Well we missed a week of updating last week, but I suppose there's a first time for everything. And hey, if Ed McMillen can miss a week, I can miss one, alright?
Our hard deadline for content freeze in Shibe Warz development was the last day of November, which was about two weeks ago. But we drastically underestimated how long development on certain aspects and mechanics would take, and due to a few other previously unforeseen circumstances that arose for one of our programmers, Nick and myself had to double-up on our crunch and extend our development of Shibe Warz into Mid-January. We're also reverting to a "soft deadline" approach (or as I like to call it, the "Duke Nukem Forever" approach) for Shibe Warz, as we're no longer going to lie to ourselves. All of this is giving Nicholas enough time to handle the rest of the coding workload and get a few office builds out to us in order to begin QA testing. We've already overwhelmingly rearranged the game's GUI to be more user-friendly and intuitive but there's still so much more work to do.
This is definitely the largest and most comprehensive learning experience for me/us to-date. Except maybe TimeGem which was our very first project, and taught us what it even means to "make a video game," which was an arduous and mammoth process from standing still to taking that first step. That first step was like a leap off a chasm, but with Shibe Warz we're definitely catching ourselves and learning how to glide. It's giving me, personally, a lot of appreciation for graphics artists in general, more than I had before even when I was knee-deep in other earlier work and knew less than I know now.
But I must digress. There is more work to be done. Rest assured there will not be another lost week of dev blog updating (remember: Every Wednesday!). Stay tuned for more updates on Shibe Warz and Verus as the days progress, and be sure to follow us on Twitter!
Thanks for reading, and keep playing!