Thứ Tư, 16 tháng 7, 2014

Post Launch Polls Are In

I realized this morning that I had neglected to post a blog yesterday so 'oops' for that! The day after a demo launch often involves running around making sure everything worked, and I am glad to sat that it did. The reaction was mixed, with some positive messages coming out and some scathing insights as well. No-one likes to hear criticism, unless you're trying make the worlds easiest to use game creator :)

Had a strategy meeting today to discuss the launch, the early feedback and the plans moving forward.  As one mind the team does feel the visuals are falling short of the general expectation of the general public. With titles such as Titanfall knocking around, it's easy to see why the bar is set very high these days and explains why we've had more than one comment putting the current game somewhere in the previous decade. From this, one of the questions raised was whether we should even be looking to match or beat these top titles, especially for a small team with a limited art budget.

We still plan to have something for Steam in September, but what form that takes will be the subject of further discussion in the weeks to come as we complete V1.008 and V1.009.  I could reveal more, but I want to give the ideas we discussed time to settle and gain gravitas before I promise you all some lovely vapor.

Releases and feedback aside, our character artist has not been idle and is starting on some re-skins of our soldiers, adding more variety to the combat area.


A hostile bunch these guys, featuring a pistol Pete, rocket-man Rodger, shotgun Sam and Uzi Tom (names have been changed to protect the guilty). My suspicion is that if we added these guys into the new game demo, doubled the speed of weapons fire and reloading, tripled the number of soldiers and made it a two-shot kill combat system, it would get the heart pumping!

One feedback that did resonate with me, and one I want to resolve as quickly as possible, was a comment from one reviewer who stated that there was a "disconnect and weightlessness" in the weapon usage. If anyone agrees, can you give me your insights how this can be resolved. Something specific that I can get an artist / coder to look closer into and come up with some adjustments.

Our timetable is still set to get you the V1.008 build next week so not much longer to wait before you can make your own versions of the demo game!

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