Developer Diary #3 - Finishing Touches
Those of you who have followed the development of SepterraCore know it's been a long, long road for us. The making of this game has become it's own little saga, easily a 4 ( ok, maybe 6 ) hour mini-series. But now, just weeks from gold master, we can finally see the light at the end of the tunnel, and it's not an oncoming train.
I'm Dave, senior artist over here at Valkyrie (I'm pretty sure I got the title because of the gray hair). Right now we're near the end of the crunch. Testing, testing, testing is the order of the day. Little tweaks here and there, fight this enemy, move that walk area, get the new stuff that Jarod and Keith keep adding (that last one drives Alisa nuts!). The movies in the game look great if I do say, and the Logitech speakers we're testing make 'em sound fantastic. I could only guess before, but now that I can actually hear the tracks, the sound guys really kicked some ass. Everyone's doing whatever it takes to make it "play" just right.
The best part is that no matter how tough it gets, everyone just keeps going above and beyond. Cars are in the parking lot around the clock. If there were a shower here, some of us would probably just move in. The fridge is pretty much empty, with the exception of some unidentified leftovers. Thank God Ivan, "the new guy", brings donuts on Friday! (Ivan really hates when we call him that, but we do it anyway.) The vending machine is out of soda most of the time, the fast food is starting to wear thin, and the guy who brings the coffee supplies just can't quite seem to keep up with us. But now that the demo's out, and getting good reviews, it's good to know we've been on the right track all along. (And really good to know that it's daylight in that tunnel ...)