Hacking the System #3
[p]> \[NDL_LINK INTERFACE v0.1.9][/p][p]> jackin://ghostwire[/p][p]> Access… Granted.[/p][p]Lots of activity over the last few weeks as we build up to launch mode. [/p][p]We’ve been working on game promotion and on Saturday the 16th of August, Deadwire will feature on Zeke from Dropped Frames’ Twitch stream starting at 1pm EST, 6pm BST, 7pm CET. This may also involve a quick chat with yours truly. Regardless it will be a fun watch as Zeke is an excellent gamer and I’m keen to see how he fairs against Deadwire.[/p][p][/p][p]A link to his Twitch channel is found here [dynamiclink][/dynamiclink][/p][p][/p][p]With the core aspects of the game in what I considered a release candidate state, it was time for the often overlooked and always feared aspect of game development - Quality Assurance. I’ve been working with the excellent team at Universally Speaking to hack, re-factor, find and fix all the bugs in the game. No software is ever perfect the first time out and the process of problem finding, reproducing and then fixing can be arduous but it’s always rewarding. From this a more robust and slick experience has been formed.[/p][p][/p][p]We’ve also been doing a lot of playtesting and tweaking some aspects of the game play and level designs to give a consistent difficulty curve. I’ve always wanted the game to be a challenge, to really test the players skill but I’ve never wanted it to be impenetrable. A lot of the playtesting has identified some spikes and troughs in difficulty, and cracks in the game’s flow. I’ve been working to smooth these out and the result is a more flowing and seamless game experience.[/p][p][/p][p]I look forward to getting more feedback from you when the game gets into your hands. Not long now.[/p][p][/p][p]Shotgun Anaconda https://x.com/shotgunanaconda[/p][p][/p][p]> jackin://ghostwire.node//WIRE.ndl -- end[/p][p][/p][p]
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