More_Badass
Member
Was 2016 earlier in the year, but they had to push it to 2017 for internal reasonsHas this always been 2017?
Was 2016 earlier in the year, but they had to push it to 2017 for internal reasonsHas this always been 2017?
Has this always been 2017?
Content is wrapped up and we are doing final group testing with new players on controls and tutorial elements. The only thing left other than that is some polishing up of art / UI elements and assorted bug-fixes.
As for the change in date, the past few months we've been sprinting like crazy to hit a certain release window (that was *really* soon), but some 3rd party stuff came up last minute that couldn't be avoided and now we have to wait until the next window. Its not AS bad as you probably think, but we cant announce it until some other things get locked into place.
For some context, at this point there are a bunch of other moving pieces beyond just when the game is finished. Publishers and porting teams and platforms all have packed release schedules the next few months, and for a successful launch, everything has to line up just right for all of them. With all the time, money and blood (so much bloooood) that's been poured into this project, we have to nail these last steps.
No question that we're disappointed though, because we absolutely killed ourselves to get things wrapped up in time (seriously, its been brutal), only to get derailed by elements that were out of our control. But honestly... this is best for the game too. In order to make the sooner timeline work out, we were compromising on the quality of certain things in ways that neither of us were comfortable with. Now with this added time, we can polish the polish and add that last 5%... and get that big content update ready to go for post-launch
Thanks, I appreciate you taking the time to find that quote
Google + keywords works wondersI like to imagine M_B has a dedicated monitor just for the rainworld devblog, and a hand-made deck of index cards for referencing each page of it.
Well, thanks to this game you've become an indie game reference for a bunch of us here. BTW, I discovered many things through your posts and appreciate all the screenshots, videos, news and stuff you share with GAF. The end of an era is just the beginning of another! Maybe a more badass oneI was thinking about how when this game is finished and the devlog is done, it's going to feel like the end of an era, at least for me. I've been following the game for about as long as I have been seriously into indie games...
I guess any news that has the word "final" in it is promisingDoing some final music polish for @RainWorldGame and whoa man do I love fussing with a mix
The past weeks/months/lifetimes have been spent testing and improving the PS4 build with our porting team, Carbon Games. Things are looking REAL NICE
Its pretty crazy though: Joar is in Seoul right now, Carbon is in London, and Adult Swim is in Atlanta. I'm in Boston organizing everything, and never sleeping because as soon as one crew calls it a day, another timezone/day begins! But everything is moving along quite nicely.
For international peeps, it's official that we'll be releasing in a few languages: English, French, Italian, German, Spanish and Portuguese; which im very very excited about. I never expected things to get this big.
We plan on doing Asian languages eventually, but localization is going to take quite a bit for that and we'll have to redo our text system to accommodate, so it'll be down the line a bit.
Another cool thing now that content production is wrapped up is that I can start focusing on PR/media stuff.
For some that sounds like dirty words I know, but what I mean by it is putting together cool media to tease on the lead up to release. We're planning on a bunch of trailers showcasing different regions, gif campaigns that follow little narratives, "music videos" showcasing some of our favorite tunes in context, wallpapers and teaser art from Del.
Super super psyched to get into all of that! (Especially since the last few months have been a tedious bug-testing hellscape, haha!)
The game is quite large, and the only way for me to do a proper test is to "speed run" the game and take notes on performance issues, shader problems, wonkiness. I say "speed run" it in quotes because the fastest I, the person who made every room and region and know all the secrets and shortcuts, have been able to play to the win condition (skipping 3 regions!) is 8hrs. And that is ignoring all the narrative stuff and endgame content of course
working on recapturing some of that old rain world vibe while we wait for the translation / localization finishes up
Are there PNGs for these? the photo looks great but the compression makes it look blurry or something.One last polish pass, adding some graffiti
Not long now, it feels like
Are there PNGs for these? the photo looks great but the compression makes it look blurry or something.
PS Blog article with a treasure trove of a new GIFs!
http://blog.us.playstation.com/2017/01/16/rain-world-surviving-in-a-living-ecosystem/
Lol, Slugcat just chilling while red lizard gets chomped.PS Blog article with a treasure trove of a new GIFs!
http://blog.us.playstation.com/2017/01/16/rain-world-surviving-in-a-living-ecosystem/
Nature is your most powerful weapon in Rain World. Letting the ecosystem do its thing while you hide or escape is keyLol, Slugcat just chilling while red lizard gets chomped.
Still coming but after the initial releaseIs it still coming to the Vita?