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Showing posts from February, 2020

Coronavirus Impact Statement: Indefinite Project Delay for Content Review, Publicity Planning on Hold

As you all know by now, the COVID-19 coronavirus is impacting the entire world and creating a major health crisis for millions of people. Originally it was taken as an illegal form of public scare tactics (because Wuhan which is in China) but has since been exposed as a very real (and very deadly) public threat. Because of the unknowns relevant to the circumstances as of this update (and the lack of resolution to be confirmed anytime soon) I regret to announce that I am placing an indefinite and immediate hold on the development of  Mystic Advent to address the following issues: Full and complete review of existing content: An extensive reevaluation of the entire dialogue script to date will be required to isolate anything that I no longer feel comfortable with out of respect for the situation; Alternative scenario designs: Building on the first point, if there's anything where I can replace content without adversely affecting the narrative as originally planned I will do so

Yet Another Update on Platform Targeting

Once again I have run into significant problems with code contributions. As I feared when I tried working off my own code, the deployment using the initial build type for device versions (Android, Xbox etc.) has failed once again. But! There may still be hope as I have since noticed that in one of the expansion packs on my development accounts is the presence of a code extension that is designed specifically for this kind of situation. With any luck I may be able to resolve the Xbox issue at a minimum with the advent of being directed to this code extension. I will update you all on the results once I have had a chance to give this a shot.

Unplanned Platform Reevaluation: Redacting iPhone and iPad support

In a rather unfortunate and unexpected turn of events the Mac system that was scheduled for use in creating the mobile device versions of Mystic Advent has encountered an unrecoverable system failure. After trying everything I could reasonably do (wipe config, rebuild boot sectors etc.) I couldn't get it back to working order and ultimately nothing helped. As this was the only Mac within my budget (and also because I had to do a heavy customization job to even support my workload) I have unfortunately been forced to make the hard call in canceling the iPhone and iPad versions of  the game. Obviously I am disappointed in this outcome, but the realities of indie development mean that for a test system that normally costs into the thousands to fail like this means that I basically don't have a choice . This in no way affects other releases of the game which are still on track for the November 2020 launch plan - I have only been forced to abandon iPad and iPhone due to this unfo