Shortly after the Torment roll off, we started discussing what we wanted to do next; it became abundantly clear that there was an ever-growing itch internally to create something substantial that we could pour our hearts and souls into and call our own. For myself particularity, I had previously “sold my soul for pings so low” previously, so I needed to acquire a surrogate soul (inside joke), but for the others brave enough to partake in this adventure the sacrifice was quick and painless. We still needed to wrap up work on GCAP before any serious traction on Dethol could happen.
dethol welsh to choose one or more elements from a set.
After the final milestones and delivering one of the most awesome pieces of tech that we had crafted in a while, the task of planning the breadth and scope of what we wanted to accomplish started, ambitiously!
For quite some time we had been developing a set of lore with quite an elaborate backstory and encompassing world, with multiple games in the series that could be part of the vision of Dethol. However, it like many ideas was extremely ambitious, and with a small team, we had to be realistic about our objectives. Procedural content has always been something that we have experimented with and utilized within other games, so the thought of delving further into using procedurally generated worlds really caught our attention. It would allow us to create infinite possibilities, as a small team, or that is what the premise was for No Man’s Sky, which despite all the negative press, was still an amazing accomplishment for a small team. As we flushed out the idea of the game, and drew on past ideas and prototypes, a unique gameplay emerged which we feel strongly about. Which, any designer out there will tell you is a good sign.
As awesome and supportive as our families are, we still needed to bring home some money at the end of the day. We had saved up a bit of money knowing that this was in the works, but this amount will not last long, even with a lessened burn rate. Whether it’s service work, loans, grants or something else, we are going to eventually need to find an infusion of cash for the project, but as I like to say jokingly, “that’s future me’s problem”.
I couldn’t leave a decision of that nature up to change, “betting the farm” is never a good thing, and is not something that I am comfortable with; we wouldn’t have lasted this long if decisions were made so hastily.
I won’t go into the exact details but, given that we can dedicate ourselves to the project for a bit, we should be in a better position when we start to pitch the idea around. We also applied for the OMDC’s Concept Definition Fund in April, however their turn around is 4 months (eeeep!). After the outstanding success of both past Canadian Media Fund projects we’ve been tech providers for, it is something on our radar to look at and hopefully our past record will assist in that process. There is also a bunch of other options on the table, but right now, we are focused on doing what we love most, making a game.
Wait! What about this new website?
Fair enough, we quietly released what we will refer to as the 2017.1 version of the website, apparently thats what everyone is doing for versioning these days. I am much happier with how this one works internally, and how web development has grown leaps and bounds over the years to feel more in line with the stuff that we do every day already.
That’s all for now!