Wednesday, December 28, 2016

Translation Crunch Done!

The text of Open Sorcery is done!

I have written all the new things and sent it away to be translated into Chinese.

Now on to making it all work. I broke like 32 billion things when I added the new day.

(works industriously)

In other news--I've been trying to get a proper Steam page up, but since my company is new the Steam tax verification is taking a while. I don't THINK it will delay things beyond my release date of mid-January, but I wanted to keep y'all appraised.

This is the first time I'm doing most of these things! Unanticipated delays abound.

Tuesday, December 20, 2016

Translation Crunch!

Sorry I didn't posts a status last week--I had the flu!

It's mostly gone now.

Anyway! Translating Open Sorcery into Chinese is a go. Because of this I am rushing like crazy to get in all my text changes by tomorrow.

I'm ALMOST done with all the new writing! It's lots of fun getting more into the character relationships. All I have to finish now is a sequence with BEL/S, Toby, and Pyreworm.

The translation process is complicated by the fact that I've added a sequence that references to the Anishinaabe practice of singing to water to heal it, and I need to run that writing by people familiar with the culture to make sure I'm not being horribly offensive. So I may have a page or five that need re-translating some time in January. We'll see.

Once I have the text with the translators, I'm going to add some more visuals and sounds.

On the more-boring-but-still-exciting-in-its-own-way side of things, my business is setup so I've been able to go forward with signing up with Steam. I'm now waiting for them to verify my tax information.


Tuesday, December 6, 2016

Release Push

I recently had a talk with a person in game marketing who informed me that it is a TERRIBLE idea to release anything during December because that's when all the big people are releasing their stuff.

So I'm moving the release date of OS Steam to mid-January. Because apparently that's a dead-zone where no one's doing much of anything.

Power Word Marketing.

In regards to the game itself: The save/load system I implemented makes debugging WAY easier. So does the fast mode.

The timer at the end is now OPTIONAL. Sort of. You can make it real time, or you can have it decrease whenever you click it. I did this because I got lots of complaints that people didn't have time to read my beautiful writing.

I'm working on the new day--I just finished what goes on in Decker's apartment. He's a grump.