-February 2021 Development Status-


A bit of a late night post, but sometimes the best work tends to come out at night. Especially when it's a project with a darker tone such as ours.

This post is going to try something a little different. At the beginning (or close to the beginning) of the month, I'll try to give a brief update toward the status of Last Call's development. This will hopefully give some transparency to you guys and act as a motivational thing on our end to see the progress we make during the months.

Before the update, both Kerry and myself would like to thank you for your support. This started as a start-of-pandemic experiment and turned into a true-to-life small indie project that we've been proud of. It's been a great lesson in game development, community interaction, and teamwork. It won't be a perfect game - nothing is, especially from first-time creators. But hopefully you'll see the passion we've put into it and enjoy it all the same.

-Ian Obst, writer/director of Last Call


-Last Call Development Status, February 10 2021-

Prelude: 100% complete.
Act 1: 90% complete. The in-engine progression is done, and Kerry Crowe is finishing up the comic book panels for the Act.
Act 2: 50% complete, estimated. All pre-production writing is complete. In-engine work needs to be done, as well as key item art. This Act will likely have less comic book panels, as this will be heavily driven by the player's own exploration.
Act 3: 50% complete, estimated. Similar situation to Act 2. Pre-production writing is complete. Key item art will likely carry over from Act 2. Comic book panels and heavy scene scripting will be required here, so it'll likely take the longest of the Acts.
Epilogue: 50% complete. Pre-production writing complete. This will likely be the heaviest use of comic book panels over in-engine work, partially for story reasons.

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