So, if a game is hard for the creator, it’s usually twice as hard for the players …until the playtests show this and everything is properly re-balanced for the final release. Game developers have this natural tendency to make their game on the hard side, because they know all of its systems inside out, and play it daily. Witchfire is supposed to be a challenging game but we’re making it for so long now that we cannot be objective about its difficulty. We still have a lot of work ahead of us, but for now we wanted the answer to one important question: is the difficulty right? We simply believe you should playtest your game as early as it makes sense. We invited a couple of industry friends – easier this way, they know what a work-in-progress build is and won’t be distracted by missing textures or placeholders sounds – to our studio to play the game for an hour or two.ĭoes this mean we’re nearing the end of the development? No. A few days ago, we held the very first playtest of Witchfire.
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