The Third Bit
The rest up 'till now.
It was a bit jarring to come back after PAX. We had had our foot on the gas for so long that to step back and breathe a little felt like we were doing something wrong. Of course we took a bit of time to rest, and when we came back refreshed is when reality began to dawn on us.
We are now making a competitive indie multiplayer game that people KNOW about. I mean, shit, People are excited for our game to come out and that's kinda terrifying.
We had been covered by a few websites. Some gave us a brief mention and some a more in depth overview. You can check a few here;
Most seem to understand that it's still very early days and pretty much all are super positive. That's sick, considering how far off the PAX build is from what that final game is going to be like.
Other than that, nothing else noteworthy really happened…
And then it was 2016.
Alright, it's now 2016 and we’re not students any more. Even though we still operate from the safe little nest that is AIE there’s no more dick’n ‘round.
We take a week to plan...We even plan the planning, and by this point working in a three man team is showing its true strengths and weaknesses.
We can communicate ideas easily and make decisions super quick, but all three of us have to work outside of our skill set. We’re all smart dudes so that's no problem, it's just apparent to everyone that there's little room for error and that can make it a bit stressful.
...Not that that's anything new to us.
A couple of weeks go past and we have to move out of the old office and into a temporary new one. This is where we’re working from right now.
Its right after the move that straight bombs begin to drop on us.
Before I go into that let's take a step back for a second and talk about money….We don't have any.
Our first agenda of the year is trying to get some, and one of the ways we can do that is through government grants. The AIE offers Graduate students and teams the opportunity to place the best argument they can to grab a share of $150,000. The amount of teams or individuals that go for this grant varies year to year and we know this year their are a hell of a lot of teams going for it.
So our application has to be tight, and that's really all we know as we dive head first into the necessary documentation.
And then the bombs.
With the amount of teams applying this year the bar has been raised and we get told that the first thing to be assessed on is a new build.
We are also told That if we've switched to unreal that we need to show that we’re capable of the change, so we need a playable UNREAL build.
That's all cool, no problem. We had to do that sooner or later anyway...
Well it turns out about a month sooner because they pushed the application cut off date forward.
Here at Pine Fire Studios we have become accustomed to these kind of ‘speed bumps’, and it seems as though we flourish under pressure as we busted that build out in like a month.
Its a long way off but its nice to see ninjas running around in black and white, killing each other again
Its at this point we're pretty much all caught up. Its been great to reflect on the months past, and to have you ride this crazy train along with us.
Rest assured, it's far from over.
There is so much to look forward to on the horizon and while I'd love to tell you about it, it's all very 'hush hush' at the moment.
So I guess for now Ill just say thanks for the support. Great or small, it all helps.