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Concept and Design Reviews Before we start coding, it’s important to review the concept and design carefully. Our experienced testers work closely with game designers and developers to examine every part of the game’s concept, mechanics, and user interface. Now, in the beta stage, real players get to try the game.
stable release with a fifth beta snapshot! alpha builds , we're trying to release 3.5 beta builds every other week to ensure that new features can be tested, bugs can be reported and bugfixes can be validated. and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). Like with 4.0
Game concepts: In this phase, some of the questions asked are - What will be the genre of the game? Concept Art: Concept art shows how the characters, objects, buildings, and areas will look. Concept Art: Concept art shows how the characters, objects, buildings, and areas will look. What is the time frame?
Beta 11 was a huge milestone in Cogmind development, having completed a comprehensive review of all items and their stats and mechanics in order to rebalance where necessary, a process I wrote about in detail last year. items” that was chosen back during alpha when it was first created. Lots and lots of fun.
The difference can be with either an innovative gameplay concept, or an art style that was not seen before in a game. Otherwise, this is the key step to secure investment for the whole game (or until Alpha). Developing until Alpha. until you hit the Alpha stage. 2) Alpha is great to get funding.
The first part of this so-called “Great Utility Update” began during Alpha 12 with a few fundamental mechanical changes, but since then the project remained on the to-do list until 1) even more content was added to the game, and 2) we collected more info about what items people were and were not using, and why.
For independent studios, creative marketing strategies like crowdfunding and early-access Beta releases play a crucial role. The proof of concept is crucial, helping decide if the game is feasible, its cost, team size, and timeline. Neglecting thorough testing can leave a game unready, even for an Alpha release.
Garrisons were originally added to Cogmind in the months after the first Alpha release in 2015 (see an overview here ) as an optional location for players to visit, adding a unique extra dimension to the world to answer the question “what if I infiltrate these things where many enemy squads come from?”
I sorta covered high-level process before, albeit more in a technical sense than a philosophical one, in an early article on Cogmind’s alpha release cycle. The new Heavy class added in Beta 11 makes quite a point of signposting itself because of their extreme effects on the local area. Difficulty.
There is technically a third category serving special purposes, one that after many years is once again growing as part of Beta 11. In its first year of Alpha builds Cogmind gained two such varieties of what we could call “intermaps,” in the form of Waste and Garrisons. Storage and DSFs do, however, share a color theme.
Now, that moved to beta, then it's moved to Alpha, now it's moved to first playable. Now it's moved to concepting. And they were about to build a game around the concept of Amazon of Atlantis until one of the engineers said, Guys, you've got it all wrong.
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