Puffer the Pufferfish
Another Friday and another Dev Note.
We have been working in all areas and all fields preparing for the next milestones in the development of puffer. There is a long road ahead of us, so at this point, it is just getting all our ducks in a row.
The demo has a few tweaks that we feel would finalize the demo for now as we then move to complete the full game. Though this in itself has been a hindrance as we look to invest in new tools to take us here. Key in our next milestone.
The current agenda still stands, Demo -> Website-> Video-> Kickstarter. We are dedicated as ever to pushing forward and innovating new ways of getting our content to you. As we been very much quiet at this point, momentum must be built before you expect anything to budge.
We have a huge potential energy built up right now, in our artists, our programmers, our musicians, and designers. This energy is just waiting to be released but timing is everything. This is why we are working as hard as we can to cross as many milestones as we can and checkpoints in between those milestones.
Currently the demo as it sits is looking quite good. We have most translations in for the other two languages we are working on and already have full translations for Spanish. We hit a mild roadblock when trying to figure, should we create different versions for different regions or should we have all the language packs in one game with a switch to choose between? It would be easier for us in one sense to have all the languages in one but at the same time can bloat the size of the game, luckily the bloat really isn’t that much, especially compared to everything else we are working on.
Art is fun, who doesn’t like art? The feel of the game is one that almost reminds me of a painting, but one you can explore. With so much more work ahead of us, who can wait to see what wonders lie ahead?
Our current lead musician is on hiatus due to other pressing matters. But he isn’t the only musician we have. Each level in the game is to be unique in its own way and that being said, each level will have a theme. We are constantly working on “fine tuning” our music in the game to fit the theme and feel overall.
ArgusComputerEntertainment.com
The website is the next largest milestone in under our belt and in essence is like creating a whole new game. It takes a good designer and programmer to work together to build, test and maintain.
Our website will be in two flavors, mobile for all your phone savvy enthusiasts, and desktop, for all you dedicated types who like things big.
Working with websites isn’t new to us, we might be a video game company first, entertainment second, but irony has it that our knowledge on how to make a game for HTML5 and JS and building a working website is quite not the same.
It really is a new field for us but luckily not very hard, the most we have is time consumption which is always a factor when you are looking at a company which only has a handful of people at any time. This is why the milestones we are taking are drawn out so we are focused on a single task instead of divided amongst the team.
Even though we have our milestones and it might seem liner in fact they all depend on each other to build and support another. For example our website will directly support our game, will support the video which will state our cause and show off better what we been working on, and support our kickstarter. Again time is of the essence.
Kickstarter and Video
People want to see things, especially before they make a decision. In this case it will be your support. Why do we need your support?
We are a company with a handful of dedicated people all with the same goals and dreams. Start a company and create a game. But why do we wish to just stop there? In order to even start a company it will take a huge amounts of resources to start. Resources in time, dedication, but one key that is more hindrance than non is the proper tools.
In a technology company this is ever so true, technology changes and so to keep up with the changes you have to adapt and adapt quickly. This is no different for us when our current market is for PC and Mobile. Getting the proper tools means the difference between keeping up with technology or not.
The average depreciation of computers is that that they would already of served their purpose in 3 years. (
Palffy, Georgina. How Business Works: A Graphic Guide to Business Success. Print.
) Our game has been in development for 1.5 years already, that is half the over all lifetime. Some of our devices are much older than when we begun.
Example is this, our goals are to hit all the mobile devices. Windows, Apple, Android. Windows have stopped all support for windows 7 phones. Now they are windows 8 and we fear that they will stop supporting 8 in favor of windows 10 and it hasn’t even been that long for us as we don’t time ourselves to their development cycle. So if we are going into a project as they are going out of theirs, we have to then re-invest in the newest tools.
Apple and android isn’t much different. Another key factor is that in order for us to port into said mobile device we have to have the same OS across the board. Windows 8 to Windows 8 Phone.
This is where you come in. We paid for the start up, the location, and everything else on our own nickles and dimes. Now we need your support to push us through.
There will be more talk and discussion as we prepare ourselves to cross these milestones.
Thank you for your support.
Argus Dev Team
Argus Computer Entertainment.