Figured it was time for an update. We've been so busy churning out point-n-click sweetness, we forgot all about taking the time to get down and dirty with some good old spamming. We are slowly closing in on release after all, and with zero money for advertising, ranting on forums is just about our only option for being seen, pre release.
Progress is moving along beautifully. We recently changed game engine from AGS
to our own home-grown Gobby engine
, which at a start pretty much put production to a complete stand still, but now that we've settled into the new milleu, it really turned out to be a good idea. Not only does it allow for easier multi-platform porting, it also gives us artists a wider range of new neat tools to work with to make the environments blend together better, without bogging down the system.
Working with Adventure Game Studio
has been great though and I'd still recommend it to anyone who wants to get into point-n-click game making. It's a brilliant tool with incredible possibilities and it's got a great game developing community attached to it to boot. Our main reason for changing was the single-platform issue. Our in-house programmers decided that understanding and reverse engineering the innards of AGS would be more work and less fun than simply building our own streamlined, TJD specific development environment, built from the start with the intention of porting the game to several different platforms.
We are currently aiming for a PC, Mac, Android and iOS release some time Q1 2012.
Work on in-game assets is slowly starting to get wrapped up. Most backdrops are ready and animated, almost all characters have been built and animated. Music and speech is all pretty much in place except for maybe a third of our main characters lines, (There are over 1300 of them, heh.) The only major parts missing are some scripting and working on the intro+outro cinematics. In short, we are slowly getting there!
Please drop by the dev-blog
a little now and then to catch up on or progress.