This was a Triumph. We’re still working to get the final bits of the game wrapped up. Funding everything out of pocket so far has had some unexpected set backs for us. My monitor died this past week right as I was making a new video for the game. I could record the video on my backup 1600×900 monitor, but I don’t really want to compromise that. We do what we must because we can.
We really can’t overstate our satisfaction with how the game has progressed over the past several months. Above that, we can’t wait to get it into your hands. Yes, we’re still working on wrapping things up. There’s a famous rule in game development where the the last 15% of the game takes 90% of the time. I assure you, it’s true. I don’t want to compromise on quality and have everyone’s first experience with the game be poor. So we’re working hard to make sure that every corner is polished even for the prototype release. Soon enough we’ll get the game out so the science can get done and you can make a neat gun.
We’re also going to add pterodactyls to the game. That was a joke. Fat chance. With the new camera angle we showed off last week, anything floating above our defined ceiling level would look odd. We’re still hoping to get the kickstarter out soon so we can get look for some more people to help us with development. Maybe Black Mesa. Look at me still talking when there’s work to do.
Anyways, not much more to report this week. We’ve worked on revamping the chat for multiplayer and reworked some more UI elements. We got our hands on a Unity Pro 30 day trial and got access to the profiler again so we could see where our performance was bottle necking. We’re now back up to about 120FPS from about 30. The future of Primulus is looking bright.