We’re back from Penny Arcade Expo! This was our first year as an exhibitor; while previous years have been reasonably epic (most notably for me, at least, was 2010, which was the year I crashed a panel with Steve Jackson), this year blew them all away. We got to meet a bunch of you, we got to hand out 100 Stuffed Diggle Menaces, and we got to see the Hat of Bergstrom. We also had a few good times with some members of the remote team who don’t normally work at the Vancouver office, most notably Chris Triolo and Ryan C. Gordon, who just happened to be in town that day. I got a Valve tour! Daniel was on a panel! We went to Notch’s party! The list goes on and on…
Now we’re back, the question becomes: now what do we do?
The main thing that PAX impressed upon me was just how much work we have to do between now and next year on Clockwork Empires. Next year, we want to be showing this game, and we want it to be in a presentable state. That’s fine. We have a long, rather hard road ahead of us, and we’ll get there, but the question is… what do we do until then?
So here’s the plan. We’re an independent studio that is really not beholden to anybody but ourselves. We want you to know what’s going on and how we’re progressing; we want you to get excited for Clockwork Empires, and we want you to let us know how you think we’re doing. We’re going to open things up as much as we can, and we’re going to write while we do so. We hope you’ll like it. We’ll try to be honest, and we’ll try to let you know the good news as well as the bad news. You’ll be getting posts from me on the programming stuff, David on the art side of things, Daniel on AI (and maybe ranting about “business stuff”), and all of us on game design.
Let the great Developing begin, er continue! To that end, here is random art. What do you folks want to hear about?