We had a wonderful test last Sunday, the 25th, which marked the end of our 'fun' sprint. Per David's suggestion, for the sprint we focused specifically on doing things that didn't directly move the game forward. Sprints like these are important because it's easy to tunnel vision when working on a project for so long, and lateral movement on the project is a valuable way to gain progress in ways that weren't obvious. This paid off: we had a significant breakthrough in the main loop of the game, and we got a new power weapon in we're very pleased with.
Been a quiet winter, hasn't it? Sorry about that. Gamedev is hard. You can work for months and months while intellectually knowing you're making progress when emotionally it feels like you've just been spinning your wheels. Makes it hard to write enthusiastically about what you're doing. Well spring has sprung, the sun is shining, the game has been stabilized and we can do game design again. We're eager to share with you guys again, so we've resurfaced to break radio silence and will resume regular posting.
David here, your friendly neighborhood designer, ready to share with you some of the inspiration and reference materials used to contribute to the UI/UX and Level Design thus far in development.
While the whole team is heavily inspired by various relevant movies, anime, comics, and other games, I thought I'd take some time to share some of the books that have helped influence designs in the game and potentially introduce material that some might find interesting.
(This isn't a new development update, per se. But, if you stick with me here, you may find a sneak peek somewhere...)
Q) What do we have here? Job postings? Is Giant Enemy Crab hiring? Is Due Process finally coming out?
A) We are hiring the personnel to make it come out, so maybe you should get on it and send us an application already.
Our first round of job postings is up and we're looking for:
It's been nearly 6 months since we've shown you what we've been up to! We're still plugging away, hard at work at building the core of our game. In our 19th update we spoke about how we were only testing in our makeshift team deathmatch arena. While everything needed to run the attack and defend mode had been implemented, we needed to focus on de-janking interactions, improving our weapon feel, and implementing crucial performance optimizations, so we were testing exclusively in a makeshift team deathmatch mode.