Little progress update

I'm currently writing the introductory missions for the Scav Setting and doing graphics for the GM section.
The first mission is a simple wreck investigation that focuses on using skills and perhaps a little fire fight. The second Mission has a bar fight with close combat ending in a car chase. The last mission will be a mix of fire fighting and space combat. Across each of the missions, there is some room for movement but they are railroading sorts of missions, the last one being a little open ended so the GM can choose to hand the Botchery Clipper to the player team or do a few more missions under Stuo. If you are brand new to Icar, doing a load of missions might be more fun to begin with, whereas those more used to full-on sandbox will be able to shed the chains of Stuo.
The GM guide I originally did with nice neat graphics for relationship diagrams. However, while editing the text, I felt that this wasn't really representative of the way in which they were actually intended. I don't draw neat boxes like a laser printer, I scribble at speed. The diagrams remain meaningful. So I've broken out the graphics tablet and remade all the diagrams by hand. It looks a little bit odd in amongst the sharp lines of the 3D but it feels more honest and that is worth the jarring look of them.
I've decided not to do any more 3D models except those I have to (the Kestrel, for example, was lost). I was starting a habit of redoing them all. I will re-render in high res for the new Equipment Index (which must be released with the rules) but the models will not be updated.
I am looking to get a very rough alpha out (full of typos and missing graphics) very soon so that you lovely people can have a good look and feedback nice and early.
The first mission is a simple wreck investigation that focuses on using skills and perhaps a little fire fight. The second Mission has a bar fight with close combat ending in a car chase. The last mission will be a mix of fire fighting and space combat. Across each of the missions, there is some room for movement but they are railroading sorts of missions, the last one being a little open ended so the GM can choose to hand the Botchery Clipper to the player team or do a few more missions under Stuo. If you are brand new to Icar, doing a load of missions might be more fun to begin with, whereas those more used to full-on sandbox will be able to shed the chains of Stuo.
The GM guide I originally did with nice neat graphics for relationship diagrams. However, while editing the text, I felt that this wasn't really representative of the way in which they were actually intended. I don't draw neat boxes like a laser printer, I scribble at speed. The diagrams remain meaningful. So I've broken out the graphics tablet and remade all the diagrams by hand. It looks a little bit odd in amongst the sharp lines of the 3D but it feels more honest and that is worth the jarring look of them.
I've decided not to do any more 3D models except those I have to (the Kestrel, for example, was lost). I was starting a habit of redoing them all. I will re-render in high res for the new Equipment Index (which must be released with the rules) but the models will not be updated.
I am looking to get a very rough alpha out (full of typos and missing graphics) very soon so that you lovely people can have a good look and feedback nice and early.