It’s been a minute since our last update, and a lot has happened..
Hey, it’s that time again. What have we been up to? Well, here’s a brief run-down..
A New Year:
We can’t believe It’s 2019 and at this point our project launched on Kickstarter about 3 years ago. That time frame doesn't even include our initial Kickstarter. It’s more like 4 years all together (for us). At this point we are way over on time, but, you already know that. Regardless of that fact everyone has been really supportive and understanding. Seriously, not a single bad thing has been sent our way. We know we've been fortunate in regards to that. Where are the torches and pitchforks? Anyway, labors of love can take a lot of time and energy to bring into existence, and we appreciate your continued support and understanding.
In full candor we had taken a mental health break around the holidays. Between all the bug issues at the end of last year and burning the candle at both ends our little team was wearing out. We needed a little down time and now that we've had it we are feeling good, and excited to get back to Ira. We don’t have an exact release date but we are doing our best to get things wrapped up in a timely manner. When everything is working and feeling right we will lay down an official release timeline.
With all that being said we are looking forward to a strong finish this year, and more frequent updates every month! We can't wait to share the adventure with you.
Until next time folks!.
Currently on Kickstarter:
We are currently over 100% funded on Kickstarter!.
Mechanics update coming soon.:
Just a quick update. We are alive! Our next update is coming very soon and it includes our all new mechanics / interaction system!
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Tiny Update:
Hello from 2018!
Where have we been? Well, we’ve been holding off on any major updates until we get our marketing campaign completed.
Basically we are going to overhaul our web page, social media accounts, cut a full trailer (general things of that nature). It’s going to be the biggest single update that Ira has ever had! It just takes a lot of hard work, and finesse to get everything where it needs to be. So, once our updated setup is in place It won’t be too long until you can actually sit down, and play Act 1!
Anyway, that's all for now! We’ll leave you with a sneak peak of the Intele Co public works building.
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Let's talk about mechanics!:
Picture links to teaserIt’s been awhile, and it’s time for an update!
Let's talk about mechanics! So, one gameplay mechanic that’s been in the works for awhile now is our interaction system. Originally Ira started out as a point and click adventure game. The player would have to click in-order to get from point A to point B, and to interact with objects, and as much as we love point and click adventure games we knew Ira needed something that better fit our end goal. Ira isn't about getting from point A to point B, it’s about the journey, and the connection the players has to both the character, and the world. It was imperative that we create a system that pushes that connection as far as possible
One of the goals for the interaction system is to create a personal experience through the characters. By shifting the focus of interaction from soly the player's speech choices into characters actions/abilities/tools, people can directly connect, and influence their experience within the world. That being said, the characters have natural limitations so you can't break the story.
Here’s how it works. During gameplay you can select the character, and time slows down. Then a ring of icons appear around the character; each one relating to an action or skill you can toggle on or off. Different characters have different skills/abilities/tools, and thus interact with the world on their own terms but controlled by you!
Each character has their own way of speaking/expressing themselves. Now they have skills/abilities/tools to go with it. After a few months of quietly working we finally have the new system in order. Just to be clear this does not replace our dialogue system. The updated interaction system complements it, and lends to a more engaging journey. Check out the mechanics teaser for James.
- The Ira team.
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