Dev Update #2 - A peek behind the curtain at where we are in the process
Hey All!
Mitch here again in our new office space. Thanks to your funding, we grew out of our old space and had to move into a larger room in the studio. As you can imagine, it's been a period of intense work since the Kickstarter ended. The entire team is in full production on a spectrum of cool stuff across the game so I thought it was time to pull my head out of production for a minute to give you another “peek behind the curtain” at the development process of
Shadowrun: Hong Kong.
![[IMG]](https://ksr-ugc.imgix.net/assets/003/474/949/37c2883e33cc136104061a2aab30f59e_original.JPG?v=1426897394&w=700&h=&fit=max&auto=format&q=92&s=aab0226a231d81ad13a61819fd84d7e3)
I'm not a "suit". Katherine decided that today was "Fancy Friday".
But before I do that, Robin says I need to give a quick reminder that EVERYONE needs to fill out their BackerKit survey in order to receive their rewards! If you haven’t yet, go to this link:
HONG KONG BACKERKIT, click on “
Didn’t get your invite?” and follow the instructions. It’s a quick and painless process and it helps us out tremendously. Please
do it now.
Design
Tyler and Connor have completed their first and second passes on most of the side runs in the game, except for the crew’s personal missions. We want Andrew to get more time writing and exploring the crew before we start making those. Kevin has been busting on new Matrix gameplay for quite awhile now and all is going according to his cunning plans. Exciting stuff there. Trevor has taken a fresh look at all the spirits and drones in the game and is completing work on all our new crew abilities. He’s also driving the new interface features and updates we’re implementing.
Writing
Andrew and I have had the toughest time on the project so far. While I was managing the Kickstarter campaign, Andrew completed a detailed story outline. Once we had focused time together, we realized that our story was too complicated to tell within our time budget. We decided to step back and reassess our basic assumptions so that we didn’t end up with some sort of “Frankensteined” version of our story. When this proved to be a more time-consuming than I was comfortable with, I called in Mike McCain, the Game Director of Shadowrun: Dragonfall, to lend us his editorial perspective. I’m pleased to report that the process worked and we have a story we’re happy with. Andrew is now hard at work, happily writing dialogue and consulting with the designers on their runs. Huzzah!
Production
Klimecky continues to manage the scope of the game and keep me in line. We love him for it.
Audio
Jon has been working on music for our new additive combat system and getting us samples to test with. Klimecky and Kevin report positive results. Can’t wait to hear them!
Programming
Speaking of additive music, Brenton coded up the system and tested it with Jeff to make sure it works in a variety of gameplay situations. He’s working on Dragon Lines now - they’re the HK equivalent of the leylines that mages and shaman use to augment their abilities. Garret’s pounding away on new Matrix features and we’re optimistic that our revamp is going to come together well. More to say about those in a future update!
Art
The art team is really plugging along! Cassidy, Spencer, Tristan, and Zach are working closely with the design team to develop environments for the runs that have been developed so far. Tristan is moving forward in turning the Matrix concept piece into isometric game art.
Maury has finished working on all of the crew members’ in-game character art and is finishing up on Koschei’s (Racter’s drone’s) special attachments. Eleanor has started concept and execution work on our main characters and our new animator, Jakob, started by upgrading some old anims in order to get his feet wet before busting out new stuff. We’ll show some of those in a future update. Will has been investigating new visual effects software packages to give us more authoring control on the pretty things.
Finally, in addition to everything else he's doing, Rogers has been interviewing additional character artists. We found just the person we’re looking for and are making her an offer today!
Full speed ahead!
Like I said in my last status update, the development of SR:HK isn’t going to be smooth as silk. The story iteration was frustrating for Andrew and concerning for the team but we’re happy that it’s behind us so we can move forward confident that we have the right story to tell. There are more challenges ahead, of course, but we prefer to live in the moment, trying not to worry about those. We’ve put together a great group and have fun working together. It’s a real pleasure making this game.
That's it for now. Before I go, I thought you’d like a look at how our favorite Somali dwarf decker, Is0bel, is looking.
![[IMG]](https://ksr-ugc.imgix.net/assets/003/475/017/40701e39f24991e49acf1ff885f541ce_original.png?v=1426898915&w=700&h=&fit=max&auto=format&lossless=true&s=f529317cfd644120d06af88f4b7c46cc)
Take care, Mitch
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