Scaling Up
So hmm whats new. Our CEO will be coming back from China shortly after this week and we're gonna pitch our plan to our angel investor. Thats Exciting, what else... Lots of stuff.
User input manger has been improved a tenfold
Lead programmer Tarocco says: Sometimes one sloppy and poorly designed part encourages, or in this case, demands the rest of the things to cope with it and virally become sloppy, unfortunately that's just the way programming works but not each thing has to have a perfect MO necessarily.
"do not optimize until the end" is also an anti-pattern because sometimes things are so poorly implemented (performance wise) that they are detrimental to the playability of the game, and if that detriment affects the fun-o-meter of the game, that affects people's desire to play the game, feedback/ratings and ultimately sales.
tl;dr I've been overhauling some things and I have a lot more to do but we're going to work at a different pace this time, seriously.
TLDR to the TLDR; Programming a video game is like building a house. If you're built a shit foundation, your house is gonna be shit.
We are moving payment to be contract work and more body-of-work oriented. Hence our scaling payment and such.
Also we're looking for bands to make music for our game levels, we’ll be willing to fork over decent money for it. So if you know anyone that makes music with a punk rock style tell them about us and have them send us some samples. Beats waiting months for a label to get back to us at a snail-mail speed.
Things to expect: gearing up the social media, and hitting the nitro on our hype train (thats right our hypetrain has nitro) and for some mass marketing and a transition to kickstarter!
-J












