Hello everyone, it's been a while. And we have a lot of things to discuss. If you have noticed, we haven't updated or spoken a word about NGHII for a few months now. This is due in part to several reasons. One of them is due in part to a shift in how we plan, work, and operate as a team and company. Because we were/are early in the development process, we tested a few other workflow methods, to ensure the current agile process was the best and most effective for us. Thus, if you noticed our updates are usually timed about the same tone as our two week sprints.
The timing on this one was (excessively) longer and the results comparing the two, give us insight on how we should proceed from here on out. In short, updates will go back to their usual schedule, at the minimum on a biweekly basis, just like our sprints. Two, the time of year, shifting personal priorities, and team management, have also effected NGH development, some for the better, some for the worst. Regardless, its a learning experience to applied to not just future games, but also the future of the company.
We are transitioning, and that transition, requires a lot of internal and external review. Speaking of which, the move over to Unreal Engine completely is underway as more company members familiarize themselves with the basics of the systems in place for the engine and NGH. This means, more personnel I can place on tasks, that don't require my supervision, and allow me to focus on the underlying programming work and production needs. What does this mean over all for NGHII? It means we ultimately in a "relatively decent" place. I know that's a "not good, not bad" answer, but it is accurate to what I mean. Most of the world generation data is in, though constantly under revision for optimization and additional inputs.
Planet-side aspects are undergoing a major haul to fit closer to the programmatic and visual style we are assuming. Mission system, events, etc are all underway. This is no longer a pipe dream prototype. NGHII is in development, but it's not like our previous projects. It'll require time, not something we can quickly churn out this year. That said, there are plans in place for something to be as tangibly close to the experience you'll partake in.
Until next time,