Sorry for the long delay in updates, and special apologies to those who have emailed or commented in the last week and to whom I haven’t yet replied. As I’m sure many of you suspect, things haven’t been going well for Haunts and Mob Rules Games. I am still determined to get the game out, but I no longer have any way of knowing when and how that will happen.
The principal cause for our dire condition is that there are no longer any programmers working on the game. Our lead programmer, Jonathan, was always going to move on to something else after a year or so. We had hoped that he would be able to work on the game in his spare time, but now that he’s going back at Google, he has told us that his spare time will be very minimal and not enough to make progress on the game. Our second programmer, Josh, has quit the project entirely to take another job. He does not want to work on the game in his spare time.
The game as it stands has all the systems in place, but there are a lot of bugs. Knowing Jonathan would be leaving, the plan had been to get online play working and release the Beta, with Josh working to make the levels run in online play and scripting the AI for the single player versions of those levels.
Unfortunately, getting online play working took three times longer than estimated (instead of the twice as long as estimated I’d been counting on). It also required making adjustments to programming for all the levels, even when they’re not being played online. With no one left on the project who is capable of implementing those changes and debugging them during testing, the game is in a very patchwork state. In some cases, levels that once worked fine now have serious issues. Fixing those issues would require fixes both to the level programming and the core system programming, working in tandem.
But now it’s just me and Austin. Austin has finished up the art content for the initial release of the game, but he’s not a programmer. I’m not a programmer either. Although I know some small amount about how the level programming works, I’m not capable at this point of fixing the bugs I know about. This is further complicated by the fact that the game is written in the Go programming language, which is not widely used, limiting the pool of potential new programmers.
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