The public demo is not out yet, which is surprising, but only by a little. We ran into a few weird bugs – one wacky one revolving around color hexes – that have delayed things a bit. The good news is that once these things are ironed out, and after we get in the shop function and the finale for act three, it should only be two runs through the game until we determine if we’re ready for a short, closed beta.
If all goes well, I’d like to get a public demo out this weekend.
Later on, we’ll post a larger post-mordem about what went right (very little), what went wrong (a lot), and what we’ve learned from this experience.
First of all, we’re here. New site, new blog. A bit jetlagged so this will be brief. Or weird. Or both.
Went to Kansas. Demo’d the beta version of Army of Tentacles. Response was exceedingly positive, more than I originally thought for bringing a video game to a comics convention. A few people even asked me what the link to Kickstart it was. That was something. People especially responded well to our Argument System – how the combat is dialogue based instead of violence.
But we found from Kansas that there’s some room to grow. For one, we need to re-do the entire UI system because the current one just ended up confusing people. Why was this thing here? Why was that thing there? What do I click now? So we can definitely make things more accessible.
This week/rest of the month:
* work on inputting the first act of the script into the game
* mapping out the quest system and breakdowns
* continue UI work and finish up the Argument system