SamSuka
PeaceIsland
PeaceIsland

patreon


Peace Island happenings, 8/19

FIRST: LAURA SENDS HER THANKS!

The generous folks here on Patreon have pledged enough support to allow her to go on relief duty, so that she can spend two more days a week working on Peace Island!

This is excellent, as she's been co-developing the project since day one, but still worked full-time at her day job.  She was reluctant to leave, without knowing for certain that the facility she worked at would maintain a proper level of care for their patients/clients.

Now, she has a LOT more time to work on the project, and can still go in twice a week to ensure things are being maintained properly.

SECONDLY: THE ALPHA

We have had to push the release date of the alpha back from the 21st to the 25th. Understand that this is a result of the additional five-day delay that Patreon placed on your generous contributions. 

For those five days the project was effectively still stuck in "Solodev" mode. As of today, we've only had two weeks of full-time work on the project, and half that time was dealing with the billion and one things one never thought they would have to think about when starting a new business- but I digress.

I'm gonna be completely opaque with ya'll - Here are the five remaining issues between us, and the alpha:

1: New controller

We're closing in on this: We have new animations, a new model, and all we need to do is compile them all into a bundle we can send to the guy designing our character controller.  It's simply a matter of plugging new content into existing slots.

2: Colliders

I'm ashamed to say that one can still walk through half the structures on the island, and pass right trough.  Fixing this is simply a matter of walking around for a day, while noting the solid surfaces I can pass through.

I'm thinking Tuesday would be grand for this.

3: Water Physics

This is SUPER-easy.  I just wanna ensure the boats bob upon the water, instead of being static, still objects.  I figure I can knock this out on the latter half of Thursday.

4: FPS

A few weeks ago, we were getting up to 45 FPS.  Now, we're getting redundant scripting nonsense that has cut that rate in half.  This is currently being addressed.

5: Min/Max requirements

I plan to meet with our computer guy on Friday, to have a discussion about this.  By then, we will have fixed most of the above issues, and have a version of the alpha that can be properly evaluated.

ONE LAST THING:

Remember we're having a livestream Q&A session on the 21st.  Be sure and tune in- I'll answer all questions asked! 

Until then- thanks SO MUCH for your patience, and support!  It means the world to us!

Comments

Don’t rush and don’t crunch yourselves into oblivion.

Craig L

Guys- dont rush. If the Alpha gets out late-so what? This thing is going to happen, we see that. We have all seen what a rushed project looks like. This is your cyber brain child, let it grow at it's own pace. We'll be here.

Roy Greenhalgh


More Creators