Plans for 2019

Posted on January 04, 2019

Happy New Year! It's been quite some time since I've had any updates pertaining to the studio or current projects - so here is a breakdown of some of the goals and directives for the new year.


Work on PARABOLA has not been as quick and smooth as I would have wanted. However, I have a new drawing tablet that has helped immensely in producing some concept art and the story and gameplay direction is in its final stages of design. The best place to keep up with some of these changes until the new site drops (hopefully in the coming week or two) would be the game's Instagram profile.

With that, actual development on the game has resumed and has been ported into the most recent version of Unity (2018.3) utilizing their new High Definition Render Pipeline. While still in preview, this enhanced rendering package will allow me to acheive some pretty stunning visuals with the game and ramp up the atmospheric environments I'm looking to build into it. 

Even still, Parabola is a long way out. I'd love to have something for people to try out in a couple months but I have to press on and get the new swath of features implemented first. In the coming weeks and months I'll be upating the official site with concept art, story and character details, and loads of in game footage - so stay tuned in!

On top of ongoing development on Parabola, I have a couple other goals for this year.

2019, the Year of Releases!

First, seeing as Parabola will not be released in 2019, I've made it a personal goal (as well as a studio goal) to release some other games this year. While I managed to build several great concepts last year for game jams or personal time, only one of them (Hovertank 42) really saw the light of day.

So, in 2019, we're going to change that. In addition to completing more game jams this year, I am going to be taking some of the failed or unfinished game jam titles from 2018 and polishing them up for small releases throughout the year.

For most, I'm considering just placing them on Itch with a 'pay what you want' model. These are small projects that will help me break up some of the frustrating moments of Parabola's development throughout the year and help pad out Thought Reactor's selection of games. I have really yet to decide which ones I want to tackle, so I'll have a more in depth post on the first of those projects coming shortly.

Content, Content, Content

Second, I want to start contributing more content to the community. A part of this really involves me getting back into Twitch streaming but the other part involves writing articles. I'm really big into game analysis and design and in 2019 I want to publish an article a month minimum on various topics. I will be posting these primarily on my personal Medium blogsite, but will definitely be cross-promoting them here and on social media.

2018 was an exciting year - one where I really honed in on my strengths and learned a lot about myself as a game developer and designer. It's time to take that knowledge with me into 2019 and execute, execute, execute! Looking forward to all it has to offer and hope everyone has a wonderful and rewarding year, as well.


Michael DeLally

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