105 - Mid-mortem

Developer diaries about creating Neverending Nightmares.
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matt
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105 - Mid-mortem

Post by matt »

In this video, I talk about some of the things that are going right and wrong at this stage in the project.

-Matt Gilgenbach
Lead Frightener at Infinitap Games
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gagaplex
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Re: 105 - Mid-mortem

Post by gagaplex »

Short but high quality sounds good, although I have to ask for the "mid-mortem" status on the branching paths. I ask because those would presumably without the need for a lot of new assets allow for much higher replay value and so on. While the game/one run may be shorter on the whole, what's the news on the branching paths plan? :-)
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JPrice
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Re: 105 - Mid-mortem

Post by JPrice »

Glad to hear that some of the things that you worried about the most (I.e. Monster encounters) turned out well! I can imagine that it's tricky to fully nail down things like that :D

Also there's some interesting things you shed some light on with the perspectives. I can imagine if left unchecked it'd end up being a real head scratcher hahaha. Glad to hear that you're focusing on quality over quantity as well, too many times I see games that pad themselves out just to reach a substantial length without ever really making that extra content interesting to play. Having a more unique and tighter experience is definitely a plus in my book!
"Always look on the bright side of life"
Check me out on Steam if you like! - http://steamcommunity.com/id/JPrice321/
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matt
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Re: 105 - Mid-mortem

Post by matt »

It's hard to say exactly how the branching paths will turn out. I am hesitant to say what my plan is because I can't promise it'll turn out. I suppose I could be coaxed into revealing my plan if everyone promises to not hold me to it at all. hahahah

We are trying to intelligently reuse content to make the branching paths interesting without a huge amount of work. I don't want to reveal my plan for that because of... spoilers!
-Matt Gilgenbach
Lead Frightener at Infinitap Games
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