06-04-2019, 04:20 PM
When I decided to make the push to get Shores of Hazeron ready for Steam, I reviewed the Silverwill task list and other sources to distill a list of things that must be done before it could happen. The final List held a mix of over a hundred bugs and unfinished loose ends.
The List became my primary focus, as seen in the steady stream of updates over the past six months. My personal progress was measured by the completion of the List, observed as an ever shrinking number, day by day, week by week. Some items were quick and easy. Others took unexpectedly long amounts of time, as with the recent fences and walls update. At times, real world intrusions or hardware issues demanded attention. Pain was felt with every new item added to the List and each interruption along the way.
As of the update today, the List has been reduced to four items. None of them requires any code be written. This is a significant milestone in the development of Shores of Hazeron.
Of course, the big Silverwill and forum lists of ideas, suggestions, and bug reports still exist, waiting for attention. I plan to make another pass through there, looking for things that must be done before a Steam release. I am open to suggestions.
A small amount of work remains to finish integrating with the Steam API.
From a project development perspective, I expect to throttle back quite a bit on adding new features. Instead, my focus will turn primarily to fixing bugs, improving what is there, and expanding upon the story lines of the game.
The Shores of Hazeron universe was designed to create a functional realistic setting in which science fiction stories could play out, involving players who are not necessarily involved in ruling an empire or building the foundation of the universe. That is now my primary mission.
When will Shores of Hazeron be published on Steam? I don't know yet but the last six months got us a lot closer.
The List became my primary focus, as seen in the steady stream of updates over the past six months. My personal progress was measured by the completion of the List, observed as an ever shrinking number, day by day, week by week. Some items were quick and easy. Others took unexpectedly long amounts of time, as with the recent fences and walls update. At times, real world intrusions or hardware issues demanded attention. Pain was felt with every new item added to the List and each interruption along the way.
As of the update today, the List has been reduced to four items. None of them requires any code be written. This is a significant milestone in the development of Shores of Hazeron.
Of course, the big Silverwill and forum lists of ideas, suggestions, and bug reports still exist, waiting for attention. I plan to make another pass through there, looking for things that must be done before a Steam release. I am open to suggestions.
A small amount of work remains to finish integrating with the Steam API.
From a project development perspective, I expect to throttle back quite a bit on adding new features. Instead, my focus will turn primarily to fixing bugs, improving what is there, and expanding upon the story lines of the game.
The Shores of Hazeron universe was designed to create a functional realistic setting in which science fiction stories could play out, involving players who are not necessarily involved in ruling an empire or building the foundation of the universe. That is now my primary mission.
When will Shores of Hazeron be published on Steam? I don't know yet but the last six months got us a lot closer.