Shifting to Second Gear

So we’ve been pretty quiet, which is always boring. I got tired of keeping up with the weekly task lists. I find that I spend too much time managing those when I could be writing lore or working on mechanics. So we’re going to try to do more in depth works in progress snap shots.

We have a ton of art work, Rodrigo has been powering through unit concepts and sprite designs. I posted one of his older ones a few weeks ago, so expect lots more.

We have a new sound guy who is wrapping up the first of our official tracks. We’ll be sharing that soon.

We are going to open our alpha builds to anyone who wants to play around with them. There isn’t much too do for players, but perhaps you’ll have fun finding all of my mistakes.

We also have a wikia going live soon. It will be full of information about our units and the world.

Our unique visitors to the website is slowly climbing. I like to think that means people are reading these posts.
My favorite search terms that have led people are are:
“Failed Embalming”
“Does embalming last forever”

The Wheels of Progress Keep On Turning

Here is something I haven’t done in a little while. A snapshot of the things we’ve completed since the last update. So from Oct until now, this is where we are.

3/7/2012
Adam

  • Create Player Object & Move Current GOs under it
  • Create new Unit Model & Unit Prefab
  • Switch to Unity3D built in Path finding
  • Unit Selection Model
  • Unit Selection Controller
  • Redo GUI (Force click down and release for GUI pieces)
  • Select the First 20 Units to be drawn out
  • QA Point Calculator for Units Recruitment
  • Iso Camera
  • Unit formations
  • Unit AI

Rodrigo

  • GUI Layout
  • Kajarii Concepts
  • Slek Concepts
  • Arcole Concepts
  • Dukarim Concepts
  • Launch-able Items
  • Framework Sprite

We have lost the entire engine, restored it, and surpassed it. Rodrigo has gone from concept artist to helping me stand up an entire fictional world. I have gone struggling to understand how scripts interact to spawning an arrow that arcs, deals damage, and triggers a damage effect on the hit unit.

We’ve come pretty far in the last 5 months. Far enough that next week I’m releasing an Alpha. I think that in 5 more we may have something to sell.

Erik Resigns

To cut to the chase, Erik Gampfer has quit the project.

He had problems with the way I was managing the project and how harshly I criticized his work.  Then I had problems with the way he communicated and the degrading quality of his work.  So he decided it would be best if he left the project.

For anyone who has followed us for a long time, this sounds like a broken record.  I recruit a hopeful artist, someone who wants to change their career, and break into the art or game design world.  Then three months later their work output slows, they begin to not participate in meetings, they stop sending updates, they then disappear completely or send in a resignation letter.

So I have to ask, what am I doing wrong…

  • I think I do judge harshly, often people will say they have thick skin and prefer the honesty, but I think that when you’re asking someone to change something they poured themselves in more care must be taken.
  • I make assumptions about the ease or difficulty of the work.  Sometimes I assume something is going to be easy when it takes a lot longer.  Honestly this is terrible on my part, people do this constantly with coding.  I should know better.
  • I assume they are as dedicated to the project as I am.  I work on this out of passion, but I can’t assume that others have that same passion.
  • I am not always clear in what I want.  I often talk vaguely, which is great for writing or story telling, but when you are telling an artist what to draw, don’t feed them details and then ask them to rework it, it can cause frustration.
I then have to improve these things, but some are justified
I want my game to have a very polished look, and this starts with solid design.  If quality is lacking I think it’s important to voice concern.  The problem is finding people that can separate their work from their personal feelings.  So here is what I’ve decided to do…
  • I am going to work with a professional artist, someone with a proven track record of accomplished work.
  • We are going to discuss all designs up front, discuss concepts, influences, and look through descriptions.
  • I am going to ask for an estimation on the length of work and let it guide my expectations.
  • I will only assume they are dedicated as long as the cash is flowing.
Hopefully this change from amateur to professional is what is best for the project.  Thankfully our supporters have made it possible for me to try this.  Game on.
-Adam

 

Status Update 8/23

There isn’t any big news for you this week. Just a lot of grinding out work. If you haven’t signed up to the forum you should give it a look. We plan to post art and lore articles there before they hit the blog.

Here’s what we’re up to for the next week

Adam

  • Create World Lighting (Day & Night cycle)
  • Move Path finding to project
  • Implement new Steering classes
  • Refine Combat Designs and start more brainstorming.

Erik

  • Create vector based digital copy of Logo/Banner
  • Official Myos World Map
  • People of Myos (Arcole)

Below is what we’ve finished since our last update

Adam

  • Finishing up the forum permissions for our lovely supporters.  (Note:  Bots are a pain in the ass)
  • Moving our code old in house SVN server to a web hosted server
  • Standardized camera and map size & textures
  • Splitting Camera script into Controller & Model
  • Writing the Lore for our upcoming project. (On Going with edits, rough drafts are complete)

Erik

  • Finalized Design for Company Logo and Banner.
  • General Designs for the people of Myos (Slek and Myosian are done)  We’ll be posting these soon.

Welcome to the new Embalm IT!

The Embalm It Blog.

This is where we are going to be releasing Weekly Progress reports on all of our work.  So why waste time with a simple hello when what you want to hear is what we’re currently working on.

I’m currently working on the following:

  • Finishing up the forum permissions for our lovely supporters
  • Moving our code old in house SVN server to a web hosted server
  • Splitting jumbled up code into separate files, using Controllers and Models instead of our first go round of just write it until it works.
  • Writing the Lore for our upcoming project.

Erik is in charge of art direction, you will see plenty of posts from him as he feels comfortable releasing his art later, and concept art and currently he is

  • Finishing up the Company logo and Banner for the site.  (what you currently see up there is temporary)
  • Cranking out concept art for the Dukarim & Kajarii for our soon to be announced project.

Recent Problems & Failures…  I want to share these issues because we have been terrible at sharing the good and the bad with everyone that is interested in the game.  So from now on, we spill the beans.

  • Jason Dees has quit the project.  He has been working with me on writing code, setting up the websites, painting the miniatures for our reward program, and hashing out all kinds of designs and concepts over the past year.  He can’t commit the time to continue developing, and doesn’t want to slow us down with unfinished or untested work.  Hopefully he reconsiders, but for now he is taking a step back.
  • My hosting company is terrible.  To get the back-end changed took weeks and their support team continued to give me completely contradictory answers every time I called them.  Luckily they are almost ready now.
  • I apologize to everyone that got painted miniatures that were damaged during the shipment.  I know it isn’t as bad for me as it is for you, but after pouring so much time and effort into those miniatures, it bits.