![]() And for months we did just that, add content randomly depending on the ideas we had.Īfter 100+ perks we finally stopped to consider balancing, performance and game design aspects, and by then it was too late to have something congruent and that made sense, so we quickly set up a system that would rank each perk in order to try balance things out but at the end it still made a satisfying difficulty curve neither for us nor the players that played the game, but since the biggest issue was the early game we ignored it and moved on telling ourselves that it was just a tutorial phase of the game. This versatility came with a cost though, we could add 2-3 new perks a day with completely different power, visual and difficulty dynamics that could or could not balance well with the rest of the system. This one is super common on first games, we never really stopped to think what should and not should be in the game, we developed such a versatile engine for it that we literally can add everything that we ever dreamt to it and most of the coolest ideas that the game has come from the usual "what if" questions. Since Stellar Interface is the first game we failed on so many aspects that it won't be possible to cover them all, so we will just talk about the ones that we think that hurt the game the most. ![]() Introductions aside time to tackle the post-mortem topics. ![]() We will still try to update the game with bug fixes reported to us and we will collect any suggestions or ideas for a possible sequel. Stellar Interface is and always will be the first game we ever made and published and that won't ever change, even today we still hope that sometime down the line we will be able to publish on the PS4, since it's the only goal that we still didn't meet with the game, but as of right now we will stop pursuing publishers for it as well as stop all content and new features development. It wasn't an easy decision to make, but we think its time to move on and stop always having the game on our minds while we work on other projects. ![]() ![]() Today marks the third anniversary that Stellar Interface officially came out, and for the first time since launch we don't have an anniversary update, the reason is that we decided to stop content development on Stellar Interface and focus on future ventures, like our upcoming title Oirbo. ![]()
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