The last few months have been filled with many conversations about several different topics. They ranged from the absolute bottom of the development process, like what software we plan on using, to the top where we determined whether or not the player should be able to quit the game at some point. Don’t worry, the vote is currently 50/50 on that quit button.
While the conversations about the technical aspect of the game tended to be on the shorter side, the discussions about design were much longer. So long in fact, that these discussions will likely continue up until after BRAX 2 is complete. The reason being that it’s easy to determine what software should be used for development, or set up and maintain coding standards. However, it's difficult to actually design and make a piece of software. A project scope needs to be set, mechanics, features, and goals need to be determined, priorities need to be defined and timeframes need to be made.
While the journey was long and arduous, we have finally finished preparing and I am glad to say that Development of BRAX 2 will begin in January of 2016.
This weekend Zach and I presented our game BRAX at the Rensselaer Polytechnic Institutes Game Fest. It was a 5-hour round trip but It was definitely worth every minute.
This was the first time we had ever shown BRAX to the general public. Not just one person, but 3 players finally beat BRAX. We also got a lot of great feedback from people that had no prior knowledge of BRAX. The feedback we gained was very helpful and has given us some insight on changes and additions we should implement during development of BRAX 2.0.
The feature requested the most by players happened to be a fast-forward option for ghosts. Many people explained that although they liked how the ghosts and the feature in general was implemented, they did not like being forced to wait and watch the ghosts perform all their actions. This was especially true in later levels when attempts would take longer.
Since this was a feature requested by the majority of players, it has definitely become a priority in our design for BRAX 2.0.
Other requests happened to be a way to display information about ghosts to the player, such as when a ghost might die, or which ghost is which. This feature was scrapped from the original BRAX due to time constraints, but now that players have asked, it's likely to be in BRAX 2.0.
I'm a Game Designer and Developer. I will be posting about my progress on different projects and about events I attend.