We've hit some real-life issues like family and health. I just recently got over a real bad fever, and Max is still one guy programming the whole thing, and he's as human as the rest of us, so yeah. We're going to be more transparent on what the status is closer to our deadline, and whether or not we need to delay it. Make sure you're following our Facebook
if you aren't already.
Timezones are also a key factor here. When one of the testers finds a bug, Max, who lives ahead of us by several hours needs to receive the bug, program a fix, and then needs to receive notification of the bug has been fixed from a tester. It's relatively
minor all things considered, but it can still add up to quite a bit of time once you realize how many scenarios could crop up in a Battle Network game.
We also need spriters, so if you know anyone who's good and dedicated
with joining our team and creating fantastic pixel art, send them our way. We recently interviewed a few people who didn't make the cut. And while it's a shame, we're still looking to expand our team. And no, a second programmer at this stage in development would actually be a setback, since that means the new recruit would have to spend a lot of time learning how it's been programmed before beginning to help.
Cross your fingers. We could update the demo after its released, and we definitely plan to. But a lot of us share the desire to have the "first version" be as complete as it can. We aren't a fan of Day-1 DLC or Day-1 Patches.
We're going to be writing small little updates to keep things more transparent as we inch closer to our deadline, so keep checking.That's all for now. Killer, out!