Friday, June 29, 2012

Reality Sets In (Loc Part 10)

December arrived, not nearly as cold or as snowy as it should have been.

And while the assets for the new UI system had been completed the functionality portion was not. We all knew that there was no way for us to ship. So we said tentatively, let’s shoot for the end of the semester. At this point Marguerite suggested Kickstarter. I spoke about this earlier here.

So we entered our spring semester full tilt. Our senior production game had survived the round of cuts, leaving our game and four others left. Once again, we had a split focus but we realized that we needed more than just a game to be a company. We created a facebook page, a twitter account, a website, and Marguerite made this gameplay video for Loc.

http://www.youtube.com/watch?v=h3Kd9E9czuk

And then suddenly March arrived and Marguerite and I flew out to San Francisco, stayed with a friend of hers and attended GDC. Wow was that an experience. So many dev’s in one place it was overwhelming, but the underlying message we felt was that now was the time be an Indie.

We returned and Loc development went into overdrive. Every week we had a wholly new build that was just steps beyond the last one. We were probably working more on Loc than our school project. Within a month, just one month, we finished…

The game was release on April 4th, 2012, 11 months after we started.

During that last week we had a weekend testing day, where we invited any and all to play the full experience. We wanted to identify any lingering problems, which naturally there were, but it went smoothly for the most part.

The kids I had been working with all semester came back on a weekend to see us through. Any Champlain EGD student who put in five or more hours into QA for us was added to our credits list. They were an invaluable asset to the team, which ensured a high standard.

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