While some might cry that this means no new exciting things will be added, it should be noted that this feature freeze is done to prevent development devolving into a neverending cycle of adding more and more features at the cost of completeing those features already in place. Seith is showing great direction and vision by declaring this so openly, and very clearly understands what this means:
We now have a very clear idea of what the pre-release needs to be –as well as what it can live without. So rather than attempting to cram in every idea we have, we’re going to make sure that each feature which gets into the pre-release actually works as expected. I prefer the early access game to feel solid rather than overly ambitious and half-broken.
From the rest of the blog-post update, it also seems like Ghost of a Tale is fast approaching near-complete:
Cyrille has recently completed his work on the trigonometry code for our new map system. To be honest at first I was thinking of doing away without a map; huge games like Dark Souls don’t have one. But watching some people attempt to play GoaT without a map system turned out to be an exercise in frustration for all involved….
Paul did a lot of work during the last few weeks polishing the quests and dialogs. It’s all coming together quite nicely! For example in this GIF [See Below], Tilo finds a mysterious message that triggers a new quest (sorry the picture is rather small, but that way you won’t be spoiled!)….
Finally in terms of work left to do, the big chunks are: AI, 2D art, UI, animations and a couple of game mechanics that still need to be implemented.
That GIF, am I right?
We will be sure to bring you more news on Ghost of a Tale as it creeps nearer and nearer!