Highest Rated Comments


ElChipacabra3247 karma

A lot of it is fair. We lack a lot of variation in the game: in levels, enemy types, and written events and those are areas that we seek to improve the game to add longevity to it and hopefully make it a better game.

ElChipacabra189 karma

How did you separate the tasks/manage the project code?

As far as dividing tasks goes, it actually wasn't that hard and we both gravitated towards things that we liked. Fortunately, we like working on vastly different things and it just worked out. We used Perforce for source control and it has been amazing.

Did you plan everything beforehand or was it more like a wing-it type situation where you refined the idea on the go?

Since this project has been two other, rather different, projects over its lifetime, there was a fair amount of winging it from the beginning. As we drew closer to release, we became a lot more organized as a team. We started using Trello to track our issues, discussed major changes together prior to making them.

What was the hardest thing you had to work on?

Two things, APEX cloth and building destruction. Trying to get those right requires a lot of patience (which is not my strong suit).

Also, thank you and good luck

My pleasure—Thank you for being interested enough to comment!

ElChipacabra100 karma

No, you cannot.

ElChipacabra69 karma

Closed. I'll need all of my mental faculties to try to ignore the feeling of beard on my face.

ElChipacabra61 karma

Thank you for that. We kind of are as well, but I think they bring up some valid points. I agree with you, looting can be tedious. Did you know that you can destroy houses with loot inside and it awards essence? I don't think we ever called that out in the tutorial.