Welcome! If you're here, chances are you have heard about our game called As It Is. I'm Alex, and I'm Co-Director and Lead Programmer for As It Is. I want to take some time to discuss myself, my team, this project, and our future. This particular blog post is from my perspective and how I think and feel about certain things. On future posts, you will be directed to regularly-scheduled programming with updates, change logs, more general stuff relating to the team, etc. Also, I've gone ahead and divided this post into multiple sections. Feel free to jump around! The Blog What's this blog for? We'll do most of our lengthy communication posts here, so it's all in one nice and tidy place to increase transparency. Every time we have a new blog post, we'll make sure to post an update on Twitter and send an email through our mailing list. One of my favorite upcoming games does their communication this way, and I trust them with my life. The Story of As It Is
PixelPop Festival 2018 As It Is was recently shown at PixelPop 2018 in St. Louis, Missouri! A 2-day event, this was the inception of our game's community and a wonderful experience! As It Is was received very warmly and we want to thank everyone who attended and tried out our game! Here are some photos: Carol or Mary, if you're reading this, thank you so much for having As It Is at PixelPop. What's in the Future + Release Date + Scope From the start of this project I never imagined we would ever release As It Is, but now, every sequential hour after the conclusion of PixelPop I'm slowly beginning to feel that it's more and more in reach. We are still currently discussing the logistics, but I hope to have As It Is released in some form by Summer 2019. That's a long ways, but that's because the game isn't nearly a quarter done. I would love to have at least 45 minutes of gameplay with a somewhat complete story. The 45 minutes of gameplay part isn't too bad, but making the story complete is the real challenge. Because we've been gradually scoping down since our original pitch, we've had to modify a lot of the game's overall narrative. We used to have 4 playable characters targeted, now we have 2. We used to have perspective switching, now we don't. Wrapping it all up into a complete narrative burrito is something I expect to see lots of roadblocks for. Additionally, we have target distribution platforms and game platforms to think about. Should we release on Steam, Itch, or other platforms? Will we try to expand beyond Windows and Mac? Will we try to release on the Switch? Social Media
Pace of Development I'd like to make clear that we probably cannot work as quickly as most independent studios. Although we have around 9 active members on the team, all of us work part-time on this game. 8 of us attend university, and 1 attends high school, so we're still getting the hang of things. In fact, a lot of us did not have game development experience prior to this project! We are not professionals by any means - we're making this game because it's our lovechild and we love games. I expect to be able to post a blog update every 2 weeks - detailing recent development, art assets, concept art, state of the game, stuff like that. If we don't really have enough content to warrant a blog post, I might push one back to a 3 week turnaround. School is tough! Thank You I've riled myself up here, but the amount of support that we've gotten in just a few days from Twitter is incredibly validating for our whole team. We want to thank all of you for believing in us enough to take some time out of your day and read about this game.
The next blog post will discuss a little bit of As It Is's birth, its mechanics, and what we're up to now that school is about to start for many of us. You've made it to the end! I promise future blog posts will be shorter :0. Have a nice day!
1 Comment
Alex DiBlasio
8/4/2018 07:03:39 am
This is cute, I want it.
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