Weekly Post: November 22, 2014

    Hi there! This is our first weekly dev log. We plan to continue these up until (and perhaps after) the launch of To Azimuth, so take a seat and settle in for a bit, because that's not going to be for quite some time.

     We'll be keeping everyone up to date on the goings-on in the development of To Azimuth with these posts, as well as pointing you to any articles or interviews about the game should they pop up anywhere because we figure, "Hey, if you're reading this blog, you're interested in the game and want to read up on it, right?" 



     First up this week is Kickstarter news: as of this writing, To Azimuth is 15% funded! There's still a lot of ground to cover, but we still have 25 days to go before the deadline, so we have plenty (?) of time to make our goal. We need all the help we can get, though, so if you're reading this (and you want to, of course), share the game with your friends! Here's a quick little link to the Kickstarter page to help you (and/or us) out: http://kck.st/14zrK5k

     Also: Thank you, thank you, thank you to everyone that has already pledged. You are amazing, and I can't express how grateful and thrilled I am that you're excited about To Azimuth, because we are, too!

     Next up, we have a little bit of development news, and while it isn't particularly exciting, we have some screenshots to share! The week (what part of it hasn't been spent frantically trying to figure out how to spread the word about the game, and then feeling bad because there's so many goddamn awesome games out there that we should be paying attention to, but I digress) has been spent working on a couple of environments from the game. We had basic versions of these areas finished before (essentially the geometry and rough palettes), but are going through and setting up the lighting, baking lightmaps, fine-tuning palettes and modeling the more detail-oriented parts of the environments. 

     That said, these areas are still very much works-in-progress; we're not completely happy with them yet. We'll be continuing to add in detail and fine-tune everything until we are either content with their state or we swallow our doubts and resent the little imperfections forever. You know, game development.

So, those screenshots:

     Finally, there were a few write-ups around the web about To Azimuth:


     If you come across an article (or if you wrote one and I missed it), shoot me an e-mail and I'll be more than happy to share it!

That's it for this week's post. We'll have more news and whatnot next Saturday! Thanks for reading!