So lets do this. Lets lay out what I’m thinking / hoping / dreading. And look at how we got here :D. Initially my plan was to do Gratuitous Space Battles 2 as a nice relaxing project after the mental weightlifting and stress of doing Democracy 3, which may look like just a screen with some pretty icons, but is a fiendishly complicated and intricate simulation that is pure HELL to code. Making a nice simple sequel to my space game was sure to be a nice easy ride in comparison, and would relax me.
Ahahaha.
That was in August 2013, when I first started talking to the spaceship artist about how to do proper 3D-style lighting effects. Here we are 20 months later. It may not seem like it took that long, because it happened alongside some of the Democracy 3 DLC, and I worked on it for *ages* before going public with what I was working on.
Back in the early days, screenshots looked like this.
They look a tad better now :D.
At some point along the development path for the game, things started to balloon out of all possible proportion. I got insanely ambitious with the technical side. I’d never done much multi-threading or multiple-render target stuff before, and fairly limited shaders. Suddenly I was going full-throttle with all that stuff. I bought two 27″ identical monitors purely to test the huge 5160 res possibilities for high-end hardware. I added more and more effects and content, and ended up giving in and hiring people to do a lot of stuff (hulk graphics, sound effects, we design) that I would have previously done myself. The cost went up, and up and up. The game has cost more than double what Democracy 3 cost, and that excludes my time. 20 months work. Yikes.
So here we are. The game is on sale already through my site as a beta but at midnight GMT tomorrow (16:00 PDT) it will go live on steam, humble store and GoG. At some point the next morning, a cheeky little ad campaign will start up to tell the masses about it. I will become loud and annoying on twitter, and become very, very stressed.
Imagine taking no salary for twenty months, putting a big chunk of your savings in with the salary, and rolling a dice. That’s game development, and it is terrifying. Not just for game one, or two, but for game ten, eleven… This is a very very high stakes nerve wracking game, and at some point between midnight tomorrow and whatever time I drag myself to bed I’ll know if I made a good bet or a bad one.
I’m eating lots of chocolate to combat the stress.