@salutcf0826@poosichan Hello!
Due to my aforementioned debt, CA's development slowed, and it's looking more like a later 2025/early 2026 release date. This isn't set in stone, just an estimate.
However, I am confident in the new team I am working with: if anyone can finish this with me, they can.
Smooth sailing ahead for our development, with signs of land sighted! Read a bit more in our latest Kickstarter update, Weather Report: Fair Winds and Following Seas! https://t.co/DZnOc8y57l
@poosichan Anyway, apologies for the lack of updates. My focus has always been to get the game done as fast as possible while making it the best game it can be, and I've been screwing that up. Working with a new team now; once I have concrete release dates, I'll be ecstatic to share them.
@poosichan I've not had development creep, I've just had to face the painful realization that years worth of work were never going to work and had to be dumped, multiple times, and I'd have to start from scratch all over again.
This isn't an excuse, it's just an explanation.
@poosichan Hey there!
It is a simple game, but it hasn't been a simple development process. The details aren't fun but the quick explanation is I made a ton of mistakes during production, especially with vetting code and programmers, which plunged me into tons of debt.
@apavlakos1010@emsazo@Keiththornton99 I need to use my funds wisely to get the rest done, so I'm making detailed plans before moving forward with those things. The goal is to release on PC headsets, PS4 and PS5, as well as a VR-less option.(2/2)
@apavlakos1010@emsazo@Keiththornton99 Yes! Nervous to make a public statement but I'm happy to tell a fan.
We have a demo that works! There's one change I want to make to gameplay but that'll be a two week sprint. What's left after that is art polish and UI and porting.(1/2)
@apavlakos1010@emsazo@Keiththornton99 2/Codebase is way more stable, too. I'm not worried about how difficult porting will be.
It's so refreshing to work on the actual game part of the game.
@apavlakos1010@emsazo@Keiththornton99 1/Almost, yes! We've got everything stable, and are able to actually work on the gameplay. Player stuff is all done. We're fixing the Student AI, which is the most complicated. Next is Teacher AI, which will be much simpler because they mostly are responsive to players/students.
@emsazo@apavlakos1010@Keiththornton99 2/Should have dumped the codebase and started over a long time ago, the job security programming previously put in was never going to be fixable.
Next steps are polish and porting to most recent VR sets. Hope to release it this year, won't announce it till its certain.
@emsazo@apavlakos1010@Keiththornton99 1/Sorry for the late reply-- for some reason, I don't get twitter notifications most of the time.
Not a secure enough deadline to make a Kickstarter post, but we've done a lot of work to get the game releasable. Game finally builds with no errors.
@salutcf0826 Those are the big updates! Flippers crossed our timeline goes off without a hitch, because you all deserve to enjoy Classroom Aquatic. ππ¬π
@salutcf0826 - I'll work hard to carry the momentum of posting more public updates: 100% my fault, it's me scared to be more open about how things are going but silence isn't the right response and it's not respectful at all to everyone who has stuck around for so long. I'm really sorry.
@salutcf0826 4/- What's left, so long as there are no other traps hidden in the code? Bug fixing!
And I'm deeply sorry for how late the game is, and the silence: the things that happened aren't happy events. But we've been and are still dedicated to making Classroom Aquatic the best it can be
@salutcf0826 3/- If the underlying code is hiding any other naval mines that'll blow up the game, I have no idea where they could be hidden. But that hasn't been a guarantee in the past.
- Cool art stuff! As long as we've continually been fixing the code, we've also polished the art.