Ladies and Gentlemen.
Friends.
ComrAdes.
Time's up.
**And so is the next chapter of Trachi.
After almost a thousand hours of development...
I have a little gift for you.**
Please refer to the download section at your earliest convenience.
You will find a file, there.
Go ahead.
Hey fellas,
it's Saturday the 24th July. One week from now, Trachi 1.2 will be released.
Since this will probably the biggest update the game has ever received, I want to use this opportunity to take a look at some of the roadblocks and tough decisions I've had to face during the course of development.
I also had a few in-depth talks with some of the testers, recently.
On one hand, I received a lot of compliments and encouragements. And while I'm thankful for that, I here want to focus on a the parts of the game that they rightfully pointed out as being flawed.
For this reason, I will not only cover game specific stuff, but also talk about general approaches to game designand project management.
An emphasis will be put on heuristic decision making and path dependencies. To illustrate my considerations, I will showcase examples from project T during various stages of development.
That being said, let's start of with a comparison.
*Hey again,
work on Act 1 is coming along nicely. All necessary characters have been ported and implemented successfully. And while some of them might have gotten a bit younger in their appearance, it does feel like they've all grown up a little.
Concerning *maps, all but two outdoor areas of Act 1 are ready for release. In other words, they feature:
- a certain level of detail
- a contribution to the narrative
- fitting audio backdrop
- NPCs, including dialogue