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Lumbering Towards the Finish

10/9/2016

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SiC is clipping along. I've spent a chunk of time this week to quietly work on graphics more, which has resulted in six visually new enemy sprites as well as some significant rewrites to several NPC dialogues. Nothing about the world has been changed, more I've updated NPC's to be more in line with the game's reality. Some of these lines were put in game in the first six months of development, when the game was still supposed to be about space pirates and world ending hammers. Anyway, we've finally implemented enemy sprites that're in line with our lore, we've got speech that lines up with our lore, we've got an inciting incident, we've got a beginning, a middle, an ending, we have characters, we have game-play, we have juice. I think things are really coming together.

I've spouted a lot of doom & gloom recently, especially if you follow my Twitter, but in reality, taking out the stress of making something that will pull in money reduces the stress immensely. I still am doing my absolute best to provide a game that's worthy of a $5 price tag, but now if people don't feel the same way, they're encouraged to pay what they think is fair, or nothing at all. That means it'll likely make virtually no money, but in the end, I'd rather people feel like they got their money's worth and make less money, than people feel like they got undercut and make more. Of course that situation assumes the same people buy in either scenario. In any case, I hope everyone checks it out when it's released, I hope y'all like it so much that it makes you cry. 

On other news, I just launched a Patreon for people interested in supporting development in a more long term way. The specific perks are explained on the Patreon page, so check them out if that seems interesting.


Thanks, 

Wyatt White
I swear, I leave my desk sometimes!
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