19/12/15

Introduction from Crimson

Hey, everyone.  Crimson here.  Just introducing myself before my planned holiday vacation takes me away for a couple of weeks.  I’m thrilled to be a part of the Carnal Souls team and I’m eager to start development when I return.  I’m spending the next day or so deep diving into all of the existing documentation that Benji has made available to me.  I’ll likely sneak some time during vacation as well to get fully up to speed on everything.  There is a slim chance I’ll be able to kick off development sooner than January, but it depends on how well my aging laptop cooperates while I travel.  (Don’t worry, the laptop doesn’t get used when I’m developing at home.  I’ve got a good desktop machine for that.)

A little bit about myself.  I’ve been developing software and web applications for roughly 20 years, with a mixture of experience in start-ups, various sized companies, and a fair amount of hobby time.  Outside of programming, I make music, I write, and I draw… roughly in that order of time commitment, for which my artistic talent has suffered (but I’m working on changing that!).  I’ve been around in the furry community for over two decades, so it’s safe to say I’m excited to be working on a game that’s furry friendly (and more thrilled to be working on something that caters to us adults.)

On the topic of Carnal Souls, which I imagine interests people much more than my biography, I’ve been talking with the team over the past few days and looking at the existing game prototypes.  We’ve established a plan for moving forward.  Development will take place in Unity 5, targeting gameplay in web browsers using Unity’s WebGL build target.  Producing the game in Unity will provide an easy path toward targeting other platforms in the near future, such as mobile devices and a downloadable desktop version.  A significant amount of the prototype code and user interface design for Carnal Souls already exists in Unity, far more than what was written in Javascript.  Resuming work in Unity avoids a lot of unnecessary redevelopment.  Being in Unity also gives us access to a wealth of existing third-party libraries and tools to speed things along.

While Carnal Souls’ planned feature set makes it a huge step forward for its genre, the features themselves aren’t complicated to develop.  I’ve done a lot of this stuff before.  For the most part, it’s just content presentation and stat tracking.  The stats just happen to be a lot more fun than the kind of stats I usually have to work with.  The biggest challenge for this game is going to be creating interesting content that doesn’t quickly become stale and repetitive.  I’ve sunk a fair amount of time into writing and editing as a hobby.  There’s a certain art to taking the basic action of Tab A into Slot B, and making it seem like a whole new experience time and time again.  (Don’t worry, I’m also familiar with Tab A to Tab B, Slot A to Slot B, and Tabs A though Z into Slot OMG).  I’m bringing that skill set to the table in addition to my design and programming talents.  About the only thing I can’t provide (yet) is sexy artwork, but we’ve thankfully got highly qualified artists for that!

If anyone has questions for me, I’ll be keeping an eye on this post even while I’m traveling.  I’d be happy to address any concerns, either about me or the game itself, as we approach the end of the Indiegogo campaign.  I’m looking forward to getting started on development, and confident that this game will come together over the next few months to deliver on the campaign’s promises.  It’s just a matter of packing all those features into the time our budget is providing us.  I’m excited to see that my arrival hasn’t scared off too many people, which tells me you’re all still as eager to see this game released as I am.  It’ll get there, and it’s going to be a blast to play.