Laura Bow and the Mechanical Codex wrote:
Calling All Laura Bow Fans!
Welcome back for another release of our monthly newsletter... This is our special end-of-year issue! Ok, there's really nothing all that special about it, except that it's the last one of the year. But hey, that counts, right? ... ... Right??
In case you don't know how this goes - every year the entire team takes a couple of shared weeks off to rest, do some hobbies, hang out with friends and family, and generally just recharge the batteries for the next year. This also means skipping one of our regular monthly newsletters. So don't expect to hear from us again until February of 2023!
Wow, we can't believe it's nearly 2023 already!
How'd We Do in 2022?
Well, as is typical in the game industry, we always have plans to make it to a certain point at a certain time... and rarely does it ever work out that way. For instance, we had hoped to have the first chapter (Prologue) entirely done by now, however we are still working away on it - hooking up the last few gameplay pieces, and implementing the last few cinematic moments. Most of the delay is just unexpected work that popped up throughout the course of development - either because something wasn't working out as we thought, and needed to change direction - or because we didn't have the resources we needed at the time, and just had to wait until we did.
Regardless, these things happen... and we're still plugging away and getting closer and closer to our goal!
We are confident that the next time you hear from us (in February), we will have the Prologue Chapter completed, and will be firmly working on gameplay for the other chapters. There might also be some additional news by then regarding the business side of the project... if everything goes as planned.
Anyway, even though the Prologue isn't quite done yet, the artists have been hard at work on the other sections of the game, and are making some solid progress. The later chapters are more closely related to each other, so we are really putting in effort to streamline the development of those - and, so far, that plan is going pretty well, we think. There is still a ton to do, of course, but it actually does feel achievable in the time we had planned.
Next year, we might attempt to bring on another developer to help with the gameplay and level design side of the equation, which is where the main bottleneck is, at the moment.
Got You Too-bah?
Remember loooong looong ago... like, last month? We told you about our new YouTube channel. Well, we have since posted a video of the game which contains a section of the introduction cinematic, and a bit of the early gameplay moments. If you missed it, go check it out, give it a thumbs up, and leave us a comment about what you think.
Here's the link again, in case you need it... but clearly you wouldn't, because you entirely read the last newsletter, and already clicked on it, and followed our channel. Right? Nice work! We knew we could count on you.
www.youtube.com/@ninezyme
See You Next Year!
Anyway, we hope you all have a happy and healthy end to 2022! Please keep in touch and share how. your year turned out. We're love to hear from you! We'll reach out when we are back and recharged for another round of point-n-click game development!