It’s been a mental couple of weeks. To be honest it’s been a pretty mental year for us in general so far, a strange combination of super productive, overwhelming and absolutely shattering.
We are just getting settled off the back of two expos, EGX Rezzed and Update. Both were amazing experiences, we got to see people out there enjoying the game, shouting at each other and just having a god time. On top of that we actually learned a lot about the game itself. People were playing the game in ways we hadn’t anticipated, they were getting confused by things that we had become numb to and they were making requests which were absolutely fantastic. With this in mind we’ve had a slight refocus this week, currently we’re working our asses off to make the combat experience of Overruled a lot more fun and engaging. The combat experience we’ve shown off at the expos has been a bit shallow, sludgy and clunky and the reality is we almost knew that going in but getting the feedback from you guys made it a lot easier for us to make this call.
I’m looking forward to us having combat to a point where we are as happy with it as we were when we nailed movement. One thing we’ve always said is that we had to get movement feeling great. We learned great lessons from Sav and Lee at LIFT in the sense that you have to get your game feeling good when it’s just your character moving around in an empty room. It’s what we call the Mario 64 theory of controls. Mario 64 was a game where you could get lost for hours just running around jumping, because it was fun. If you get your movement system feeling fun then you are doing it right.
So on top of combat we’ve been ramping up the team ready for launch. We’ve got some fantastic new freelance artists helping us out. We’ve got Jamie Krautkremer handling our 3D character art/rigging/animation, Mike Baldock and Gavin Glenn-McDowell handling the games environments. We want to say a massive thank you to these guys for coming on board and helping us out. On top of that a massive thank you the freelancers already on board Grant Allen who set the art style for the game and has concepted up our characters, Sam Thomas who has provided all audio for the game and Steve Huckle who has been functioning as an impromptu Art Director.
We are looking to get the game into Early Access by the end of next month and we are so excited for you guys to get your hands on it properly and start throwing ideas at us.
Thank you all again for your hard work and we can’t wait to see you soon!