Firebreak Dev Update #2
Another week, more progress!
Sometimes it's the stuff under the hood that makes a world of difference. I've finally succeeded in updating my IDE (Integrated Development Environment) which interfaces my coding front end with a Git environment, ensuring revision control and a whole bunch of other benefits.
In addition to beginning the Firebreak codebase there, I've been migrating the Chasing Sunsets data into that environment as well, which should go a long way toward making fixes and corrections easily trackable, able to be rolled back. This is one of the things that I frequently wanted to work on during Chasing Sunsets that I just didn't feel like I could make time for. Now I feel like I cost myself more time by postponing it.
Kent has produced another 100 images or so since our last update, and the story is moving forward briskly. I've identified two additional musical composures that will be used in the game, and am working to finalize the presentation layer (which I'm calling FoxFrame) that will be the scaffolding Stone Fox games are built upon going forward, with an eye toward easy regionalization and Android compatibility.
The goal of the first chapter is really to introduce the player to what's going on, and what their role is in that, and to provide an (in most cases) brief introduction to the central characters.
To clarify, we're not aiming for a specific number of chapters given the number of LI's in the story, but I would like to see a similar development cycle to CS with approximately 10 large updates. That said, we won't limit ourselves to that if the story can't be adequately told within that framework.
Our Community Manager has been hard at work, planning teasers, content reveals, and putting together events, such as the upcoming Discord Quiz, coming next Sunday. He also doesn't let Kent and I forget our weekly dev updates and character cards. Keep an eye on the Stone Fox Studiosannouncements channel to see the latest!
As the initial chapter takes shape, and the kinks are worked out of Chasing Sunsets in preparation for a less glitchy gaming experience, Kent and I want to thank each of our supporters from the bottom of our hearts.
"Do what you love, and never work another day in your life," goes the saying. I don't know if I agree with the second half of that statement, but we can't deny how much fun storytelling is, and having an audience looking forward to hearing that story keeps us both energized and humbled.
Stoya