Wednesday, January 14, 2009

More Chairs

Well, things march along here, and that crunching underfoot is the long road to success (well, that and the creepy crawlies that scuttle across the damp and dreary cement floor down here). We are making further strides in the development of ATSS and adding new desks and chairs to our digs which, while dilapidated and dangerously filled with mold spores, are quite spacious.

We have had two new members added to the game team and both are exciting new faces, so full of light and hope that one is almost sad to see them come into the dank environs of our “studio,” since a day or two down here will quickly dim their sunny outlooks. Enough with waxing poorly poetic. Time for some John McCain style straight talk.

We have brought on to the team a music lead and a website designer. Yes, we are planning on having music in the game, and yes we are going to be launching an official website in March. Our hope is to get you fine people aware of the game and excited about playing it.

So we welcome Dave and Stephano to the team, which makes us now five people strong. We’re like an actual little game dev team.

In the art area, things are beginning to bloom. Concept layouts of the game are coming in daily now and we are prepping for actual game ready art to come in the next two months. Even the concept stuff looks amazing, and I’m very excited to see what the final product will look like.

As well, I’m tap-tap-tapping away at my keyboard finishing up the Object Creation tool for the game. Yes, our game has objects. Yes, there are enough of them to warrant a creation tool. Soon I will begin work on the level designer which will allow me to place these objects in the levels and give them more properties. It’s all very exciting.

So that’s where we are now. Between pick up games of 2 on 3 basketball (I’m always the 3rd, since I work as a handicap for any team that has me) and some rousing round-abouts of “row row row your boat” we are getting work done.

Look for more updates to come in the next few weeks as we begin to really get some of the level design pushed forward.

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