Welcome to the first Gamma Strain dev blog! Our goal is to provide you with regular development updates to keep you informed about our progress.
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It might be good however to briefly go over the iteration process up until now. After working on [url=https://store.steampowered.com/app/1291860/Rough_Justice_84/]Rough Justice: '84 [/url]for over two years, we were ready for something new!
Initially, however, we weren't quite sure what we wanted to do, so we started experimenting with different genres.
The iterative process is our guiding principle, ensuring that the games we create evolve and improve with each cycle of planning, development, testing, and feedback. It all begins with the concept and planning phase. We start by brainstorming initial ideas and setting goals for the game. During this phase, we create a detailed plan or design document that outlines the game's features, mechanics, and story. This document serves as our roadmap throughout the entire development process.
Once we have a clear plan, we move on to prototyping. Here, we create early versions or prototypes of the game or specific features. These prototypes allow us to quickly explore and test concepts without significant investment of resources. It’s a phase of experimentation where we can play around with different ideas and identify potential issues early on.
We knew we wanted to make something dark and with mutant anomalies. Our [b]first prototype concept[/b] was a turned-based side-scrolling combat game, similar to Darkest Dungeon with "dungeon exploration". Here's a GIF of our original concept.
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Adhering to our self-imposed guidelines and after rigorous experimenting and testing, at the end of the day, we realized that something was missing, so, it was back to the drawing board!
For our [b]second prototype interaction[/b], we thought that the side view was too static in our initial concept, so we started to experiment with a fully 3D environment while still maintaining the turn-based approach, bringing a more dynamic experience to players. Here's what we came up with:
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Although it was more appealing to the majority of the team, it was still missing something. It should be noted that during this time, we were under no direct pressure to churn out a product, so we were casually experimenting and seeing where this journey took us.
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As you can see, at this stage, we had made a number of different prototypes experimenting in vastly different directions. Feedback and evaluation are crucial in this process. We carefully analyzed the feedback gathered from testing, both internal and external, to determine what aspects of the game work well and what needs improvement. Based on this feedback, we refined and improved the game in the iteration phase. This involved tweaking game mechanics, fixing bugs, enhancing graphics, and reworking parts of the game to better meet player expectations and improve overall quality.
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Embracing this iterative approach ensures that the game we create evolves and improves over time, leading to a higher quality final product that better meets the needs and expectations of players. By continually seeking feedback and refining our work, we hope to develop more engaging and successful games.
It may come across as flippant or indecisive, but we strongly feel that in order to hit the nail on the head, we need to be fully cognizant of the choices that we make. The classic adage “Measure twice, cut once” is a reminder to take the time to double-check measurements and ensure accuracy before taking any irreversible actions; and in our case, going down a development path of no return, with a product that we need to be 100% behind.