Gotta make this brief(ish) and spewy, but the statii (plural statuses) are these in no particular order:
- Progress was slowed during the summer, but not stopped.
- Progress is about to be ramped up again; we're funded enough again to dedicate full time and have a new place to work from!
- The concept for Blockade Runner has morphed again and again, usually based on "what can actually be done on X budget with Y devs".
- Blockade Runner is a passion project, and we've gone through several bouts of "where do we take it?". It's narrowing down to the "better bits".
- Every Zannite has been asked and given the chance to "move on". We think we got something here and are chancing it, all six of us, together.
- We're funded enough to just make some art and see if it sticks. Not aiming to be the next Minecraft here, just wanna innovate and say, "hey, atleast we tried!".
- We've been tempted several times to accept investment and hire a full crew, but have ultimately decided to keep Blockade Runner just the "six sibling's" project. We could make a buck going the other way, but -- well shoot... We'd just prefer to keep our own artistic license and make something really unique here. Some of the stuff we've decided we really really want to try requires too much risk, and would likely get cut to keep an arbitrary schedule and target some generic audience. Watched it happen to too many other indies, and just can't do it. *Puts on le hipster cap.*
- We had considered making a separate game, "Star Yard" that would focus on ship building, but meh, it'd just make things confusing, cost too much time, and overall be lame. Eye on the prize here.
- Majority of all progress so far has been deep level engine boring stuff. Nothing pretty to look at it still.
- Our concentration is heavily towards R&D. We want ships to do (X), so we R&D. We want crew AI to do (Y), so we R&D. We know we can do da grafex. Every game can do even basic grafex. We'll have basic grafex, but for now it's about how to make some crazy R&D-type things actually work. Sorry, we're not interesting to look at atm.
- We're very happy with the way crew and combat would work. Really different, engaging and fun. Gotta get to the point where we can be running it live in MP though.
- We're very happy with the way players will design ships. In general, it's very different than how it's been done by other games.
- Ship combat and ship design are the strong points with our concept for BR atm.
- We're still kind of lost on the galactic map. In any incarnation conceived, its never "gelled" with the fun that was the ships themselves. Still waiting for the right inspiration for it "click" with the rest of the game, but it's just something we haven't been able to spend enough time on. Also, tough to budget, so for now gotta evolve it out slowly.
- VR has given us a lot more inspiration (and desire) for first person player elements. It's just fun to dink around with things in VR, so first person elements might just be our playground with VR, and reason for branching it out at all. Overall it's still just kind of feeling like it's there because it's there.
- Gabe's work on AI pathfinding has been really amazing. I used to argue with him often about how we can't have crew on ships. He made it so we can have crew on ships.
- Technology is catching up with vision. We're developing off of i7 6700 beast machines (that we paid for, btw). PC's have come far since we started on some old Dell Athlon X2's.
I think that's enough spew! Got any questions, lemme know! Gabe's on the IRC usually from 9-5, btw, so you can always you know... talk to us live.