So PAX Australia is coming up sooner than I'd like and despite my best efforts I can't cause time to move slower for everyone but me (and maybe Scott). I imagined at this time I would be getting excited but it’s hard to get the fever when there is still so much to do.

It's a universal truth that projects take as long as you have to do them in. The whole process can give you an insight into what happens when an unstoppable force meets an immovable object. Yet despite the difficulties we are still inexorably moving forwards.

I've found the experience of meeting other indie developers within Melbourne very rewarding. Almost everyone has had a positive and supportive attitude and I really hope that they (and we) are able to bring that to PAX. Mostly I hope that this presents an opportunity for all developers to show off their work and give Melbourne a great reputation globally.

Who knows, from this position I really don't know what to expect. The unknown is always the scary part for me. I think once everything starts getting under-way I'll start to feel a little more confident. I think I need to focus on making sure I can deliver a consistent narrative/message, something which I often don't do as I don't like to keep too many things to an absolute. At the moment I still can't say categorically if something is going to work or not.

For Postman's Odyssey we are developing a process of testing (hopefully publicly) that will help us refine a gameplay design process. This will be occurring after PAX Australia so for the moment the hope is that just a demo of the direction we are heading in will be enough to get some interest.

All of these questions will have to be answered in time and for the moment I just need to forge ahead a little blind. But so far we have some interesting stuff on the boil and we'll be putting up some gameplay and screen shots very soon.