Monday, June 15, 2015

The Crunch Begins

Well, this was something we expected to happen eventually. Annie's job got less stable, and is now more-or-less on a 3 month clock. Because of that, I'm going into crunch mode on Legacy. We've got some funds, but we'd prefer not to eat into them too much, so there's a chance I'll need to look for work in the coming, say, 6-9 month window?

Gorgonoid Bear does not want to look for a job!

Truth be told I'm a little bit excited. The game is starting to feel more and more coherent. The pace of development is very good right now, and I think I'm well positioned to finish the core feature set in the next 3 months. After that, it will be all about content, polish, and growing our audience. If/once we start making money back, it will be easy to justify continued dev effort. If not, well, I go get a real job. :-)

Also hey, in the past couple days, I've added Cover, Stealth, and additional Fire mechanisms, in addition to a bunch of ability and site tweaks. Things are start moving fast!

Thursday, June 11, 2015

Lots More Combat

We've got 2x2 units now.


And raccoons that shoot spikes from their cleft tails!


Ability buttons have colors now, and end-turn buttons are moved to the far right to make it less likely that you will accidentally end your turn. The camera is nicer. And this is a new map too, a puzzle cave. Well it will be a puzzle once I implement locked doors and key pickups. :-)

Things are moving fast, and I'm starting limited playtests with a couple of people. If you're interested in, and capable of, providing technical/design feedback on a pre-alpha product, let me know. Otherwise the main friends and family round is still a ways off, once we have a bit more content and polish.