Firstly, thanks to those of you who remembered to nudge me. It's been a busy time, so I'm grateful for all of you acting as my crowdsourced personal assistant.
I've got loads of stuff to add to this update, probably too much to make it a nice weekend read, so I will cut it in two and do the second part next week (during the week). Again, please nudge by Thursday if I ain't posted anything.
So, first up are some new STLs. I have no idea how this 3D printing business works, but a good few of you asked about having unsupported STLs. I've enrolled the help of the original designer and got that sorted.
I was hoping to give you a production update. So much so, I went into the office on my day off as I received the following message from Royal Mail...
OOH! What could it be?
Only to get an email today that looked like this.
The next working day being Monday!
So, I believe these are some elements of Simon's art. Specifically the Buds comic. The sucky news is that I will be on a plane to Seattle on Monday. I've prepped a business neighbour to receive them for me, but unfortunately I won't be around to show take any photos until the 4th of September.
The mentorship program was a little experiment of mine and it has gone well. I've already signed up my second creator and I will likely be making it into a formal thing next year where I help two writers create their vision and get them published.
Anyway, back to Wires in The Woods. I promise I will do that Zeal overview update next week, so please nudge me by Thursday if you have heard nothing. I've wanted to show you all how Zeal works in the game for a while now; how it ties to your temperament and abilities. It's been a fun mechanic to work on and Simon put down his drawing tools and helped me develop it.
Once we have the game out, I'd love to do a video with Simon where we talk about design choices and how we worked together. This has been my first major collaboration and, whilst it has been very smooth, it has naturally taken a bit longer as we have discussed all the different ideas we both had for the game and shaped them into the ruleset we currently have.
I also want to discuss the tariff situation in more depth. We've done our best to have the majority of production carried out in the UK or Europe, but some things have inevitable ended up being made in China. More on that in the next update.
Right, I have to prepare for Seattle. If you are at PaxWest, please stop by and say hi. I have a handful of copies of the Quick Start from Free RPG day, and I'd be more than happy to give you one.