Only two more updates to go after this one, we're nearly there.
It's actually getting tricky now, as it's so close to being a final game, what I can and can't post. I don't want to give the whole thing away, but then I don't want to shut the door too early on you guys who have followed from the start.
In saying that the roadmap is as follows,
* build 19, the latest one, features the sound and music along with a couple of graphical tweaks and fixes.
* build 20, options so the new control modes can be tested.
* build 21, the global stats ( We've got something really sweet in mind that we're both really excited about. Not excited about the code, but the results should be way sexy ).
And then that should be it in terms of public releases. In my head I want the game to be finished next Friday, and then it'll just be a case of seeing what we're going to do with it.
For this build I've put a watermark in there. I was in two minds what to do, but I opted for the less sweary version ( I was going to put a harsh word onto the background, but figured that could just backfire ).
I'm not overly happy about having to do it, or rather feeling like I have to do it, but if it stops the game being spread in a beta version then all well and good.
Nearly there. It's really mad to think that it's just build 19. I've had some half days on it, and big breaks where real work has got in the way, but I've really not cheated ( ie worked on it for extra days but not said. I've had to "join" half days together rather than post builds after only working a couple of hours on it ) and to do a game like this in 19/20 full working days is pretty cool.
It shows what can be achieved if you have a real joy for the project, as opposed to an extended slog, and having pretty much complete creative control over it makes such a difference in terms of dev time.
We're going to have a really in-depth post mortem about this and see how we can transfer these things to client work to improve turn around.
Squize.