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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. As part of this drive, for months I’ve been creating over 100 new items, most of them including new mechanics.
Gameplay testing is done before launching the game to identify and mitigate issues in the game’s design, controls, graphics, and mechanics, to mention a few. 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.
Mechanics that are never quite worth taking advantage of, items that haven’t lived up to their potential, or were later superseded by other options but remained unchanged, or even long-term experiments that were included at some point but never updated/expanded/removed.
Different teams collaborate – writers shape the narrative, engineers discuss technical details, artists align visuals, and developers plan in-game mechanics. Neglecting thorough testing can leave a game unready, even for an Alpha release. Playtesters are vital in finding bugs, glitches, and potential issues.
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?” …alert level xD.
The collaboration extends to game mechanics and gameplay loops, where player feedback plays a crucial role in shaping the final product. As we are still in early alpha, that may change in the future though. “Talk with the players and do lots of playtesting. “Most of the creatures you see are mutants.
, though definitely less so outside that, as evidenced in part by the lower blog activity until very recently :P This trend held in 2023, in fact marking the first time I’ve spent more than twice as much time on building Cogmind rather than doing other supporting work since the pre-alpha days! All your base are belong to us.
Frustrated with the traditional rewarding of slaughter in games, she developed a unique resource management mechanic that discourages unnecessary killing. ” 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.
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