DevLog 02 - Meet the Team, Alpha, and Updates!
[p]We've (all 3 of us) have been very hard at work and wanted to share some updates with those who have been waiting. It's been a bit since we last shared any updates or info - really since we launched the store page - and think now was a good opportunity to share all kinds of news. We thank you for your patience while we're hard at work at crafting a "fun" and interesting experience.We're attempting to give a new and different perspective on the backrooms while having a larger meta narrative regarding technology and it's impact on an individual person. [/p][p][/p][h2]About the Team[/h2][p]This has been a busy year for all of us and this project, and are happy to share a bit of history about our progress so far! This section might look a little long, but I promise you, it's brief in comparison to what we could actually put. Our creative lead/producer/general decider - Daniel "Higashi" Webb - invited two others onto the team in late January - two trusted individuals which make our team of 3 - Alex "Laz" Harris and Dave "Dave" Leeders. We quickly laid out our various responsibilities: [/p]
[/p][h3]Alex's Contributions[/h3][p]What you don't see or hear is everything Alex has been working on. There's several layers to how interaction works - proximity notify with icons indicating that something is able to be interacted with, how grabbing actually connects to the player, collision and how that behaves (I guess you technically see some of the work), as well as the refinement and curing of defects introduced in his absence. Puzzles, and how those puzzles are randomized, the data communication and transportation between the player and other systems (puzzles, game state,the current level, save system, etc.) Everything you don't see/hear (mostly) is what he works on. [/p][p]Alex is a software engineer by trade, and exercises those skills while searching for more permanent work beyond his contract at his current company while supporting the tight-knit team here. Prior to this, he served in the US Navy for 8 years from 2012 to February 2020 (yes, just before COVID exploded), then started his Bachelors in Computer Science, which was awarded to him in 2023. Then, as mentioned before, achieved getting his Masters in Computer science in 2025. He is also able to support at a lower level in C++ and Python where needed and has created a few custom C++ nodes for use in the blueprints. [/p][p][/p][h3]Dynamics And Collaboration[/h3][p]Beyond this, we might do specific dev highlights in the future, but for now, this is where we are. While we each have some high level highlights on how we're working on this project, we all contribute in minor ways to each others specialty in very small ways: Alex does some art sometimes, Dan does sounds, Dave works on systems here and there. A team of this size, we have to (after checking with the owning party of that content) make the changes while the others are busy with life or work. [/p][p]We don't have the luxury of waiting for others sometimes, more so than most game dev studios. We also are usually having a long Discord conversation every night about what we are working on, what we're doing next, and what we've finished. Not because we have to, but because we're actually having fun doing this and enjoy each others company. That said though, it cannot be stated enough, we have to be able to think quick, move quick, and fix quick as we get past our pre-alpha and move into our alpha testing and beyond! On that note... [/p][p][/p][h2]Pre-Alpha and Alpha[/h2][p]We've finally reached a point where we're testing a single level and core-systems for the game and collecting feedback. Now some people reading this might have keen interests in wanting to be part of that process, and we appreciate the enthusiasm, but we're doing strictly friends and family at this time. We will do beta testing eventually, but even that might be very selective. [/p][p][/p][h3]How Do You Test? [/h3][p]You might be wondering then how do we get meaningful feedback if it's friends and family? We are taking a very hands off approach initially during the play through, but have a conversation afterwards discussing key points of the test. First, we start the test with the tester just playing the game, and we (devs) silently take notes about comments they make, and actions they do - very behavioral driven data collection honestly. We want to see how the player plays and to not interrupt them. Admittedly we've found moments in the pre-alpha where we absolutely have to give some minor direction, but it's more so a consequence of not being direct enough with signals being given to the player - nothing specific, but just in general.[/p][p]As we're crafting this story and world we're making in parallel with what's out there with regards to the backrooms, we're learning! Collectively we pull from experience of playing many games, but then saying "how cool would it be if X happened instead of Y" or "how does game X do it?" and giving our best shot to do that same thing. Not 1-to-1 copying, but applying the same philosophy or idea as best we can. [/p][p]Oof... okay, that was a bigger tangent than we meant it to be! But beyond that phase of testing and analysis, we have a conversation with the player about each segment they experienced, and take further notes. We then will process and aggregate the information. Currently, we're just collecting and developing a post-alpha work log for us all to work on... and it's going to be a lot to work on.[/p][p]
[/p][p][/p][h3]How We Are Doing Both Testing Stages[/h3][p]What we've planned is a hard deadline for our alpha testing date to start.Any testing prior to that is our pre-alpha. It allows us to address some of the more critical issues prior to the alpha that just really are things we missed as developers. There's truly a case to be made for people to play-test your game, and we're experiencing it first hand. [/p]
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- [p]Dan - Art/Producer/Creative lead - A very incredibly talented artist and multi-disciplined in a variety of ways in respect to supporting both technical and artistic needs. Supports not only environmental art, but also supports in environmental animations and character based technical art systems. [/p]
- [p]Dave - Sound/Animations - Has been pivotal in getting FMOD working in the project as well as getting animations working for the character and setting us up for success. [/p]
- [p]Alex, systems and world interactions/triggers/environmental controls, puzzles, and general data communication between the world and the player. This is where he could probably go on at length, but we'll get there in this DevLog, or the next...[/p]
- [p]One of the testers suggested adding the flashlight earlier in the game, and it was actually such a great idea, we moved earlier shortly there after. Now,after a series of events, the player will be able to track down and pick up the flashlight before exploring further in the first level. [/p]
- [p]Another found a hole in the world by crawling (quite intentionally) into a location where there was definitely blocking collision that should have prevented that... SHOULD being the operative word! This made us realize two things: [/p]
- [p]Take another look at all our collision, and that our idea post alpha on having key milestone checkpoints existing.[/p]
- [p]Saving for our player is super vital. We'd like to have it for alpha, but there's not enough time based on our internal deadline.[/p]
- [p]Wishlist the game if you haven't already! - https://store.steampowered.com/app/3805820/Zangyou/[/p]
- [p]Have your friends wishlist the game too![/p]
- [p]Adding a game to your Steam wishlist is actually incredibly powerful and can really help a game go a long way.[/p]
- [p]Join the Flicker Point Studio Discord - https://discord.gg/mn9JRqbbZ9[/p]
- [p]Follow us on Twitter - https://x.com/FlickerPoint[/p]
- [p]We're on YouTube too - https://www.youtube.com/@FlickerPointStudio/[/p]