Brand new platforms, and hazards have been added to the game such as explosive crates and slippery barrels you can roll into your enemies! Background elements have been color graded and so that they no longer compete for attention with the action taking place in the foreground. Several art assets for our jungle level have been updated or remade from scratch to bring the quality up to par with our new streets stage release. The daytime theme can be played by progressing to the end! This new night theme is now the default first stage from the character select. It's very exciting to bring this design back after a long wait, as this setting holds major relevance in the upcoming BBS comic pages! Long-term fans of our work may remember the original BBS prototype way back in 2015 which had a stage that looks much closer to this than the other new levels we have been creating. Each stage consists of 5 modular rooms, each with their own layouts and challenges. If you are growing worried that you will not be able to meet your monthly goals, aim smaller and see what you can achieve in a day! If you are still struggling to get anything done, please contact me so we can find a solution and possible alternative.Fans of the original BBS prototype demo will enjoy this update! Our stage design has had a major makeover, ditching the maze levels and bringing back a more linear platforming experience. Our ultimate goal is to make a great game that is both fun to play and fun to develop. We want to show utmost respect to our supporters, meaning we need to remain accountable and honest when we are not working on the game. If this behaviour repeats for the full month, payment penalties reduced responsibilities may become necessary. Performance evaluations will be made for staff members who are sporadic or disinterested in progressing game development for more than 2 weeks. It is vital that we report meaningful progress to our fans either via a build update, or via hype package that discloses what we have achieved every 4 weeks. We earn our crowd funding budget at the start of each month by the generosity of our Patreon supporters. If we need to break a promise due to a disruption in our schedule, it's respectful to let the team know that you will not be available as soon as possible, so we can make the necessary sacrifices that month and disperse the workload more evenly. Maybe we need to cut up that intimidating task into smaller pieces that are easier to swallow.Ī game is developed one small bite at a time!īite off exactly as much as you can chew per week, nothing more! It's important that we make real promises to contribute to the project each week, building trust and confidence. If you find yourself avoiding your frog for more than a week, please contact me so that we can work on a solution! As the clutter and chaos in our build decreases, it will become easier to finally eat that pesky frog that has been plaguing your mind! If there is a difficult task that is causing procrastination for you, consider smaller frogs you can swallow that aren't as intimidating that still makes meaningful progress each week. Game development is a big frog that can be eaten at the start of a day or first thing when getting home, so that we can be rewarded with relaxation at the end of the day where our brains start to lose focus and the energy tank hits empty. I find what keeps me motivated even on a bad day is to keep a daily journal and schedule. We are dedicated to make your experience working on BBS as smooth and stress free as possible, making compromises and shifts in schedules to best accommodate your emergent needs. Life sometimes throws a mean curve ball that can derail your productivity and the motivation to continue. Making a game is tough! There are going to be periods of burnout, frustration and low self-esteem.
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