We're chipping away at it still, one feature at a time. Goal is to get the updated combat build in your hands next month. Now, it may not be done in time for the beginning of the month, but it should be fully functional & playable in March.
May 4th is an unshakable deadline for getting the Kickstarter up since running one in June or July is destined for failure, statistically speaking. So we're gunning for this window of opportunity like our lives are on the line.
Royal is dedicated to making this entire month #BGPMonth and he's trying to take as much time off work as possible to knock out some of the tougher code challenges on our plate. Unfortunately, his job is making him travel a lot lately with little to no warning so it's throwing off those plans a bit. Either way, he's been making a valiant effort, especially on the weekends.
Psy is currently working a dayjob gig for a week to get a few months of living expenses saved up to last til the summer. 9 hours there, and 4 hours of BGP. The past couple weeks have been about implementing the Malady system and all the little battle engine details that come with them (things like Poison do a lot more than just sap your HP a bit in this game).
I'm currently wrapping up a list of 2,000-ish YouTubers in spreadsheet form that I'll be using to track who to send game demos to and trying to group them into categories I can easily filter for. And it's turning out to be a much more time consuming task than expected. But every one of these names will lead to tons of eyes on BGP, and if just 2% of all those eyes decide to donate something, we're saved! So we gotta go for it and make a good first impression.
By the end of this big fuss we'll definitely have something to cheer about.
Wish us luck.
- Tony Yotes on behalf of the Yotes Games Team