In any artistic endeavor there is the initial spark, the genesis of an idea for a project. If interesting enough, that idea is taken forward and expanded, spread out, examined from different angles. In some ways, this is the point in the creative process where any project is most rewarding because in its initial stages where an idea is undefined, it is simultaneously limitless, and that lack of limitations allows for innumerable possibilities all fighting for attention in the creator's head. As an idea or project is more defined, then the process becomes less broadly creative and more focused on the execution of the work. In my experience as a part-time developer, there is the time where a project can stall out, be sidetracked by other responsibilities and diversions until finally those distractions are over-shadowed by the realization of how much time has passed.
The development history for our first game falls largely into the description above. A lot of work has been done for the game and yet it is not as far advanced as it could be given the amount of time since its initial inception. All that said, the project is finally coming to the point where it'll hopefully be seen by outside eyes in playtests and local demonstrations. A large amount of work has been completed on the first draft of the rulebook, and while some sections are still missing, the main sections of the rule probably stand at about 85% written. For the play components themselves, ship record sheets have been designed, gone through several iterations and we now stand at about 90% completed for the initial ships designated to be included with the main game. Work still needs to be done on developing the visual style of the ships, writing the historical background, developing a website and developing the other playing components like maps, play-aids, tutorials, etcetera.
But at this time, I can estimate the both the initial ship set and first draft of the rulebook to be completed by the end of June 2016. Immediately following, we'll get to work setting up a website and developing some initial artwork of the game to both be included in the rulebook and used to promote the game on the website.
Paul Brown