Major Updates
Hey OLO Fans!
First off, we want to thank you all for being so patient with us. It’s been quite some time since our last update, so we have lots to update you all on. Let’s just dive right into it.
[h3]Development[/h3]
So you may remember from our last update (although quite some time ago) that we showed off some of our new 3D lighting aspects. Adding this in has taken quite a bit longer than we originally thought it would but we have finally gotten into a good process with it!
As we just mentioned with getting into a good process with the 3D lighting, our processes needed a little bit of reworking. To be completely frank, we were in what is known as development hell. Having to rework practically the entire game, while going with almost an entirely new art direction, and just not having great processes in place to help us accomplish all of it really had us in a rough spot.
With all of this being said, the game is quite a bit different from the alpha that our Kickstarter backers have had access to. Different in a very exciting way to say the least! We aren't quite ready to show off the new stuff just yet, but we will have something for you all soon!
We cannot wait for you all to get to your hands on it and finally play it! Speaking of, let’s get into some timeline updates.
[h3]Timeline[/h3]
So our timeline has definitely shifted a little bit as I’m sure you’ve noticed. We are now targeting Q4 for our Early Access release.
Besides the Early Access update, we know the next big question you all have about timelines is when the beta will be released. Fret not! We have not forgotten about it. With all of the reworking we’ve had to do, we’ve had to push the beta back some. We plan to have a better update about when exactly it will happen. For now, we mainly wanted to give yall a better look sort of behind the curtains as to what has been going on and why we’ve been delinquent on updates for the past almost yr at this point.
[h3]Rectifying it[/h3]
Now that you know all of the struggles we’ve been working through, let’s dive into how exactly we’ve been getting ourselves back into the proper swing of things. So, to help get us back on track and really working towards our Early Access we’ve made quite a few new additions to our team!
Emmanuel Floret - Game Director
Johan Balan - Art Director
Alexander Samarin - Senior programmer
John Gilette - Senior programmer
Gerald Gombrio - Junior programmer
Gabriel Lucena - 3D programmer
Daniel Harris - Senior artist
With all of those additions, we want to give a special shout out to one of our Discord mods, RaveMonkey, who we have now brought on to help Kerri out with community management. If you have any questions in the Discord, her or Kerri will likely be the ones to help get you those answers so that the rest of our team can continue focusing on development.
With all of these new folks and the new processes that they’ve helped us implement, our development train derailment has been placed back on the tracks and is now properly chugging towards EA!
Again, thank you all for supporting us, believing in us and being patient with us through all of this. It’s definitely hard to make this update, but in order to be the most transparent with you all, it must be done. We hope that you all will continue sticking around with us.
If you want to join our (not so lonely) outpost, you can join our Discord (where we may be running some emoji contests 👀) or follow us on Twitter!
First off, we want to thank you all for being so patient with us. It’s been quite some time since our last update, so we have lots to update you all on. Let’s just dive right into it.
[h3]Development[/h3]
So you may remember from our last update (although quite some time ago) that we showed off some of our new 3D lighting aspects. Adding this in has taken quite a bit longer than we originally thought it would but we have finally gotten into a good process with it!
As we just mentioned with getting into a good process with the 3D lighting, our processes needed a little bit of reworking. To be completely frank, we were in what is known as development hell. Having to rework practically the entire game, while going with almost an entirely new art direction, and just not having great processes in place to help us accomplish all of it really had us in a rough spot.
With all of this being said, the game is quite a bit different from the alpha that our Kickstarter backers have had access to. Different in a very exciting way to say the least! We aren't quite ready to show off the new stuff just yet, but we will have something for you all soon!
We cannot wait for you all to get to your hands on it and finally play it! Speaking of, let’s get into some timeline updates.
[h3]Timeline[/h3]
So our timeline has definitely shifted a little bit as I’m sure you’ve noticed. We are now targeting Q4 for our Early Access release.
Besides the Early Access update, we know the next big question you all have about timelines is when the beta will be released. Fret not! We have not forgotten about it. With all of the reworking we’ve had to do, we’ve had to push the beta back some. We plan to have a better update about when exactly it will happen. For now, we mainly wanted to give yall a better look sort of behind the curtains as to what has been going on and why we’ve been delinquent on updates for the past almost yr at this point.
[h3]Rectifying it[/h3]
Now that you know all of the struggles we’ve been working through, let’s dive into how exactly we’ve been getting ourselves back into the proper swing of things. So, to help get us back on track and really working towards our Early Access we’ve made quite a few new additions to our team!
Emmanuel Floret - Game Director
Johan Balan - Art Director
Alexander Samarin - Senior programmer
John Gilette - Senior programmer
Gerald Gombrio - Junior programmer
Gabriel Lucena - 3D programmer
Daniel Harris - Senior artist
With all of those additions, we want to give a special shout out to one of our Discord mods, RaveMonkey, who we have now brought on to help Kerri out with community management. If you have any questions in the Discord, her or Kerri will likely be the ones to help get you those answers so that the rest of our team can continue focusing on development.
With all of these new folks and the new processes that they’ve helped us implement, our development train derailment has been placed back on the tracks and is now properly chugging towards EA!
Again, thank you all for supporting us, believing in us and being patient with us through all of this. It’s definitely hard to make this update, but in order to be the most transparent with you all, it must be done. We hope that you all will continue sticking around with us.
If you want to join our (not so lonely) outpost, you can join our Discord (where we may be running some emoji contests 👀) or follow us on Twitter!