Working hard for the future results we don’t forget our past
Knock-knock, seekers!
We’re bursting into this Friday to diligently write down a new entry in our diaries, noting everything we did this week.
Book or quill?
Summing up the voting for Mortis’ notes icon: it ended in favor of the light and graceful quill by a narrow margin. We’ve made some slight adjustments to the icon’s design, and soon it will proudly adorn our dialogue boxes. Thanks to all who participated in the vote!
How KOTCL was tempered
We get so absorbed in our work that we can’t always keep in mind all the changes that have occurred to the game during its development. But we stumbled upon some early game screenshots in the archives. We laughed, we felt sentimental, we brushed away a nostalgic tear, and we set off to work with renewed vigor. Enjoy this little retrospective as much as we did!
Reanimation of the animations
Some new and successful results of the transition from Unity to Spine have come out of the animators room. This week, tranquil (very tranquil, uh huh…) event-backgrounds prevail
Comedic moments
Sometimes, you come across incredible things in the great spaces of code. We still haven’t quite figured out what the author meant, but just in case, we had a laugh and created another local meme.
How about some chit-chat?
Anyway, it’s me, Andrew aka Innrey, the founder of RedBoon, at the keyboard. The past few days have indeed been tough, and here’s why.
We’re deep into rebalancing the biome maps and making sure not to disturb our game designer, Ksay, so as to not distract him from this laborious task. The Steppes are behind us, the Frontier is in progress, and the Castle is up next. We knew it wouldn’t be easy, but unlike samurais, we have a goal — to achieve that elusive balance we’ve been harping on about for so long. We’re looking forward to the end and hoping it turns out great and not too stuffy :)
Also, we recently released a patch for the closed beta and received a bunch of new reports — same good old process. First we’ll test the patch thoroughly, and then we’ll start thinking about updating the live version. In short, we’re making progress. Slowly but surely, we’re moving toward the logical conclusion. There’s still a lot to do, and finish, and polish, and we don’t want to rush and release an unfinished game just for the sake of releasing it; that’s not why we’re here.
By the way, this week on Reddit we discussed ambitions and their direct influence on the releases and development of games. We also talked about the role and influence of ambitions and how they can motivate and give that magical push, and also highlighted their problematic aspects during game development. So ultimately what conclusion did we come to? Right, that it’s important to find the right balance. And that it’s also important to critically assess one’s abilities as well as temper excessive ambitiousness.
By the way, on Reddit, we often delve into various pressing topics; for instance, you can read a post about professional deformation in game development here.
As for us, we’ll go track down our beloved we mean bugs and fix them, all while working to bring KOTCL closer to the big day.
Wishing everyone a great weekend and a productive week!
See you next week, same place, same time