Posted June 11, 2019 by Mathis Nowak
Week 10 Release
After some final polish, the game is finished and fully playable! So, what does it feature? Let’s go on a train journey through its design and features.
Every project can be separated into multiple pieces and those pieces in even smaller crumbles. In the case of ours, we had a lot of different mechanics that could be tested individually, but had to fit that puzzle together. The first third of the project was spend on exactly that, building the separate pieces. (Movement, aiming, asset destruction, shooting, wagon movement, ...) After a couple of weeks, this led up to a proud moment, when the pieces fell together. And although it was cool to see it all working in conjunction with each other, that didn’t necessarily mean that it was fun or balanced yet.
As we continued the project, unreal became more familiar and the pipeline got smoothed out. We got a lot better at estimating how long tasks would take. On top of this, we also started to function more as a group, working closer together as artists and programmers. We met up an additional time each week to go over what we made, on the spot implementation or adjustments to things we made with multiple people behind the same computer screen. As well as playtesting, adjusting balance or collectively writing down feedback for directions we could take.
During the third part of the project we separately took part of a game jam. During which we quickly discovered that starting a new project for the second time around went a lot smoother. Coming back together after, also provided us new insights which were directly implemented in this game.
From that point onward we polished our game, working mostly on player feedback and visibility, leading up to what is downloadable and playable on here.
Wouter, Jens, Sammy, Benjamin and Mathis
The Terror Trains Team