It’s finally reached the end of the semester, and Comrade Quest’s development is over. It makes me sad that everyone on my team is going their separate ways, but I’m glad that I got the chance to lead a group of talented artists, programmers and designers to realize my vision. Also, I’m quite proud thatContinue reading “Comrade Quest Final Release”
Beta was a success! As a matter of fact, out of the previous three GPL’s that I’ve been in, I’m pleased to say that this has been the most successful beta. I’m also happy to say that the playtesters congregated around Comrade Quest’s test space first thing when the beta started! It’s great to knowContinue reading “Successful Beta!”
Less than eleven hours remain before beta release. I’m nervous, happy, excited, stressed and sleepless all at the same time. It’s an odd mix of feelings, but I like it. Guess I picked the right industry to get into, because from what I heard, this atmosphere of high tension is pretty common in the worldContinue reading “Night of Beta”
Tonight we’re having our beta crunch weekend night! Craziness abounds! We’re working hard on just about every aspect of the game, in time for Game Lab beta on April 8th. Updates will come shortly.
I’ve been working more on the menus, and animations for the different objects in the level. Here are the assets for the checkpoints- the banner says контрольная точка (kontrol’naya tochka), or checkpoint. I’m going off of what one of my Russian-speaking friends said, hopefully it doesn’t mean “capitalism for life” or “Donald Trump is awesome”Continue reading “Comrade Quest Checkpoint Animations”
Whew. Yesterday was crazy stressful. We had a huge meeting with the professors, and we’re back to the original melee system. Essentially the whole group got called in to discuss why we shouldn’t go forward with the turn based system. I thought the turn based system would solve the problems reported in alpha, but itContinue reading “A Lesson in Leadership”
The Tuesday before spring break, we had alpha playtests in GPL. We received valuable feedback from developers from the Fissure, Shroud, Solar Rim and Cross Stone teams, as well as some of the ATEC professors. From the anonymous polls we gathered from the playtests • The co-op element and co-op puzzles are the strongest featuresContinue reading “Comrade Quest Alpha and Feedback”