I literally have no idea when Arvind sleeps.
That’s not comedy, that’s a true fact that I find genuinely unnerving. At some long-forgotten point in this project there would be the hours that Arvind was awake, and always working, and the hours where Arvind was asleep, and, I somewhat hesitantly assume, not working. I want to make it clear that we have moved past that transitional stage of Arvind’s biological operation. As best as I’ve observed there is never not a time where Arvind is working on this game. His overseer’s gaze is hot and unblinking. I don’t know how much longer I can continue acting like this is normal and that I’m not in one of those crappy horror movies nobody ever rents from the video store.
But being led by an organic(?) games-making factory has its advantages. For one thing, we’re pretty well on schedule, having completed virtually all of the necessary art, coding, and programming necessary to put our first chapter together. This is more impressive than it sounds, because when you’re making the first part of your game work, that’s really the same as saying you’re making your game work. In our case it meant fixing movement, sprites, enterable houses, the ability to change screen resolutions without throwing a screw, and a laundry list of other minor things without which our game would look like a 2D Bethesda game being played on a Commodore PC on the night of the Bugmoon Prophecy.
We’re also quite far along into the next chapter of the game. Again, that’s more impressive than it sounds, because for this chapter we’re creating assets (primarily NPC sprites and slum art sheets) that will be relevant for the entire rest of the game. All the story and dialogue script is written, as well as most of the journals and popups, so there’s not much remaining besides finishing up the art and putting it all together. Our artist, Mikk, has provided this lovely and relevant screenshot of Bhimra’s slums.
Lovely, as far as treacherous crime-ridden cesspits of human misery go. The sort of place you’d love to call your own if you had literally nothing else to call your own.
Here’s a work-in-progress to show you what a slightly less-lovely crime-ridden etc, etc might look like.
One important note: we’ve received most of the backer “design-an-[x]”submissions, but not all of them. Assuming you belong to one of the relevant tiers, the deadline to fill out your survey is October 7th. Let us know if you have questions.
By the by: we’re going to showing off our build, live and totally raw, on September 15th, 3PM GMT. Swing by livestream.com/chocolatehammer to call us names, peep our fresh hot videogame goodness, and tell Arvind he needs to get some rest before his SLP ratchets up too high. Thank goodness he’s not playing JSawyer.