Behind the Dice: Lessons
[p]Hello everyone!
It's been a while since we've met on another Behind the Dice - we've been busy busy getting the game shaped up and ready for launch! We're less than a week away, can you believe that?? We're still pinching ourselves over here. It's been such a fun journey and we've been so happy to have you along with us, supporting us, leaving reviews and feedback - the whole deal!
And on that note, this week we asked the devs: What are some of the biggest things you've learned through the development process of the game?[/p][p][/p][p][/p][p]It's an endless list really, especially as this is our first independent game we have been wholly responsible for. I think the most useful stuff for us going forward usually falls into one of two camps: things we don’t like doing, and things we are bad at. [/p][p][/p][p]Being acutely aware of your own shortcomings is important for something like this I would wager, we know better where to spend our time and what to seek feedback on. We also know for the future how to develop titles that can avoid much of what we dislike, as well as where we should outsource talent for specific skills we lack. [/p][p][/p][p]There is also a very long list of lessons we’ve learnt about best practices, technical aptitude and production, but I think these are things everyone would learn on a first time project like ours.[/p][p][/p][p][/p][p][/p][p]Some fine lessons if you ask me - and also some hope for another game maybe? 👀[/p][p][/p][p]Let us know your excitement level on a scale of 1-10 for the Dicealot launch - I give myself an 11[/p][p]
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It's been a while since we've met on another Behind the Dice - we've been busy busy getting the game shaped up and ready for launch! We're less than a week away, can you believe that?? We're still pinching ourselves over here. It's been such a fun journey and we've been so happy to have you along with us, supporting us, leaving reviews and feedback - the whole deal!
And on that note, this week we asked the devs: What are some of the biggest things you've learned through the development process of the game?[/p][p][/p][p][/p][p]It's an endless list really, especially as this is our first independent game we have been wholly responsible for. I think the most useful stuff for us going forward usually falls into one of two camps: things we don’t like doing, and things we are bad at. [/p][p][/p][p]Being acutely aware of your own shortcomings is important for something like this I would wager, we know better where to spend our time and what to seek feedback on. We also know for the future how to develop titles that can avoid much of what we dislike, as well as where we should outsource talent for specific skills we lack. [/p][p][/p][p]There is also a very long list of lessons we’ve learnt about best practices, technical aptitude and production, but I think these are things everyone would learn on a first time project like ours.[/p][p][/p][p][/p][p][/p][p]Some fine lessons if you ask me - and also some hope for another game maybe? 👀[/p][p][/p][p]Let us know your excitement level on a scale of 1-10 for the Dicealot launch - I give myself an 11[/p][p]