Dev Diary #04 – The Game Plan
Now truly into 2014, we figured would talk about how last years progress has changed our game plan for this year
Last year our plans were quite different, we had talked about releasing a public alpha build of Heist by January and we were also hoping to have the game finished and released half way into 2014, however this is obviously no longer the case.
After looking at where the game stood by the end of our time in Incubator, we saw all the big and small mistakes we made along. After much thought the decision was made to treat our time in incubator as a stupidly long prototyping phase and essentially restart with a clean slate.
In the early weeks after we got back from our holiday break, we spent some time getting set to work from home and immediately jumped straight into the pre-planning phase for Heist.
This was something we lacked last year and it crippled the development. Code started to get wildly out of control, the project folder had files everywhere and no solid naming convention whilst we maintained an attitude of “We will come back to it”.
We feel the abhorrent attitude and method we had during development steamed from feeling very rushed and almost pressured to produce any form of result in order to show off Heist. However having deadlines isn’t a bad by any means, but because we didn’t diligently map out the game early on, we suffered.
Currently we are feeling really confident about where we are headed now with Heist.
Our plans are to Heist towards the end of this year, and expose our development process with everyone who is interested. We also want to secure our distribution on Steam, and depending on situation of Greenlight, that will come down to getting as much of everyone’s as possible.
That’s all for now, but we will be back with more soon.