Greetings from Outer Wilds Ventures! Last weekend we were lucky enough to be invited to Day of the Devs, a free event in San Francisco hosted by Double Fine and iam8bit that lets fans play the best-of-the-best indie games from across the world! We were super humbled to be included with so many awesome games, meet awesome developers & fans, and get to playtest the starting village on Timber Hearth! This dev blog will focus on what we changed leading up to the event & what we learned from it in terms of level design, input changes, art, and tech. Hope you enjoy! Preparation! One of the nice things about showcasing a demo at these kind of events is that it forces us to make our game as presentable and playable as possible. This isn’t to say our build was in disrepair, but when there’s ten months of production in front of us, it’s easy for us to ignore the broken texture of the fire, or the missing button prompts to do X or Y, or that we always meant to replace a certain character model. This was the first demo we’ve created since the game came to Mobius (as the alpha demo was based off of the IGF-winning build). We’ve been making a lot significant progress under the hood, which includes:
And that’s not even including the large additions of level design and artistic improvement we’ve been working on! Knowing that the majority of demo time would be devoted to the opening sequence in the player’s village, we decided to focus on making this as complete an experience as possible.
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