A New Year Is Upon Us!
Ta-da! Did we throw you for a loop this year? Normally we would be speaking to you in December and skipping the January newsletter due to our end-of-year-break... however, we decided to mix it all up on you this time, because we're crazy like that. Someone needs to keep you on your toes, ya know.
Anyhow, we're back for a brand new year of adventure! Let's get into what we can expect to see in 2024!
Also, if any of you have some fun new year predictions, send them our way. We love hearing those kinds of things...
Putting It Under The Microsoft
In Q1 of 2024, we expect to see the dust settle on the Microsoft acquisition of Activision/Blizzard. This hopefully means that some new initiatives will be realistically discussed, including making our project official (finally) and also the King's Quest remastering project by our friends over at The Odd Gentlemen. And who knows, maybe some other things related to Sierra's back catalog.
We have a good relationship with Microsoft, so we're excited to involve them in our previous discussions with Activision. Hopefully that can help drive some of these things home... and also maybe open some doors for other future projects.
Anyway, we'll keep you posted on our upcoming talks with them...
There's No $ In Team
This year, we will unfortunately also see the contracts of most of our team members expire. The original plan was to keep everyone on throughout March 2024, and hopefully have enough done by then in order to keep on only the absolutely necessary people to finish the game - and move everyone else to a part-time / on-demand contracts for the occasional extra piece of content here and there.
So... do we actually have enough done in order to continue with that original plan?? Well, not really - we're admittedly not as far along as we had hoped to be at this point. And while that is quite a common scenario for this industry, it's always a bit disappointing to be behind schedule. The team has done some amazing work, and we did get quite a lot done - but there's still a solid amount of work remaining that needs doing.
That being said, we do still need to stick to the original plan, since that's what our budget allocated for. So, unless we can come up with another way to support our team members, we will unfortunately have to say goodbye to them, for now, until something else can be arranged. We have become quite close as a team, however, so hopefully we will find some way to stick together and keep doing what we do!
What's The Adventure Plan?
So, what happens from here? There are actually quite a few possibilities! It's a bit of a dice roll on which one is most likely to get us where we need to be... but at least there are some very possible avenues (that's more than many developers have out there). It might even involve all of them combined, who knows.
First and foremost, we're planning to keep pursuing our relationship with Microsoft/Activision and see if we can build something concrete there. It's very possible that, if we reach some official agreement, that it would also include additional funding to keep the team together and finish the remaining aspects of the game. That would be the most convenient arrangement for us, overall. Although, seeing as the merger took WAY longer than anyone expected (we've been "on hold" for 2 years now), it's very possible that this could also take so long that the team will be forced to move on to other gigs before we see anything officially signed off on. And getting everyone back together at that point might not be an option anymore.
As another possibility... Ken & Roberta Williams have seen a demo of our game, and they're quite impressed by it so far! They have suggested that maybe a publishing agreement between us and their new company (Cygnus) would be possible... which might also include some funding for the remaining parts of the project. We would still ideally like Microsoft's involvement for the license, however... otherwise, a rebrand would be necessary. But with Ken and Roberta helping to promote things, that could potentially make up for it!
A third possibility would be to focus the team on something MUCH smaller for our remaining time, and try to get something together in quick order in an attempt to raise funds. And also focus on sellable parts of things that we have built to make this game. Of course, that relies on the success of whatever we make - but it would also keep us independent from any other contractual obligations. That would perhaps be the best case scenario, if it works (for various reasons)... but it's also a gamble.
Another option would be to just pull the trigger on a rebrand of the game, and attempt a crowdfunding campaign for the remaining required budget. It's not a horrible option - but not super desirable either. And we may very well not hit our funding goals (especially with a rebrand).
The least appealing option of all, of course, would be for all of us to return to working at other gigs... and continue this project in our spare time. It would take forever - but eventually, it could still come together.
Anyway, that's a lot of stuff, I know! Whatever happens, we're committed to getting the game done in one way or another. We've come this far, and we want to see it through!
If anyone out there has any other ideas or advice... feel free to shoot us a message and let us know what you think would be best. We'd love to hear your thoughts!
Long Story Short
... too late, I know.
We are still here, plugging away on a sequel to the beloved Laura Bow series of games! It's going to be an interesting year, one way or another... and we're happy to have you on this [not-so] little adventure with us.
At the very least, we hope to release the first chapter of the game this year for people to play, in some fashion. Of course, if we end up under some new contractual obligations, we may not be allowed to do that... but we'll try our best to make that happen.
Happy New Year! We hope everyone is happy and healthy...
The Fog Of Brain Is Real!
Hey, it's a new year... and we're still not fully awake from our holiday slumber. But we forgot to mention something from our last newsletter!
To go along with our "sellables" concept that we discussed before, we have not one, but TWO new assets for sale in the Unity Asset Store!! We have been waiting on these to be approved for 2-3 months now, and they have both just arrived on the store this week.
If you are a fellow game developer in Unity... or you'd just be keen to help us keep the lights on and continue development on our Laura Bow game... please check them out and see if you might be interested in purchasing them. We'd also really appreciate some positive reviews, if you do buy them!
Here are some links and rough information.
Hierarchy Messages
This one is a simple yet very useful debugging and validation tool which helps view potential errors and other useful information at a glance. Take a look and see if it would be useful for your project!
https://assetstore.unity.com/packages/slug/264667
Grass Generator
Ever wanted to just quickly paint some thick and lush grass directly into your Unity scenes? Well our new grass generator tool has now been approved on the Unity Asset Store! Check it out and let us know what you think.
https://assetstore.unity.com/packages/slug/268716