Tuesday, April 24, 2018

Dev Take Tuesday - Moving


It’s been a while since my last post, and that’s because my wife and I just settled into our new apartment. I head into every move thinking that my past experience has prepared me—this will finally be the move where everything goes right! Needless to say, every time I think that, I’m wrong.  Whether it’s uncooperative weather or not enough boxes or racing the clock for cleaning checks, I’m starting to doubt there’s such thing as the “perfect move.”

So. Much. Cardboard.

Even though Alkanaur is my first game, I’ve found myself falling into similar traps throughout its design. It’s easy to fall into a trap where you imagine that all your past design work (for your current game or previous projects) has prepared you—this will finally be the time that your designs go completely right! But the truth is that iteration and feedback-based improvements will always be necessary. If you want to be a player-focused development team like we do, you’ll always be making adjustments and figuring out what players prefer.

Alkanaur still moves steadily along, and we’ve received some solid feedback on our pre-alpha demo. Our next step is a longer, public-facing demo that should provide a full “slice-of-the-pie” for people to understand what our game is about. In addition to the battle system in our current pre-alpha, the new demo will include a taste of our character customization and narrative systems. Even though I know every new step we will take will require iteration and adjustments, I also know that—just like our recent move—we’ll eventually get there.