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Monthly Archives: March 2015

We’ve been busy fixing stuff and adding polish, and we were hit by more good news. Epic picked us as one of the winners for Unreal Dev Grant this week. That means we are getting $13,000 to help us! This is just amazing!
As for the game, I implemented more of Joe’s effects into the game. He made a bleed effect for the slow lanes, which looks really cool. We then had the idea to use that, and the pixelization effect he had made earlier, to create the respawn effect for the player. We’ve had problems with people sometimes not understanding that they had died. And we wanted to keep the respawn short. The result, a really cool looking fade out and fade in for the character when they died, which clearly gets the message across.yo2jAn I also fixed a problem we’ve been having with our launch tiles, that they feel slow. Instead of having a flat value for air friction, the value now changes based on whether the player was launched, or jumped on their own. This makes the game feel much faster now, which is what we wanted.

Remember how I talked about launching our Greenlight last week? Yeah, we got greenlit. That means 404Sight is coming to Steam soon! I can’t believe it! I’ve been playing games from Steam for years, and now my own game will be available on it! After the downer that was the Intel thing, this is huge! This has boosted the team’s confidence, and we ready to face the challenge of finishing up the game in about one month. We picked April 16th as our launch date, as it is after major releases, is right before a weekend, and gives us time after launch for fixes and patches. This week started off a bit slow, as it was right after GDC, but being greenlit so quickly has boosted our performance. We are now focusing on adding more levels, more art, and fixing everything. We have feature locked now (for reals), and are just working on content and polish. I’m really excited for Steam!

So yeah, GDC happened. And our game broke. Yup, as soon as we started up the game on the first day of the expo, the game crashed. We figured out the problem, which was that Unreal 4.7 had changed the way Unreal handles HTTP connections, and as a result, no internet connection caused the game to crash. Weird, but it happened. We managed to fix it, by logging into our lab computer by using Teamviewer, removing the internet component, doing another build, uploading it, downloading it at GDC, and then getting the build running. That was interesting. Besides that, GDC went well for us, with a lot of positive feedback, and a bunch of new bugs. We also released our Greenlight campaign. The Intel event also happened, and although we didn’t win anything, it was still an amazing experience. Overall, GDC was amazing as always. I experienced a broken build right before a big event, had lots of people play my game, participated in a great event, and had a fun time.