DesignOops, as some have pointed out, we missed a month of the Dev Diary; sorry about that. But, in our defence, we have been working incredibly hard on getting the game finished, rather than just slacking.
As I'm sure you're aware, the Project Aftermath is indeed finished and available to buy. Yay! It's been a lot of hard work, especially over the last few months, but it's very satisfying to see the listing in Steam and know that people are playing your game.
So, what's happened since the last diary? Well, the trip to PAX went very well, as you may have seen from Lee and Mal's news posts:
http://www.gamesfaction.com/forum/index.php/topic,50.0.htmlNot only was it very well received, the show was also useful from the point of view of watching new people play it. After Pax was done, we made a few changes to the tutorial and demo to better cover concepts that people had trouble with. When you've been working on a game for two years, it can be very easy to forget that some of the concepts you've come to regard as second nature are pretty novel to those who've not seen them before.
Another big thing was the introduction of voice-overs for all of the in-game dialogue. Even though we'd trimmed down the dialogue as much as we could, there was still quite a bit, especially in the tutorial and the first couple of missions, and important instructions were getting lost in the midst of battles. Fortunately, we were able to find a couple of very talented actors who were willing to sit in a tiny booth and read out the lines I'd lovingly written in crayon.
Once I had the raw recordings, it was a fairly simple, if time-consuming, job of cutting them all into individual lines and then treating them with various effects to make them fit into the game world. The end results have been well worth it, as it's far easier to follow what's going on when the action gets busy now.
With that complete, the game as a whole had really come together, and a lot more playtesting took place, to see how the many items in the game all interacted with each other. We have over 100 equippable items, as well as 15 power levels that the Heroes can be set to, and between 1 and 9 units in each squad. All of those options have a corresponding cost, which has to be correct for the in-game "strength" of the option. We've been working on this part of the game on and off for a few months, going through phases of testing and tweaking to try and get them feeling right. In the run-up to release we did another round of testing and made some changes to plug loop-holes that we discovered.
We also took another look at the demo. A few months back we made a demo to submit to the PAX committee, but we'd decided that it was too confusing for new players, so wasn't a good demo for general use. To that end, we decided that the best thing to do for the demo was to just use the Tutorial and first mission from the full game, as they were designed to ease the player into the new game concepts as they played. This seemed like a very logical idea, so we stuck with it for a while, but when we showed that demo to some new people, it became clear that we'd gone too far the other way - the concepts were all explained well, but it wasn't exciting enough. The missions worked fine as the start of the game as they were a small part of the whole and so could afford to take their time. But a demo needs to be far more immediate and attention grabbing, and be a better indicator of the kind of action the player can expect from later on in the game. We kept the Tutorial as it was but made a much more action-packed demo mission and, in order that players who skipped the tutorial would know what they were doing, we used the comic system (see the last diary) to create a brief summing up of the concepts and controls.
What's next now the game is out? We've got some more ideas for extra features and polishing that we'd like to do. For example, I did a big push to get more unique sounds into the game, but the last pass of testing showed up areas that would benefit from even more. We also want to add extra features to the leaderboards to make them even more detailed and fun.
As well as all that, we obviously have to publicise the game as much as possible. As a very small developer, word of mouth is going to be very important to us so, if you like the game, make sure you tell as many people as you can.
Further off, the plan is to create a multiplayer version of the game. All of the game's systems have be designed with multiplayer in mind, and I'm already thinking of new game types that should continue the theme of innovation and fun that we've started in the single-player game.
We'll keep you posted on that though; this isn't the last dev diary by any means. But for now, we hope you enjoy Project Aftermath - it's been a lot of hard work, but it's all worthwhile if people enjoy the end result.