We have been ridiculously busy this week since launch, having updated thousands of records in the mod. We learned a lot, which will come in handy for future games we plan to release. A lot of that was just learning to manage and coordinate the HUGE volume of traffic -- a 24/7 job in 3 languages and across 4 primary websites: Nexus, ModDB, Facebook, and Discord -- the rest was learning about this old engine.
The hardest part about making mods and games isn't the technology. Robots don't make or play games.
It's people. That's what's important. And in our case,
the people shine.
Diagnosing crashes, fixing bloated texture files, moving thousands of gigabytes of data around servers, fixing broken quests, adjusting narrative and objective text, fitting into a pre-existing community and tool user community, running tech & installation support -- all with over 100,000 downloads over several platforms -- that was an experience.
Finally, after all these years, Rick and I aren't alone anymore.