No, Really
For once, I'm not being figurative. I've spent the last two weeks in Arizona, New Mexico and Colorado. More accurately, I've spent that time in a car going through those places while staring out of a window. It was very picturesque. And hot. And frequently horribly vertiginous. While I was away (it may have been while I was fearfully clinging to a tree by the Grand Canyon), I was informed that Spellrazor was Greenlit. This was a considerable surprise to me, as I had assumed the game had pretty much all the attention it was going to get. I actually said, "Huh...?" So What? This is my first Steam game, which is quite exciting, and it means I get to make a brief return to the world of Spellrazor - not for long, but for long enough to ensure that people who find it on Steam feel it's worthwhile. There are some annoying bugs to fix, and a bunch of integration work before I can call it properly 'ready for launch'. I'm considering making it free... or $10 at most, just to cover my accountancy costs. In addition, I have a couple of nice ideas that won't take long to implement which will make the game a little more special for the Steam release. More on that as it is implemented. What About BeMuse? BeMuse is still going strong. I've was adding the cottage interior today, up until I got the news that Spellrazor's page was ready to be set up. So, bear with me - BeMuse will be back to full-swing pretty soon. GDC As a final thing, I plan to try and sort out a GDC Indie Summit talk for GDC 2017. I was planning to do something based on my 'Black Boxes' post a while back, but if anyone thinks there's anything they'd like to hear covered, let me know. For now, have a good weekend, and I hope to see you on Steam at some point!
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AuthorFluttermind’s director, Dene Carter, is a games industry veteran of over 25 years, and co-founder of Big Blue Box Studios, creators of the Fable franchise for the XBox and XBox 360. Archives
April 2022
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