ShapeVS and the Final Journey to 1.0

ShapeVS

ShapeTECH welcomes you to participate in their latest aptitude assessment program, ShapeVS. Gather your friends, family members and even colleagues as you participate in a variety of mini-games designed to test your capability of supporting our new society.

[b]Final Patch Notes![/b] [list] [*]Added Shape Race and Shape Blast [*]Fixed various audio bugs [*]Restructured performance [*]New splash screen opening [/list] In 2021 I set myself a goal to create my first fully released PC game. Up until then I had released a series of mobile games and worked as a consultant on other games – some released, some fell to the aether, but overall my journey into solo game development had many hurdles. For a long time I was a designer with minimal programming skills but after being let down in the goals, I decided to take my own steps; this was the Shape series of games and the first steps into what would eventually become ShapeVS. This game has allowed us to achieve some truly amazing things, from the people we have met to being part of an Australian representative in Germany at Gamescom. It has truly been one of the craziest parts of my life. But where did we end up with it all? A few things had to be cut, priorities shifted, and overall the ShapeVS planned and ShapeVS released are two very different beasts. So let’s go through the main ones: [b][list] [*] 10 games overall instead of the planned 12. [/list][/b]Overall I am happy with the number, clearly disappointed against what we planned with dwindling sales and player numbers. The justification of expanding the games list instead of just improving on what was there became the clearer focus. [list] [*] [b]Customisation and lack of. [/b] [/list]Whilst originally planned to be part of the base game, this feature was cut to allow for time and other goals. Whilst the basic taunts are in and randomised for the most part, we had to cut the feature. [b][list] [*] 2 v 2 games. [/list][/b]Whilst initially part of the main design, player numbers and overall interest from myself and players wasn’t there to put in the man hours. As this is a mini-game collection, each game requires rules, playtesting, and a lot of time, so we made the decision to cut them. But again, the opportunities this game has given me have been insane; joining Drop Bear Bytes and the training and learning I have taken on in Broken Roads has made me realise how much I still have to learn. Now, if I was to personally review this game, I would give it very much a solid 5/10, nothing particularly good. It’s very jank, probably not worth the price, and overall a good representation of the journey I have taken, but now it’s time to close this chapter. Though to hear so many people enjoying it did make the journey a worthwhile one, and so as with all things, the journey to 1.0 does signify the end of development on ShapeVS. There are various indicators such as sales, active users, and overall passion for the project. Since joining Broken Roads and learning more about myself and my craft, I have realised just how poorly this game is programmed and the thought process behind things is not how I would direct a project now. As the solo programmer on the game now, all bug fixes and testing falls on me. I have done the best I can, but for the most part, there’s not a whole lot left that needs doing anyhow. I can confirm that I am working on new projects, with members from ShapeVS filling in roles that I can't, but for those who have supported ShapeVS throughout its development, I thank you. The journey has truly been one for the ages and I look forward to more in the future but for now, support Broken Roads. It's a pretty exciting game and I can't wait for you to experience it alongside me come April 10th. Apart from that, new things are coming. See you all soon. ShapeVS Dev Team