical snowfall here is maybe a few inches 1 or 2 days over the winter. And the snow removal budget/plans for the city are set accordingly.
So far, we're in week 2 of what would pass for a normal winter in snow country. At least we have decent shovels!
Hey Folks! Still in the process of getting crew management to work. Shifts, in particular.
My first task was to get the basic training I mentioned yesterday added. This was fairly simple to do, as I just had to add a few lines of code when crew spawns to give them basic knowledge. Later, I will probably make this data-driven. But I was anxious to keep momentum, so I started testing. And that's where I discovered some problems in the sleep system.
Hey Folks! Since I have a few more days before the announcement kicks-off, I decided to do some more dev today. And one of the higher priorities I've set for myself is to get crew management up and running. My thinking is that the core game loop is going to hit this system a lot (possibly more than anything), so I should make sure it's operational. And ideally fun to tinker with/watch.
Hey Folks! Hope everyone had a good weekend. We managed to sneak in some yard work before a freak snowstorm hit Seattle. And now it looks like a proper Rocky Mountain winter out there. Pretty!
Back at the office, I continued gearing-up for the announcement. I decided over the weekend that I should really publish the vast setting info Michael and I have been working on over the past year or so. It's exactly the kind of stuff I'd fawn over while awaiting a game launch, back in the days when I had time to fawn over upcoming games :)
Hey Folks! Inching forward on marketing push each day, here.
I received word that Valve approved the Steam "Coming Soon" page for the game, so that can launch at any moment now. I made a few adjustments there, hooked it up to my developer/publisher page there, and I think it'll be good to go after one final review.
Hey Folks! Short update today, as I'm still doing marketing materials. The Steam page is finally done, though, and I've submitted it for approval. Next up are the pages on this site. And then mailing list stuff.
Probably some more out there that I'm forgetting, too. But we're getting there!
Hey Folks! More marketing speak and bullet points today.
I think I've got the short and long versions of the game description done for Steam now. Plus the full list of required images and screenshots. Still have the mailing list version to setup, plus the content types for this website. Then forums, channels, and all that.
Launching involves quite a bit once you get into the details!
Hey Folks! Still plugging away at the marketing assets for the announcement. A lot of time spent searching for the right screenshots today, both for use on the store page, and in smaller bits of marketing art. E.g. the Steam "capsule" images used at varying resolutions to represent the game in lists, store pages, etc.
Hey Folks! Short post today, as it was most PR prep work today.
James and Joshua finished their trailer work, and handed that off to me around the middle of the day. And since then, it's basically been full-bore preparation for the teaser launch. Accounts to setup, domain names, coming soon pages, art assets. And descriptions. Loads and loads of descriptions. Every place you go needs a bespoke blurb of text, and in some places, a half dozen of them.
So for the next little while, that's what my desk looks like. Lots and lots of marketing prep :)
Hey Folks! Made a bit more progress on the duties UI today, and now it is on par with the roster UI in terms of completeness. I.e. load and save data per crew, but no effects yet.
Getting the duties UI up and running didn't take too much more time. Like I mentioned earlier, I was able to copy a lot of the code from roster to do similar things here. There were some slight adjustments for duties vs. hours in a day. I also setup the duties list so that I could break it out into json files later, in case I want to expose that to modders.
Hey Folks! I had a day to wait before the next step on the teaser, so I devoted today to a quick priority review, and working on character emotes.
The priority review was mainly about taking the current to-do lists I've scattered around and get them into one place. Then, reviewing them to see which are most important and need to be done sooner. I've got about a dozen that seem like they're higher on the list, so I took one of them and ran with it for the rest of the day.
Hey Folks! Hope everyone had a good weekend. I forgot that Monday was Martin Luther King day when I signed-off last week, so I apologize for the lack of post yesterday. We had a weekend jam-packed with gatherings, government, grounds-keeping and...goods-getting? Anyway, it was busy.
Back at the office, Josh and I chatted briefly with James about audio plans for the teaser. And I began work on two revised shots.
Hey Folks! Slower day today. Mostly a review of all the PR stuff I'll have to tackle when the time comes to release the teaser.
Joshua sent me the latest draft this morning, though, so that was cool. It's looking really good. Better than I expected, which might seem strange. I guess knowing all of the game's faults and missing features made me worried. But the short teaser does a good job of getting the point across without showing the seams.