There have been some quite substantial changes to Courier, and, as a result, I've had some forum silence on it while I got things reworked to my liking. Firstly, Courier will no longer be free-to-play or in a browser. This is the #1 request everywhere and comes, as I see it, a result of a game industry that has abused the f2p model. People don't trust f2p games unless they're from an established studio and I lack the marketing budget to overcome that hurdle. It is now a standalone, one-time purchase game targeting digital distribution.
Things that change:
- It will not be a constantly-updating game in your browser, but a completed package later on.
- Warp points and extra storage will be in-game unlockables instead of inexpensive optional add-ons.
- I can develop the game non-linearly now, so things won't be showing up in story-order any more!
- Since I'm shooting for standalone, I've decided to up the game to 1280x720 as the standard, improve the lighting and details, and give things a few more effects to give it that extra touch.
<img src="http://www.couriergame.com/screens/port01.jpg" border="0" />
The game won't be IAP-based any longer, so I plan on launching a Kickstarter in a few months once it is further along to help secure this longer haul before release. The game is progressing nicely, and I really don't think I'll miss my personal goals, but it will be that much better if I can offload some hours from the day job to hours at the night job.
I've more recently made some nice developments on my own to interactive music in C2 (it interacted before, but only in some limited ways), so I am fully implementing that to the soundtrack. This allows the music to avoid repetitive loops AND change based on player interaction.
<img src="http://www.couriergame.com/screens/port02.jpg" border="0" />
And, in response to people not sure about playing as a mail person, I ask for just a touch of trust--you'll quite enjoy it. Combat isn't the only way to make a neat RPG.