New Version of Off-Road Velociraptor Safari
Good day, Internets!
It’s been awhile since we chatted (by the way, the best way to keep up with us is via our Facebook fan page). After we stopped our 8-week cycle we decided we should take a week or two off before we really got back into the saddle. As of last Wednesday, it’s saddlin’ time!
We have now entered full production on a new version of Off-Road Velociraptor Safari, which we’re internally calling Raptor Safari 64 (you can thank Colin Northway for that one). We don’t have an exact development schedule, yet, but it’ll be much longer than any of our Blurst projects. Right now we’re loosely targeting a fall 2010 release, scoped to be worth $15 or $20 of your hard-earned money.
So what are we up to?
I’ll be honest: It’s strange to go from our own Blurst.com world, where we have zero gatekeepers between our work as ideas and our work as something you guys can actually play, back into the “real” world, where you have to communicate unimplemented ideas to others and convince them you have savvy and merit and stability and all that. A larger version of Raptor Safari is a great fit for mainstream platforms, like say console downloadable, so we’ve initiated contact with the proper authorities to make this happen.
Fortunately, we have been around for over 6 years, and I’ve been a logistics dude/co-chair at the Independent Games Festival for three years running; we do have some credibility! Still, “biz dev” is something we’ve deliberately avoided, and it’s a little uncomfortable to get back into it (like a pair of dress shoes you only wear once every three years when some relative you’ve never met gets married, and at first the shoes seem really fancy and you’re hopeful the ladies might even notice but after a few hours your feet just hurt and all you want to do is go home and watch Alf edits on YouTube).
By the way, when it comes to objectively measuring Raptor Safari’s reception, things like this really blow my mind:
Results 1 – 10 of about 1,150,000 for “off-road velociraptor safari”. (0.09 seconds)
That’s a phrase search, people! 1.1 million instances of those words in exactly that order! That was literally zero results before we launched ORVS, almost two years ago…
The first phase of the new version’s development is to redo much of what we have already. Raptor Safari is one of our oldest Unity projects–primarily developed during the Unity 2.0 alpha, for any of you Unity nerds–and there are a lot of things we want to do to its foundation before we start adding new rooms to the house.
Our plan of attack is to first improve the production quality without increasing game scope. This means we’re now creating a nicer-looking, faster-running, better-coded version of the original game. Once we have this high water mark set, and a stable base to build on, we’ll begin pushing laterally to increase the scope, with new environments, new dinosaurs, and more things to do.
Of course, a small number of features will naturally fall out of systems as we rewrite them. Here’s the first tiny new feature to make an appearance–raptors will desperately try to fly if they find themselves in midair:
Early Access to Raptor Safari 64
Development builds of the game will be made available to players who bought the original game. We may need to cut off new users at some point, depending on our negotiations with console manufacturers; the only way to make sure you can play the new Raptor Safari during its development is to buy the game today. You can pick up at a copy over at the Blurst store, in either standalone or bundle pack flavors.
We don’t have any dates to share on when these first builds will be appearing, yet, but we’ll be wanting to get these out as soon as possible to begin testing performance/hardware compatibility. It may be a very merry Christmas!
We have a few more things up our sleeve to talk about, including how our Blurst developer call for submissions is going, games on Facebook, and even a new company altogether somewhere in there. Stay tuned for more!
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