Total Time – 27 hours
Deep Playtesting – 4 hours
Bugs – 10 hours
Publishing – 12 hours
Producers Work – 1 hours
4 Deep Play Test Sessions
- 2 Bugs Found
- 1 Design Issue FoundAverage Game Completion Time: ~30 Minutes
- Treachery ~ 5 minutes
- Greed ~ 8 minutes
- Heresy ~ 16 minutes
Modified the issues list to reflect the new bugs
But overall from the experience they were having a lot of fun! The deep play testers appreciated the changes we made from when they last played it to when they played it now!
Squashed 28 of the bugs/fails from the QA list and Issues list
Text and Dialogue
Greed State Locks
Modifying Lighting/Textures/Importing Assets
LUT Files + Post Processing
Building and packaging bugs were halting the progress of the game development. Multiple solutions were found online, it was discovered it was an SDK out of date and a c++ compiler issue which was corrected.
“Brisbane Byte” Game Magazine
Contacted a company that publishes a magazine about independent developer projects and they accepted my request to be featured within the next issue.
Contacted Netherworld to confirm our position within the Indie Dev night, have been contacting other groups to advertise the game and the event.
Began using the social media outlets to interact with users with the previously created content and interacting with other facebook groups.
Contacted 8 x Game Reviewers in regards to the press release for the game and gathered their emails.
Created advertising brochures for Netherworld to gather more of a following for the social media and generate some traffic for the game.
Created the Producers Presentation