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June 24 - Oskutin
First off we’d like to thank everyone for their support so far, we have raised over $2000, which if we manage to keep up, would lead to our campaign not be a total disaster.
However, we still need more help from the community, by contributing to the campaign and adding to the visibility. It was the community who supported our decision to pursue making the game come a reality and the Indiegogo page needs more views. If we can’t reach our goal, the development of INFRA will be heavily delayed and we’ll have to cut a lot of content we have already worked on. INFRA has been a project of love for a group of friends for a long time and we would hate to not be able to show you the fruits of our hard work.
So tell your friends and loved ones about INFRA, ask them to like our Facebook page, or follow us on Twitter or even give them a link to our Indiegogo page!
Some of you have voiced their concerns over us not advertising enough and not being visible enough. Rest assured, we are doing everything in our power to reach our goal, the press releases will be sent next week. We've been waiting for the E3 hype to die off. But we still need your help!
June 22 - Oskutin
We are pleased to announce that we’ve finally gotten the game to a place where we can start our Indiegogo campaign with confidence!
It’s been a demanding journey, and it definitely still will be as we are closing in on launch, but reaching this milestone has made the team feel a sense of pride and excitement.
We’d like to thank you, your kind words and the near endless support and interest of some have not gone unnoticed. Check the page out for the new trailer and gameplay, as well as our actual products!
May 27 - Oskutin
A couple of weeks flew by almost unnoticed.
We’ve been working on models, the level design, game mechanics and animations. It’s mind numbing to think that those are the things we’ve really been working on for a long time now. The thing about game development is that in a way the implementable “product” that is, the new model for example, cannot be implemented until it’s mostly done. Even though we are making steady progress, the changes in the game environment itself happens in leaps.
We are on a brink of such a leap as we are getting closer to the NPCs and more of the assets that contribute to the ambience of the game implemented. We are looking to showcase them in our new trailer as a part of the Indiegogo campaign. Nothing about game development is set in stone however, as we have come to realize time and time again.
But as certain as we can be about the winter coming, so is the Indiegogo campaign… eventually.
May 16 - Oskutin
Mother of walls of text, begone! Last week we poured so much of our inner writer that this week's update is going to be a bit shorter.
Microwaved food and soda still haven’t grown old, thank heavens. This week was business as usual, two steps forth, one step back.
If anyone was following us on Twitter they noticed that we got some of our non-player character models finalized enough for us to finally let you guys take a peek at them. We also fixed a movement bug causing the character to move way faster than intended when interacting with multiple surfaces and tuned some of our more newer level design.
It's a freaking minitrain!
Obviously a lot more was done than that, but the impact of the more subtle changes and development are more difficult to individually go through. And here’s something you've probably learned to expect already:
May 5 - Oskutin
This week… we worked on birds. And we’ll talk about motivation.
The birds turned out mentally handicapped with the flying abilities of a magic rug, they literally just float around.
In other news, the office was running on 116.7% capacity and a couple of guys got the chance to try out sleeping on the office floor. Coughing dust and crumbs never felt so good!
The water treatment facilities
No, but really, we did work on bird AI, yet another thing that didn’t turn out to be just a walk in the park. The project as a whole is moving along, but with baby steps and it’s frustrating for everyone to uncover a huge mess behind what you originally thought would be a simple fix. Everyone would love to just get on with the game and start finalizing the chapters and levels we’ve already worked so hard on, but at this point we’ve learned to expect that nothing works as previously intended. Add to that the pressures of trying to finally stitch the Indiegogo campaign together, you've got a volatile and “heavy” work environment, under which most teams would crumble.
The Stalburg city from an angle
For months we’ve “seen” the light at the end of the tunnel, which has motivated us to give each week just a little bit more. Then there’s the peer pressure of others working hard, making you want to at least level them in terms of effort. You simply feel bad seeing your friend work 10 hour days without you.No one is slacking off, but in a way the definition of slacking has changed as we’ve moved on with the project, although doing your best should never be taken for granted.
Beware the wet ladder
Finally just the pure unrivaled passion the team has goes a long way, but we truly do feel that with projects like this it would be incredibly difficult to stay focused with only individual vision and motivation. Surprisingly often we find ourselves needing the team to know when we’ve done enough, not when we’ve done too little.
No great final words or puns for this one, just a couple of pictures :)