Devlog #001 - JV - What I learn from PAX South 2020 and what we are doing in the Future
Howdy ya'll!
This is Jvthewanderer, the Lead Programmer of Hell's Quandary. This is going to be my first ever devlog about Hell's Quandary.
I want to write about my experience showcasing our game in PAX South 2020, what I learn as a programmer in PAX South, and what feed back did we received from PAX.
My experience from PAX South 2020
Right off the get go there was a lot of folks coming into PAX. We were getting quite a lot of people coming over to our booth just to try our our game. The team was not expecting a lot of people coming over to try out our game. I was overwhelmed with excitement that there are people that want to try out our game and were willing to give us feedback for it.
When ever there was time, I'll walk around the expo floor just to talk to other developers and publishers either talking about their game, talking about the game I making, or just saying "Hi".
Other than that it was fun experience.
What I've learn as a programmer at PAX South
I've learn that I don't want to make game builds during PAX!
No seriously, I don't really want to make builds when there is a game breaking bug in the game. Trying to code while in PAX with just the lead hot spot while trying to push the project to our server is not the experience I ever wanted to do ever again. It just makes it very frustrating when your trying to get something fixed and suddenly while in the middle of pushing the internet drops. I rather give them a working build that doesn't have the latest features than to give them a buggy one. So next time when we do showcase the game we're are going to make sure that were giving the Convention Game build instead of a "Build Game on the fly" build.
What we are going to do now?
We are going to be fixing the major key issues of the game base on the input we receive from PAX South. Issues such as
- The room is too dark
- The game lags when the player walk into the room
- Want to know what the souls can be use for
- Want more weapon feedback when using weapon
- Difficulty Scaling
and these are some of the issue we receive from the people that played our game in PAX.
What we are also going to be doing is really make sure we know what our games is about along with some R&D to really figure out where we want to push out game towards weather it more"Rogue-Like" ( When you dies You go back to square one with Nothing) or "Rouge-lite" ( When you die you come back to square one with Something to Boost your character making it easier on your 2nd, 3rd, Nth Playthrough) .
Ether way Thank ya'll for checking out our development of Hell's Quandary.
-James "JvtheWanderer" Vaughn Jr.
Hell's Quandary
Prepare to go to Hell!
Status | In development |
Author | No Hope Studios LLC |
Genre | Shooter |
Tags | 3D, Dungeon Crawler, First-Person, FPS, Roguelike, Roguelite, Singleplayer, Unreal Engine |
More posts
- Hell's Quandary Pre-Alpha Build Ver 0.2Feb 22, 2020
Comments
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Glad to hear you got valuable feedback, I hope next time you present at a convention things go a lot more smoothly.