Like A Month To A Flame
Ok, admittedly... we nearly forgot to do the newsletter again this month! But hey, we're busy plugging away, making a great game. I'm sure you'd rather have us doing that anyway, right?
Honestly, it went by so quickly, it's like flash paper burning away before it hits the ground. Still, many more good things have been happening!
Before we get into it... if you missed the news last month, check it out! We talked about a recent chat with Activision, and a separate one with the great Roberta & Ken Williams. Some truly amazing and humbling feedback from all of them about what we are creating here!
So let's dig into the things that happened in May, shall we.
Micro-Happenings
Again, this month, we had another followup meeting with Activision. Things are starting to pick up pace there, and they seem more keen to stay regularly up to date about our progress. We've already scheduled another sync in another month-ish, also. So that's good news. Their interest has grown, and they see our project fitting nicely into a "plan" that they are exploring (which we can't quite discuss yet). However, there's not yet anything official to announce regarding our relationship with them. At this point, we're still just waiting for the dust to settle on the Microsoft acquisition deal.
Speaking of that, it's looking fairly good. The UK is still the only significant blocker, and there is an upcoming appeal case at the end of July for that - which aligns fairly close with Microsoft's originally desired deadline to get the deal closed.
Anyway, we're still in a holding pattern until that happens. But things are still looking mostly favorable for it to go through (which would be good news for our project).
The Promo Circuit
We still have a good amount of development to go before the game is 100%... but we are interested in starting to hit the promotional circuit in the near future. The game is at a point where we will probably start to put it into the hands of a select group of people, for testing and feedback. This is likely to include Activision / Microsoft, Roberta Williams, some key people who helped get the game going, and maybe even a handful of fans/reviewers out there.
Also, we have just submitted an application to be part of Adventure Expo 2023 this November. So hopefully we'll be attending that, for our first public showing of the game. We'll let you know if we get accepted - then you can swing by to see the game in action, if you're in the London area (Nov 4th & 5th). There was a hope of attending Gamescom in August too, but it turned out to be prohibitively expensive for now. Maybe next year we can do that, and find a space in the Activision / Microsoft booth.
Icing On The Cake
On top of that, we've also done a lot of great game development (that's kinda an important bit of all of this, ya know). We've been testing and polishing up a lot of the earlier parts of the game, getting ready to bring some voice actors back "into the studio", and making some great progress on the environments for the main story chapters.
The entire cast of characters is close to being 100% done. Fully modeled, textured, rigged, etc. That's a big milestone! There are only a couple of "special appearance" ones for the end of the game that still need doing. So we'd imagine maybe 2 more months and we'll be done with them all. That's great progress! There are 26 unique characters, plus 17+ variations of them, plus 8 unique animals - all done by 1 character artist!
Let's congratulate Yulia Sokolova on all of her hard work! And also our rigging technician, Mau Flores for getting them ready to animate.
Finally, let's finish it off with a new screenshot, since we haven't done one in a while... enjoy!