I'm pretty sure there's more than two of us that follow your game with anticipation! Your game is a monumental task considering the incredible animation and I admire you deeply for the insane amount of work you're putting on it.
Looks great as usual. Just let it take the time it needs. I am starting to see the end of my own tunnel but it is still very very long. For me it is easier not to think about when it will finish and just take one step at a time.
(but I am sure you also are working many many more hours than me since I only do it part time)
I wonder how many of us are in the same boat with projects that are just taking years and years. It's so easy to just get caught up with other things and stop posting progress online. At this point I've moved away from open development. My next game could fit perfectly with weekly updates but right now I'm also just working in silence.
Your game continues to look great. How much outside the vertical slice do you have worked out?
Appreciate the kind words, folks, thanks a lot! It's been a rough couple of weeks - hell, couple of months, at this stage. I'm deep in the tunnel, deep enough I can't see the way in anymore, but still way too far from the exit to see any light coming from there. Any progress made at this stage feels like spinning my wheels, and it sometimes feels borderline futile to do promo for a game that won't be out before a couple of years at the minimum - that's if I don't go the decade route as it's becoming increasingly likely. I'd even consider hiring some help, if I had the budget for it, but to get the budget we'd need as we asked for it during Gamescom, I'd have to have something to show and a rock solid 18 months planning, and that's just *unlikely* at this point :v
I have also stopped drawing for fun as I feel I always need to be productive on Pacha or something else, not sure if picking it back up again would help, but not sure I'll find the mental space to see anytime soon, either.
Mike Armbrust : since the vertical slice itself is far from figured out, I want to say... not much? It was supposed to be done by january, but I'll blow by that deadline by quite a bit. As it stands, the current planned set of mechanics exists in a workable state (apart from very situational stuff), and the programmer is hard at work refactoring it to play nice and with a lot less bugs. As for the rest of the game, it overall exists "on paper", but stuff changes as we make it happen, so lots of what's still theoretical could en up being pretty different. If all goes well, it's supposedly mostly assets and level design that are missing... but considering that's almost the critical core of the game, that's kind of saying I have close to nothing, too :-D
On the plus side, here's some light progress on the parallel front of Magikilo that I had mentioned (way) earlier in the thread: