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The first three years there are Alpha, followed by Beta. Funny enough that was a mere precursor to what is continuing to happen to the other content it was to be a part of (now Beta 13, but soon to be more than that xD). Just this week I streamed the first playtest of that feature, and was pleasantly surprised.
Well, after Beta 11 that’s where we find ourselves now, switching focus more and more to brand new elements that don’t need to adhere to any sort of core content accessibility requirements. There’s already a ton of core content--many hundreds of hours worth. It’s about 800 lines long :P Here “post-1.0”
Gameplay testing , also called playtesting, is the process of having testers play a game to identify issues, collect feedback, and enhance its quality before official release. This ongoing process involves the release of post-launch updates, downloadable content, and patches. What is Gameplay Testing?
Regular software updates, including game-balancing patches and new downloadable content (DLC), keep the game fresh and engaging. Neglecting thorough testing can leave a game unready, even for an Alpha release. Playtesters are vital in finding bugs, glitches, and potential issues. However, there’s still work to be done.
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?”
Content Now that we have the ability for the game to post messages, what do we post? And where does this content go? Back then forums were still one of the most common ways for game communities to interact, and I also wanted to maintain such an outlet over which I had complete control (i.e. The good old GSG forums!
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. Fine tuning.
” Initially conceived as a portfolio piece, the game evolved over a decade with content-heavy, story-driven mechanics. She used it both as a marketing and playtesting tool. . “The main issue why it took so long was I never intended for it to be a commercial product.”
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