Updates, Updates Updates
So, thought I’d throw a few news updates out there to let you know what’s going on.
-I’m starting to change my methods of posting and announcements. Before, I would post on upcoming items or things in the works (like the Sandbox of God 2). Ultimately this would lead to disappointment as some things just don’t follow through like I intended. So, I’m only posting news items on tangible things that are nearly done or finished. You won’t see any ONR3 news, for example, until I have a working beta going strong. Similarly, I didn’t post about the new art update for Spirits of Metropolis until the entire project was wrapped, art-wise. While this will lead to a decrease in post amounts, ultimately it’s better to get news that actually about things rather than ideas that pop in my head.
-Spirits of Metropolis has changed from a June release (obviously) to a “Summer” release. Things are going good right now, and I HAVE to get the game out the door by September, or the game might be overshadowed a bit with all the holiday hustle and bustle. I’m working a bit backwards with the game, trying to polish everything I possibly can before moving forward with building levels, mostly so I don’t have to make tedious changes to every single level if I want to change a minute part of the game. This is also why I’m using so many global variables than I ever have (over 160 global variables are being tracked at every instance), mostly due to the medal/unlocking system.
-I’m happy to announce that once I do release SofM, it will retail not for $20, but $9.99. There will also be a bundle of Spirits and ShellBlast together for $12.99. I’ll be publishing it on my own, and I think the lower price should push it a bit harder than ShellBlast’s fluctuating price structure (from $20 all the way to $5 now). The price is set in stone.
Later this week (which means next week) I’ll have a new Spirits mode ready to show, called “Pattern.” I guess I used all my creative naming juices for Vivid Conceptions and Nocturnal Emmision (gah!).
Sounds good there! I don’t suppose SteamWorks would be any use to you…
160 global variables being CONSTANTLY updated? That’s going to lag. Lag lag lag.
Also, Nocturnal Emission was a good name. Well, it’s a good name if you ignore the fact that…
All sounds good!
“Constantly” wasnt the best choice of words…and I’m making sure it doesnt bog down the game. 🙂
hi dear david i was not online for one month do to the error of mi ISP but i read most of the blogs now.
oh and about those global variables always from viewpoint of S E you can change all of them by OO methods they are not a good method 160*8bytes means 1K update per step and some of them are string it will become worse than and … a 2D game must have a low system requirement and something like vivid conseptions is not a good game from viewpoint of system requirement.
and you want to sell your game to all customers (all of them do not have modern PCs)
You can always unload variables from the system memory. AFAIK, David won’t, and never has released a sloppy game to the public (NE being an exception)