So, the financial pressure has me seriously re-evaluating my sources for financing this project. Previously, I thought I wouldn't ever need to consider a kick-starter project. Talking to a publisher sounded like a "nice to have" (The dream: Paradox). I'm entertaining the idea of pitching to venture capitalists. The concern at the top of my mind with all of this is, "What do I have to give up to get financing from various parties?" (assuming of course, anyone would even want to help with the financing). All I want for Christmas is a huge jump in my stock portfolio value so that I can work longer on this game. There is a reasonably good chance that even if I finish this game, nobody will want to buy it. I'm taking some lessons from the book "The Lean Startup" and trying to play test my game as early as possible with people who might be future customers so that we don't make a game with a glaring flaw in my blind spot when we release to market. My risk taking demon is telling me to charge forward courageously and go for broke and see how far I can run before failure catches me. Maybe something good may come of all this?
Anyways, all this business talk is dry. Let's talk about the game itself!
I put together a 2 minute video of the evolution of the game production (no sound):
[media]
We have switched to building the production version of the game! The last still image in the video is a screenshot of the beautiful landscape being built (it's a work in progress). I'm getting familiar with Unreal Engine 4 and how to integrate C++ code with their blueprint system. I'm mostly going to be focusing on porting my existing C# code into UE4 and that requires a bit of a pivot in thinking. The good news is that it's going fast! So, that bodes well for a shortened time schedule and relieves a bit of my project anxiety. I'm excited to see where this goes. Based on how much work I got done in the last few months, I expect lots of amazing progress in the upcoming months.
Those explosions and particle effects look awesome, nice work.