May Update (Patreon)
Content
A quick rundown on what's been happening with the project lately. Our team is now established, and what followed has been one of the most intense couple of weeks of brainstorming and transitional execution.
Leading the charge is our insanely multi-talented, overqualified developer/programmer Tobia, whose résumé includes some well-known titles. I can't stress how lucky I am to have him on board. I handed him the entire project and codebase, had him sift through the mess under the hood, and he restructured the project, upgraded the engine from 5.3 to 5.7, set up a cloud remote workflow via Perforce with version control for multiple developers, and introduced internal progress and assignment tracking through Milanote. He also implemented FlowGraph into the project for the game's future dialogue and objective tracking. He pulled all of this off in a little over two weeks, and like the rest of the team members, he's also juggling this alongside a full-time job and working on it in his free time, all while taking care of his first newborn. What an absolute legend. What he brought to the table is industrial-standard pipelines, knowledge, and competency.
I've had to push the female equine update to the end of May, and in the meantime I've prioritized laying out the vertical slice demo of the game's campaign gameplay for the team to start working on. I promised Tobia that I'd be the prime communicator and producer for the project , both to the team and to the community, especially now that I can hand off the entirety of the codebase to him.
Working with a team is difficult. I've had to manage one before, back in the project's early days, and that didn't end well. I went solo, and the scope shrank ever since. We're all older now, and with new members and new leadership, I hope to see this project through to completion as swiftly as possible, and to see the light of day.