In the end, we released Follower Wounding – the most significant balance change – on to the beta branch early. I really wanted to get as much feedback as possible, as early as possible, while we still had time to change them and I wanted some of that sweet beta tester bug reporting. The Dancer DLC is fairly self-contained, but Follower wounds and gifting – NPC romance – NPC followers turning rivals – these are all complex systems with interlocking effects on game balance. So if we went live with no Dancer DLC, that would be embarrassing and commercially difficult.īut some of the mechanics in the free update were more urgent. We wanted to buy advertising around the launch, and there was an implicit promise to Perpetual Edition owners (all DLC free forever!) that there would in fact be some DLC, and that they wouldn’t have to wait forever. So we had to think carefully about prioritisation – should we do (and beta-release) the Dancer DLC, or the free part of the update, first? That meant that if we ran into delays, we’d have think about what content to cut. We’re a small studio with minimal QA resource and we like to get early feedback from our audience – so generally we release new content on to a beta branch as soon as it’s out of the oven.Īnd we set a deadline early, as we like to do (though we actually slipped it by a couple of weeks). If you’re a player, this is how the sausage is made. If you’re a dev, you’ve probably run across similar questions, or will. ![]() I thought I’d share some of the meat of some of the fiddlier decisions we had to make along the way. We have a release candidate for the update on the gateofhorn beta branch right now if you want to take a look, although the DLC won’t be live until Tuesday. It’s a bit of a monster – the update + the DLC altogether increases the amount of content in the game by about a third. ![]() ![]() On Tuesday 16th October, we’re releasing our first major update for Cultist Simulator, along with the Dancer DLC.
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