Welcome, all, to another Cerebratum Devlog!
In theme with last week's dev log, "what", this week's dev log is "where". As in where, exactly, is the game? Is it playable? Where along the timeline is it? Where's the timeline? Where can we find more information about it?
As this is our first game that reaches beyond a game jam, everything is still very much in its infancy. Information is scarce, although this is due to inexperience, not some strange desire for secrecy.
The game is currently worked on as a side project, meaning it does not receive our full attention yet. As time goes on and more of a rhythm is picked up, we will most likely pick up development speed (and transparency!) as as well.
As of now, the game isn't available, given it's very much in the pre-alpha phase, and we are concerned over revealing too much, setting expectations too high, then failing to meet them.
We are currently putting together a time table, but a comfortable date for an Alpha release would be the end of the year. More content to be released as time goes on, as well as bonus features to early followers. The timeline will be coming out soon as well, but will require a bit of hashing out between myself and Brandon.
Sigh. Okay. Time to address the elephant in the room.
For those unaware, there has recently been some drama surrounding the Unity game engine, involving a newly introduced set of payments, a fee per "install", and other various actions. Developers have pushed back sharply, and many are saying to abandon the unity engine for fear of further aggressive monetization.
To little surprise, the game is developed in Unity, as are most indie games of our caliber. Although it is somewhat demoralizing, to hear all of this after sinking a considerable amount of time into the game, we remain steadfast. Cerebratum will be finished within the Unity Engine, although future prospects will likely be within the frameworks of Godot, Unreal or perhaps an engine of our own.
Feel free to post questions below, and we'll answer!
-Noah
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