STORE COMMUNITY ABOUT SUPPORT
Login Store Community Support
View desktop website
© Valve Corporation. All rights reserved. All trademarks are property of their respective owners in the US and other countries.
Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
Hey everybody! Cambo here and Happy Friday!
I’ll go ahead and update everyone since Ino is lost in the world of Zelda today. The team has been very busy the past month working on our engine tools and gameplay features, and core experiences. I will personally be working on having more frequent blog posts, dev updates, and videos when they are available. I am aiming for at least twice a month and video snippets from our demo Fridays. Importantly, I hope to shift our blog posts to our website in the future.
In the last blog, we mentioned that we would take note of the QA document that was compiled from the community. I got to work and nagged the team leads to answer them, nagging is what I do best. You can find the questions here. Thanks for organizing and bringing this to our attention @Rawr! The leads answered most of the questions but we will wrap up the rest over the next couple blog posts as we have more concrete answers. Get ready for the wall of text!
You can read the rest of the blog here as it's a bit difficult to format on Steam >> http://nerdkingdomofficial.tumblr.com/post/157959075733/progress-update-332017
Our adventure into gameplay prototyping has begun, with big steps towards making our development environment much more seamless and flexible. The benefits to having a small team of brilliant minds, is that we are constantly forced to looking at ways to make our lives, and the lives of our users, easier. We have to find ways of making things accessible, faster, and easier to understand, and while that can take more time than just smashing a system into an engine, the results are exponential, and keep everyone excited.
In the coming weeks, we will continue to take note of the QA document the community has been compiling, and aligning our internal leads to address them as appropriate. Without question, it will result in more and more questions, so we are discussing how best to address this. We get a lot of live feedback from everyone involved in our discord channel, and please know it's invaluable
As an update on our investor presentation, it went fantastic. Everyone is pleased, and excited about our progress. It's always been a chore, to focus on the idea that we ARE making a game, but not understanding how important all of the technology and tools are, in being sure we can make it, and the community everything it has the potential to be. The investors, and many new opportunities, are seeing what is now being accomplished and it's very exciting.
The members of the community that have been messing about with our current build of the engine, has been leading into a lot of interesting discussion, and strong insights into our approach. Much of the thinking has made it clear we are on the right track, which is an empowering sentiment when working on something this ambitious.
On that note, we will be clearing out mods from devotus from previous mod jams, to start prepping to get another version of the engine out in the coming months to a larger community, and start our own mod jams as a studio, with members of the community, to start focussing on more aspects of process and communication. Its understood that no dates creates a lot of frustration, but we have to put stability first, especially since we know there are a lot of high expectations, and locking down hard dates right now, have the potential to set everyone up for failure.
The QA will be a smart step forward, get everyone on the same page about what is happening, shed some light into general milestones, features, mythos, etc. And from all the pieces missing in the QA, we will have an opportunity to define the angles that we need to work to communicate better.
As always, thank you for all the support, your near endless patience, and confidence in what we are doing. Not one decision gets made for us, that doesn't have us asking “what would the community think”, or “how would our community use this”. And this thinking is producing some really neat solutions, that are exciting enough to keep us working hard.
Expect another update from us in a couple of weeks, as next week is a big rush for us on dev goals, where we can lock down a schedule for the QA session, share some video, and get out some general milestones and feature lists for our first public release of TUGv2.
Procedural Maze Prototype
TUG Discord Channel
Nerd Kingdom Forums
Copyright © 2014 Nerd Kingdom. All Rights Reserved.
You can use this widget-maker to generate a bit of HTML that can be embedded in your website to easily allow customers to purchase this game on Steam.
Enter up to 375 characters to add a description to your widget:
Copy and paste the HTML below into your website to make the above widget appear
Sign in to add your own tags to this product.