I owe you all a general update, so here it is.
The team is very focused on getting a prototype of the new battle engine up by June or July. We are shifting gears constantly to make sure we stick on a b-line for that goal.
The hires are getting into grooves and some teams are producing at faster than expected, especially the art team. Here's an example of what our 3d artist made in a day. The art team is beginning to produce at rates a lot faster than i anticipated.
The game dev group is still working on proof of concepts for flash engines to prove that we can get everything done and there will be no weird unknowns down the line. Right now we settled on Flash native and Photon but still need proof of concepts. I may shift gears from the file editor to have Alex work directly with the art team and get the UI ready as fast as possible.
The marketing team is almost done with their first release and it's rather pretty if you ask me.
The core game team is working on a few surprises which are freaking awesome if you ask me but it's up to logress to see when they'll be announced.
I just hired Jim, the man was the glue of making ConnectiCon a 10,0000+ attendee behemoth (VP), and he's working on improving communication around the board. He's like an artist like that and i wish we hired him earlier.
The IT staff is almost done mapping out where we are and our major pain points and we'll be working on moving to a new model bit by bit every week.
The backend team - which is my team, is still under-performing and the main bottleneck. We need to hire more on that area to fill out the need so the lack of speed there doesn't slow down the rest of development. Adding that simple problem solving question to the application reduced the entries from over 40 to under a dozen of much higher quality. It'll take a few weeks for them to get to the speed the other departments are going, but things are still going well.



