Well its been about a week since I have posted last and we have made some good progress on the demo. Since the last time I posted we have:
- Added smoother camera tracking & flight to the Overworld
- Began work on the Overworld combat system
- Finished up the first pass of Meepmoon content
- Began work on polishing and debugging the transitions between scenes
We are working hard to get a good demo out for our players to play but all of the right pieces have to be in place. We have to make sure there is a good balance of content, purpose, usability, and of course, fun.
The first demo we are publishing is aptly titled - Alpha 001. This is a very early demo and at first it will be missing a lot of the nice things that a polished and released game often include.
This will be the first version of the revamped Spacedude.
But what's a revamped Spacedude?
Some people may have had the glorious experience to play what we are now calling the Legacy version of Spacedude - The last build of the original game before we started refactoring everything for this demo.
One of the hardest things to deal with at the moment is the sheer lack of time we have to work on the game. We are all full-time employees, dads, and husbands and two of us have fairly long commutes to deal with. Our days are packed with responsibilities that frankly must take priority over this project right now. At best we have 1-2 hours per person each night if we want to be anything resembling rested in the morning, but we can't always be at our best every day and 1-2 hours is often more like 20-30 minutes.
One of the reasons for us to release a demo so early is so that we can start taking in critical feedback as early in our process as possible. We want all of our time to be spent working on the most important things first, and having players involved in the process will give us much of that feedback we will need.
Risk vs Reward
I do think we do have to be careful however...
On one hand I see risk in the fact that the game itself is still not yet fully formed and by taking in such broad feedback so early on we might be opening ourselves up to too many ideas that take us in an unfocused direction.
On the other hand I see the benefits of early testers and feedback from the players who care the most about your game and are telling you what they want to see.
think hope as long as our vision is solid, and we stick to our core principles of what the game is and then build up around those things then we should be able to make something that everyone is happy with. By risking our vision of the game we want to make, we are opening ourselves up for a greater reward of potentially making a game that other people actually want to buy.
There is still a vast sea of work ahead of us, but we have already set sail on our ship of productivity. It may be a small rowboat that is missing an oar right now but the shoreline is fading away behind us and I think I might see something in the water on the horizon...
Until next time!
- Matt "Taius"
wow that was a dumb analogy and only an idiot would sail a rowboat into the sea