Our last issue was about who and what started their journey with in the industry. Our colleagues shared their working experience, problems, and how they came to game development.
In this issue, we will partially continue this topic, and our developers will also share some life hack on how to make your game 100% interesting for the audience of festivals and exhibitions.
So, let's get it started!
What are the successes and failures of the team in the process of creating a game?
Dmitry: during the development process, we encountered a wide variety of misfaults in our industry. For example, attempts to do a large amount of work of a decent level in a short time. At the planning level, the roadmap looks feasible, but in reality it turns out that in addition to projects “for the soul”, everyone has full-time work, which eats up a lot of time. And then the deadlines pass, everything shifts.
There were problems with "slobs": because of our approach “if a person does at least something for free, then this is already good”, the team faced the fact that some not only scored and did nothing at all, but did not even report that they “abandoned" the idea. We quickly learned to understand that if a person keeps silent and does not get in touch, it is better to part with him.
We can't help mentioning our "heroic" deeds and successes. Despite the planning errors, we are working on the project quite a lot. And usually, after a series of re-plannings and taking into account all the circumstances, we manage to meet the deadlines: hand over the build for the event, provide the team with tools, raise morale when necessary, and the like. In general, the work is structured.
Ilya: I can attribute the process of preparing for STEAM FEST or DevGAMM to our feats. I remember working non-stop for the sake of the final result. And we eventually achieved it.
Regarding the mistakes, I agree with what Dima said above. Well, often the focus is not on those things: having done a lot of unnecessary work that no one saw or understood. For example, for the game build presented at DevGAMM, we made 4 levels, but in fact no one went beyond the second one. We had to concentrate on making level 1 as high quality and rich as possible, but we blurred the focus and did the wrong thing…
In addition, thanks to the trial and error method, we realized that it is better for the whole team to deal with only one level, paramount to perform only the most urgent tasks. For example, a modeler was creating a robot that would not appear anywhere for the next six months. Although, to be honest, there were plans for it, they just cut it out of the final script.
It seems that the team tried their best and worked, but their contribution to the new build is zero. The situation is similar with the narrative, much of which was written to be saved for the future. A lot of unnecessary modeling and concepts at this stage. You can't say if it's a failure or a success, just an interesting experience gained from the workflow.
Igor: I agree with Ilya. For the artists, the amount of work and the time allotted to it is very often unstable. Therefore, they are happy when they get closer to the actual task and go in the same timeline with the whole team. But the main thing is still a balance between what a person wants and what needs to be done. For example, to make interesting art, which, perhaps, will remain an idea without implementation, or to do something that is not so interesting, but will definitely appear in the final product? Based on our experience, the best performers are achieved by the artists who work on something that will definitely make it into the build. And this should be remembered at every art meeting call.
What is happening now? What difficulties are you currently facing?
Igor: Lack of time.
Dmitry: Yes, lack of time, as well as good professional staff. Now programmers and level designers are in great need, not necessarily even very experienced, it will be enough at least responsible and diligent, those who want to work on the project together.
Ilya: There is one more point due to the peculiarity of free development which is “bottleneck”. For example, there is an insignificant task that slows down the entire project, but it is impossible to do it quickly or in some kind of priority mode, since everyone works when they can. And until they can, there is no point in going further, since the future user experience is not clear.
And there are also problems with concept artists: a new person draws a concept, and we understand that it can not only be put for the future usage, but abandoned, because before that, some identical finished work was presented by a specialist before them. Although, you have to redraw when the previous version does not suit you with something. But it is not always possible to surpass the quality of the previous version, one of the works in any case will be thrown out. This must be soberly understood and be prepared to waste some time. However, this is normal for the concept creation process.
Igor: Now one of the main problems is the lack of funding. Investing in the project would help it to shoot through the involvement of new experienced professionals and the full-time employment of the current team.
As an afterword, let us remind you that getting on the path of game development is much easier than it seems! But holding on to it is another story.
What, if not testing, is the best option to start? It is enough to send us an e-mail to get a build and join the wonderful game dev sphere: mark.sosproject@gmail.com.
Ahoy, mateys! Long time no see! The thing is, I really wanted to put up the store page for my next game, Delilah, so that it can gather some wishlists while I finish Rum & Gun. Now that that's done, I'm back working on R&G. If you want to help me out big time, make sure to wishlist the new member of the Borington family. If you like old-school shooters like Doom, you're going to dig this one.
But back to the matter at hand. Today's patch has finally implemented the first arena. Remember the Tribal Arena zone in Act I that was under construction? Now you can enter an endless fight against progressively tougher waves of enemies. The more you survive, the more goodies you get. Keep in mind, that the system may be subject to changes. Also, I haven't tested it well enough for co-op, so there might be issues.
Other changes: Fixed: deleting a Battle Elephant in the editor caused crash
- Fixed a bug in which the Spark system would break if the game was played on higher resolutions. - Removed ultra widescreen resolutions from being choosen, the game is forced to render in 1080p, so ultra widescreen resolutions break the game by not showing all of the assets properly (we apologize, but since the biggest assets were made in 1080p, 16:9 is the best way to experience the game) - Changed 'Overwrite?' to 'Overwrite' on the save screen to avoid confusion - Fixed a bug with the 'Auto mode' - Fixed some typos
We want to take this moment to let you know what we are preparing something special for all of you. It should be ready in a week or two. Let's just say it involves some goodies, so stay tuned and follow us on Twitter so you don't miss it when it drops! People that follow us before the announcement happens, will receive a special offer.
Click on the image to go to our Twitter.
Also, we have started to work on episode 2, follow us on Discord to see a sneak peek of the new assets.
I've been working on the main window panels for the VIP Lounge, and while they're not finished yet, I'm definitely liking the aesthetic they're starting to bring to the lounge;
They've been a complete pain to get right due to all the curves and angles involved, but I've developed a few different approaches that will hopefully make future iterations easier to produce. I'll definitely be re-doing the windows again at some later point because I'm not entirely happy with the underlying geometry, but they'll do for the demo :)
I needed to take a break from geometry struggles for a bit, so I decided to have a go at building the ship customisation panel. It's actually going fairly smoothly so far, and I'm happy to say you can now customise quite a few individual things. Here are a few examples...
Defaults:
Some kind of crazy pink affair:
Back to nature:
And whatever this looks like :)
I've been determined from the outset to give players the freedom to customise their ship as much as possible and to really make it an extension of their personality. I'd like people to feel a real attachment to their vessel, and I think deep customisation options really help in that regard. This is all built-in from day one, of course, you won't find micro-transaction skin packs around here!
The biggest challenge with this is making sure all areas on the ship support customisation to the point of still making visual sense when you start swapping colours around. A strict design language helps in that regard, and I'll see what I can do to expand this system more over time :)
Crash Fixes
Fix for crash related to perception
Performance
Improve Prop Placing Performance
Improve Item performance
Amortize Update Cost
Improve Prop performance
Improve Search Cost
Improve Character performance
Amortize Update Cost
Reduce cost of Finding a Spot to Relax
Reduce cost of Finding a Prop to Attack
Reduce cost of Searching for Food
Reduce cost of Searching for Materials
Reduce cost of Searching for Training Dummy
Reduce cost of Evaluating Equipment
Paused
Reduce unnecessary work when Paused
Research
Fix bug that caused characters to idle instead of Researching Dependencies
Combat
Improve AI behavior when switching targets
Fix bug that caused Imps to hold aggro on people leaving the map
Relaxing
Improve seat usage near Heat Sources
Portraits
Update Portraits as needed occasionally when Live Portraits are disabled
Animals
Double food received from grazing
The new patch is here! It's mostly bugfixes, plus a few QoL improvements you've been asking for. As promised, both the full game and the demo get the update!
Changelog:
[Ergo] Added a "resign" button to the pause menu
[Ergo] Left-click to speed up level complete sequence
[Ergo] Triple-click at the start of the intro to skip it
[Bugfix] Crash on lifting secret heir
[Bugfix] Weird patterns after waking up computer from sleep with the game still running
[Bugfix] Fixed some annoying mod folder crashes
[Bugfix] Black Mist now saves you from the boss and the Kingly Alms
[Bugfix] Free turns give you back your folly shield
[Bugfix] Now checking on white king death after using magic wands
[Bugfix] Now processing white king death before free turns
[Bugfix] Menu back buttons now update when changing language
[Bugfix] Fixed crashes and freezes that could happen after the splash-screens or during the game
We're blown away by all the attention the game has been getting. and so, so glad to see so many of you enjoying the game! Thank you all for the support!
Updated game engine Made some tweaks in code Made some tweaks in graphics Reduced count of guessed numbers for open image (from 10 to 4) in "40 numbers" mode Enhanced visibility of numbers in "40 numbers" mode Some improvements in gallery Added navigation with arrow keys on gallery Added achievements Added 4 new backgrounds Replaced images with cropped left side Some another various improvements and tweaks