Sometimes these can be somewhat similar to Earthblade (Noel has a 2D action-exploration platformer that he's making with his brother) and sometimes they are completely different (Amora is slowly planning out a comic that she's wanted to create for years). It's strange to talk about them because they don't fall under the EXOK umbrella, but they definitely play a role in our process.Īll of the core, full-time Earthblade team will typically have at least one non-EXOK creative endeavor living in our heads that we tinker with from time to time. My primary goal with this newsletter has been to provide a window into our development process and it occurred to me after some recent discussions here in the office that side projects are a huge part of how we work. For now though we came into this month with some big changes to the game's foundation and we're gearing up for the sprint to the next playtest. Our hope is that we can make most or all of the game's content this year, and then release in 2023 after some form of (private) beta test, polishing, localization, and of course the dreaded console certification. All told, it feels like we're close to what we'd call "full content production mode" on Earthblade. We suspect that we'll want the playtest frequency to increase as we progress further, as the changes we're making become more granular and a higher feedback interval becomes more valuable to really finetune everything into its final form. This cadence feels right for the team and the project right now. Additionally, sprinting gets tiring for us when it becomes our sole mode of work - when used sparingly (and without overtime!) it can be a fun and engaging mode of work that applies juuuust the right amount of pressure for magic to occur. This makes sense because sweeping those tasks under the proverbial rug serves the immediate purpose of keeping the game playable, but we still want space to think through and solve these problems properly after the fact. In the week or two before a playtest we often adopt an attitude of "we'll fix it later!" for complex problems that arise. We chose the monthly interval because we don't want to be always sprinting - we still need time to tackle things like large refactors or prototypes of new mechanics. Another benefit of these playtests is they function as deadlines - the week or two before one becomes a sprint to prepare the game so that we can maximize the usefulness of that session (and because it's just plain motivating to see your work played!) As expected, we're gaining valuable insights from observing how people from outside of the project experience it. We're currently scheduling one for the end of every month, tapping friends of ours who aren't yet familiar it. We recently started formally playtesting Earthblade! For this game we wanted to wait for quite a long time before beginning playtests, so finally getting here has been very exciting and energizing for us. SES - Senior Executive Service Pay Calculatorįor Digmasters LLC, the calculation used to estimate payroll costs is shown below.FWS - Federal Wage System Pay Calculator.Maddy here with another EXOK newsletter :) Situations may exist in which it may not be accurate to estimate a PPP recipient's payroll expenses based on the amount of PPP loan received. This estimation assumes that the PPP recipient applied for the full amount for which they were eligible, and no other variables affected the loan amount received. Because salaries for PPP eligibility purposes are capped at $100k, businesses with highly-compensated employees will yield an under-estimation of actual payroll costs.(NOTE: The PPP loan amount received by this entity indicates that it may have employees with compensation > $100k) 2 Additionally, because this standard calculation is based on the maximum loan eligibility, it will under-estimate payroll costs if the business did not apply for the full amount of loan to which it was entitled based on its 2019 payroll expenses and other variables described above.
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