Full notes
Full Non-Fellows update
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What changed
- Gameplay
This week, we've finsihed the recovery of the game, and started the longest and tirestome process of the development - the testing. Unfortunately, because of the nature of the engine, aging codebase and some poor decisions in the past, we can not fix all the bugs - we hope you'll understand. After all, the game is 12 years old by now. Nonetheless, we'll try to resolve as much problems as possible and make the game more convenient for modern players. We'll also try to release additional patches later on, if there will be some more problems.
As I've player through the game times and times again, I was flooded by the old memories. When you participate literally in everything, you start to memorize every little aspect of the game. "Beast, oh Beast, please, help me, it won’t be a bother!" "I work here... as an admin", "It’s so simple – and you don’t have to queue on!" Somehow, I remember people's voices the best, and so one of the strongest experiences was the time I've spent at recording studio. I never would expected that some phrases are assembled from tens of takes, literally from words.
We've all discovered something new back then. Of cause, lot of stuff which was normal back then, or appeared normal back then, does not work anymore. Playing through the game I've understood that some jokes might be edgy at best by now - so we've added a warning: don't behave as our character does. After all, the game was supposed to be an irony on then-contemporary culture. A lot has changed since then, and we've changed as well. If "Non-fellows" will prove to be popular, we'd like to reboot the idea - we still have some materials. Meanwhile, we've got at least two games in production we hope to finish soon.
And now - I'll get back to the testing. We hope that the game will be released in September, as 12 years ago - and this will be the good present both to our team and to our players.
Source
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