Live Playtest of Fading Suns: Noble Armada

Developer Diary 1

It’s always scary to debut your game to new eyes. We want the feedback and criticism, yet are afraid of it at the same time. What if there really is a bug?

Time to turn on the anti-negativity shields, don the rose-colored spectacles, and rush into the fray … or at least turn the game over to testers. On Nov. 14, the Georgia Game Developers Association hosted a playtest of games made by its members. Attendees got to try out Brush Up, Elemensional Rift, Super Seducer … and Fading Suns: Noble Armada.

You can check out our demo of the game here: https://youtu.be/hVxR6eRvYb4

We got some great feedback. While we feel our UI is intuitive, we know it is not the industry standard. In most RTS games, you select a unit, select a space on the board, and your unit moves there. Select an enemy unit, and yours attacks it.

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My Dragoncon 2017 Schedule

Got my Dragoncon schedule.

10 pm Sept. 2:  Hilton Room 208-209
Virtual Reality/Augmented Reality: How Crazy Can the Future Really Get?

We are just scratching the surface of virtual reality, augmented reality, and immersive tech. Zombie games, Saturn voyages, military exercises, 360-degree movies: That’s just the beginning of a universe of applications. What are the possibilities of mixed reality tech, and what do we have to lose? David Maass, Andrew Greenberg

8:30 Sept. 3: 10 Rules for Dealing with Police Encounters, Hilton Room 208-209

Knowing and asserting your rights along with common sense can greatly improve the outcome of any police encounter. Documentary by flexyourrights.org. A question and answer session will follow the film. Andrew Greenberg (Moderator), Kara Chappell

Livestreaming Your Way to a Better Game, Part 1

For years we developers had it drummed into our heads to never allow public scrutiny of a game until it was ready for prime time. The (warranted) fear is that negative previews can haunt a game long after it launches, no matter how good it becomes.

Livestreaming has a similar dictum – if you want to build an audience, play the best games, not buggy piles of cow flop. Most game livestreamers are fans of the products we develop. They want to livestream because they enjoy playing these games and want to share the fun with their friends. Why would anyone want to livestream an unfinished game, much less one that might be horribly broken?

We should want this thankless role. By we, I mean the ones making the game – the developers and testers who have to hunt down all those wonderful bugs about which people like to make snarky YouTube videos. After fans began livestreaming their games, developers followed suit, finding this an excellent way to build a community and spread the word. We also began finding other advantages to livestreaming.

One of the newest, and still least recognized, plusses to livestreaming is the role it can have in quality assurance. For those of you who don’t know, quality assurance is the fancy term for hunting down and squashing software bugs. Most developers and playtesters work in quiet environments, focusing on gameplay, creating hypotheses of what should and shouldn’t work, testing these hypotheses, and screaming in frustration when the game refuses to cooperate. Okay, we only rarely scream then. More often, we scramble to pick up pad and pen, jot down some notes, and begin detailing the bugs in our spiffy bug database.

  1. Ease in Recreating and Communicating Bugs

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