Growing up as a fan of games, I was always appreciative of a Game Development Company that communicated well. I thought it should be a requirement for companies to frequently communicate as it gave a clear roadmap of the game's progress and development and shared what to expect. I now have a newfound empathy for companies that do NOT do blog posts or frequent communications, and a newfound respect for those companies that DO maintain frequent communication.
Communication about progress is so important. Not only does it help maintain an idea for anyone funding or keep interest high in a game, some part of it also helps keep the developers on track. I personally have struggled to meet the standards I used to hold others to. Not only is it a lot of work that goes into a project, but other life events were filling my time as well, and I failed to prioritize. It's been a learning experience and I'm confident I can improve, if not at the very least gain some consistency.
Over these last two months, Thwip has seen it's ups and downs. We've had to cut much of what made Thwip, "Thwip" in order to ensure we're pushing out a functioning product at a promised deadline. Classes will not be available on launch, Team Deathmatch is now Free for all, and a lot of our infrastructure of the game had to change. This all being said, I think all these things are good for Thwip in the long run. After July, more focus can be put into really refining the base of the game that we made and bring a lot of content in the future, so we're excited about that. We've also learned a LOT through these last four months. These lessons will be invaluable to Thwip, to any other games we want to work on, or any companies we bring our talents to one day.
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