NokiMo
apolloseven
apolloseven

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8/30 Status Update

It's going to be a short one this time. I'm writing this from my phone because earlier this week my computer died. This isn't as bad as it sounds, no hardrives or files are affected by this. The fault was in either the power supply, the motherboard, or the CPU. I haven't upgraded in a while so instead of testing to figure out which one it was I just ordered new parts for the lot. Once those arrive I'll plug them in and be back at work. I also have all my game projects on a git repository, so even if my drives exploded I'd only lose a day's work since I last pushed my files at most.
But it does mean that this week, I didn't really get much done. I wrote down some stuff on the design document, talked with artists, but didn't get to do all the editing and reworking based on demo feedback I had been hoping to do. Also a good chunk of my planned budget for next month was spent on computer parts. I don't really want to adjust my plan, so I'll probably just eat the cost be in the red for a month. If you were planning on this being your last month of support, hanging on for one more to help with this new hole in the Apollo Seven budget would be appreciated.
Despite the hiccup, my development plan is still the same. I want to refine the demo and get another version out soon, and if that one is solid and all the systems are right, the next released preview build will be up to level 6. That'll have stuff like the start of the TF content and POV exclusive levels and routes. And then after that I'll probably push all the way to level 11 and the end of act 1. That'll be the first publicly released version with a target of January.
That's all for this week. As always, thank you for your continued support.


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