First of all, we want to say a big thanks to everyone who took the time check out Lost Sea and chat with us! It was a really cool experience to show people the game and hear their thoughts. If you came by the booth you probably would have seen me hovering behind somebody, frantically taking notes and asking them questions while they played.
As PAX AUS was the first opportunity for anyone outside the studio to play Lost Sea it had the potential to be truly terrifying, although fortunately for us, it ended up going quite smoothly! Despite some players breezing through areas we considered complex while others struggled with mechanics that seemed simple to us during development, over three days this normalized out and we we're able to identify the more common issues. Being there in person meant we could nudge people in the right direction if needed and, more importantly, allowed us to chat with them to get a clear idea of how we could improve for final release.
Making a build for a public show is tricky because you need to make certain decisions that won't be an issue in the main game. How much time will we limit the demo to? How hard should the win condition be? What enemies should we include? You end up having to make certain assumptions which isn't ideal. When developing a game it can be very easy to lose objectivity as you're thinking about features in the context of a complete game, not how they are at that precise moment in time, which can complicate matters further.
We had two demo units at the show, and they were both occupied pretty much constantly. After some quick napkin maths we estimate that around three hundred people had the chance to play the game. Dan commented that it would have been great to have some sort of analytic tools in the build since we could only watch one station at a time, and as we certainly saw some conflicting observations. It's something we will seriously consider for future events depending on if we have time. I would have really loved a heat map showing how players navigated the island but that's mainly because I think they look cool.
Many people think that being a designer involves skateboarding into meetings, cappuccino in one hand, the other wildly gesticulating and talking in onomatopoeia (It needs more... "SWOOOSH! y'know?!). In reality there are many more spreadsheets and lists. So what we have now is a incredibly useful list of the most common issues and comments we received during PAX, ranging from fairly simple fixes like the wording of tool tips to entirely new features we hadn't even considered. This sort of feedback is invaluable, especially to a small team like ours! If you are working on a game, and you have the opportunity, I would strongly recommend taking a build to a show like PAX.
More pictures and impressions from the Lost Sea crew at PAX Australia can be found on Facebook.Add a comment
Tomorrow we'll be off to Melbourne and are just about to make the final preparations for PAX Australia. If you're attending the event, please make sure to stop by booth INT4 at the International Indie Pavilion. (near door 5 & 6)
We'll have playable versions of Lost Sea and Söldner-X 2: Final Prototype (PS Vita) on display. Meet the people behind Lost Sea and chat about our latest developments or other gossip.
After months hidden away inside our volcano lair, deep inside the jungles of Hong Kong, we are ready to share a first look at our upcoming game Lost Sea, scheduled for a 2015 release on PlayStation 4, Xbox One and PC platforms!
Lost Sea is a 3D strategy action game that takes place inside a procedurally generated archipelago. It's up to you to form a ragtag crew of survivors and explore the surrounding islands as you hunt for the resources you'll need to upgrade your ship and make your escape.
The game is set inside a cartoon B-movie universe, where an otherwise normal individual (you!) is transformed into an intrepid hero after a routine flight over the Atlantic Ocean ends in disaster, leaving you stranded on a mysterious archipelago located deep inside the Bermuda Triangle.Add a comment
We've got some awesome news to share today. Rainbow Moon will be free of charge for all PlayStation Plus subscribers worldwide during the month of October. As part of the Instant Game Collection program, you will be able to download the full version of Rainbow Moon at no cost. This applies to both the PlayStation 3 and PlayStation Vita version.
For a full summary of this month's PlayStation Plus lineup, visit the Official PlayStation Blog.
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