We have fulfilled our obligations to our highest-tier backers this week by getting the immediate access build in their hands. There is still a lot of work ahead to get the Alpha access build to our Alpha backers, but we’re on track. As you’ll see below, we’ve been busy!
We just had a big milestone (pre-alpha build), and to that end last week lots of ABC was played — which is awesome! Majority of my work was finding, logging and (where applicable) fixing bugs, but also spent some time on the greybox UI panels which all need to be done for alpha.
This week has been extra busy. We’ve been finishing up our first Immediate Access build. Who would have thought there were so many little things that we would want to fix before letting anyone play with our toys? This means that I’ve spent most of my week bug-hunting, bug-reporting, and bug fixing. The only feature I worked on this week was making sure that interior doors open when a character walks through them. It now works every time, most of the time. The game is really getting there nicely, even just observing the crew go through their workday, have a meal, go lounge in the garden (or as some of them chose– the cargo container), use the bathroom, go back to their quarters and go to sleep feels good.
I kept hacking away at administration, but I am very much looking forward to getting back into the art side of things: icons await revision and creation!
With an eye towards a pre-alpha build release, I started last week wrapping up a bunch of minor loose end tasks. Then, once I sorted out our updated build pipeline, everyone on the team got to play the latest version of the game. With that came a bunch of bugs and improvement requests. I spent most of the week blazing through those to make the build more stable, stamp out some wonky behaviors and improve the gameplay experience in some key areas.