This was an interesting week in production. Here at the Park, we finally have decided which episode is going to be the first one we air. And we still have almost 5 full days before it airs! No problem! Heck, we even have an entire 2:57 of the episode approved! What could go wrong?
On the wanderer front, things are pushing ahead. We had a rather dramatic design meeting this week which really helped us refine and focus the vision of the game, but it also brought to the fore the fact that we don't have nearly enough time left to give this game the time it deserves. We had some tough conversations and made some tough choices. I really hope we are able to deliver on this game. It really does have some great promise.
In the meantime, I'm sitting here, twiddling my thumbs and drinking a w00tstout. Yes, my job is better then yours. Cheers.
Here we are, once more into the breach. Today is the official first day of production crunch for Season 17 of South Park. Whee. Hence begins the 16-20 hour days, with enforced desk veal mode. And of course, this is when the new file server, which we've spent the last 4 months testing and verifying starts acting like a psychotic ex girlfriend. Little bitch is acting up for no apparent reason whatsoever. Seeing massive load spikes and latency and there's nothing going on that we can tell to cause it. And it's completely random. Only thing we know for sure is it has something to do with our workflow as it only seems to happen while people are here and working. Hopefully HDS will be able to help us track down what the heck is going on.
On the Wanderer front we are now officially working towards Alpha. We had some fun last week brainstorming items to put in the game. Somehow I ended up modeling all the weapons. No idea how that happens, but it's fun so no worries there. Hopefully once we have something more polished I can get permission to start posting images of what I'm working on. We'll see. That's it for now. Cheers!
I survived PAX! Mostly. I think my feet may need another week to recover. I was amazed at just how huge PAX has gotten. Over 100K gamers invaded Seattle and packed downtown. Most impressive to me was just how smoothly everything ran. They really do have things down tight up there. Very smart crew running things. I was also rather surprised at just how large the indie game scene is up there. Makes me wonder if there's a similar scene down here that I just don't know about. Gonna have to do some looking around to see if there is.
On the Wanderer front, we had a good show, showing off the game at the Logitech booth. It was very cool of them to give us this opportunity and I really appreciated it. Makes me love their gear even more. My aging Illuminated Keyboard is due for replacement, so perhaps that G19s will be finding a home on my desk soon... Anyways, everyone who played the game gave good feed back and when they found out the game was only 2 months old, they were all duly impressed. The Cadenza lads are taking this week off for recovery and then next week we do a postmortem to go over what players liked and didn't respond well to in the demo and start the actual production phase were we focus on creating actual final assets instead of a lot of placeholder or temp stuff. That's the phase were things get really intense as that's when features and mechanics really have to prove their worth or meet the axe.
I really wish I could take this week off to recover as well, but this week is the first week of production for SP's 17th season. Needless to say, taking time off won't be an option for me for the next 3.5 months. Whee! I just have to take advantage of the fact I'm being paid rather well for essentially sitting on my thumbs for the vast majority of the time by doing animation for The Wanderer as well as digging further into designing my own iPad game. Easy, right?