Tell us more about the game's development process.
Posted: Tue Nov 14, 2017 9:49 pm
The subject of game design and development is always of interest to me. I'm curious about the design development processes your End State's team has already gone through, and what remains ahead.
For example, I believe you were originally (perhaps before there was a team?) working on your own engine for this, but then at some point switched to using Unity 3D. I'm curious why, and what other engines did you look at, if any, before making that decision? Are you using the Unity Pro version, or are you able to get by without the extra bling? Are there any essential Unity Asset Store assets that you are using in your game?
What kind of 3D modeling and other graphic software is your team using, and why? Are those types of decisions pretty much based on what your team already had working experience with prior to this project? How are you handling sound effects and music? Have you created any of your own sound content, or is it still (for now at least) all from other sources?
When starting a project like this, at least after initially hashing out the original idea, where do you go from there? Is game play and general play-ability what gets worked on first? You've got a small team, so I assume different aspects of the game can be worked on at the same time. But, since the team is small, do most of your team members have to multitask a lot in different roles? I assume the artist mostly does art work, but I'm not sure about everyone else.
Is play-testing mostly a within-team endeavor, or do you have friends (and maybe even family?) helping out with play-testing? How much, or how little, of the game's overall design was done before a larger team became involved? Have there been many features initially planned for that got dropped? What type of features? Why did they get dropped? Was that decision process a fairly easy or fairly difficult one to go through?
How much time in team man hours do you think this game will take to complete? How many man hours do you think the game's development had put into before there was a working team? If you had to complete this project by yourself (for whatever reason), how long do you think that would take? What features and other aspects of the game would have to be dropped if this project was a lone developer operation from beginning to end? How did the current development team end up being put together in the first place? Have there been previous team members that dropped out? If so, why?
Okay, that's probably way too many questions already, so I better stop there. If anyone else has some interesting questions they would also like to ask regarding End State's development, please feel free here. I don't know if we will get many answers, but it does not hurt to ask. It is a curious subject matter. One which I often don't read much about, especially when it comes to a fairly complex turn-based man-to-man tactics game such as End State.
For example, I believe you were originally (perhaps before there was a team?) working on your own engine for this, but then at some point switched to using Unity 3D. I'm curious why, and what other engines did you look at, if any, before making that decision? Are you using the Unity Pro version, or are you able to get by without the extra bling? Are there any essential Unity Asset Store assets that you are using in your game?
What kind of 3D modeling and other graphic software is your team using, and why? Are those types of decisions pretty much based on what your team already had working experience with prior to this project? How are you handling sound effects and music? Have you created any of your own sound content, or is it still (for now at least) all from other sources?
When starting a project like this, at least after initially hashing out the original idea, where do you go from there? Is game play and general play-ability what gets worked on first? You've got a small team, so I assume different aspects of the game can be worked on at the same time. But, since the team is small, do most of your team members have to multitask a lot in different roles? I assume the artist mostly does art work, but I'm not sure about everyone else.
Is play-testing mostly a within-team endeavor, or do you have friends (and maybe even family?) helping out with play-testing? How much, or how little, of the game's overall design was done before a larger team became involved? Have there been many features initially planned for that got dropped? What type of features? Why did they get dropped? Was that decision process a fairly easy or fairly difficult one to go through?
How much time in team man hours do you think this game will take to complete? How many man hours do you think the game's development had put into before there was a working team? If you had to complete this project by yourself (for whatever reason), how long do you think that would take? What features and other aspects of the game would have to be dropped if this project was a lone developer operation from beginning to end? How did the current development team end up being put together in the first place? Have there been previous team members that dropped out? If so, why?
Okay, that's probably way too many questions already, so I better stop there. If anyone else has some interesting questions they would also like to ask regarding End State's development, please feel free here. I don't know if we will get many answers, but it does not hurt to ask. It is a curious subject matter. One which I often don't read much about, especially when it comes to a fairly complex turn-based man-to-man tactics game such as End State.