Like any good roller coaster ride, it started out with a lot of excitement and anticipation of what may lie ahead. First some slow parts with small exciting twists. Then a slow painfully climb upwards and that last slow straight part. Your stomach is first to let you know that something is happening. Your brain tries to make sense of what is going on and just when you are starting to enjoy it, it is over…. or that’s what you thought. Suddenly your stomach is screaming again and you find you are also screaming! By the time you get your senses back everything is over.
That is the best way I can describe the last 2 years of developing Delta Quadrant. And wow! Was this last part a rush!
I made a huge mistake when I removed the old tutorial and added in the new graphical version that Rudi created. The first tutorial sector was number 0 and I removed the case statement that handled the old tutorial, but forgot to increment the starting sector number to 1. In all the tests, I had a save game with a higher sector number and everything seemed to work great.
While focusing on testing the steam integration and achievements I completely forgot to delete my save game and test from the first sector.
So I uploaded the build and made it live on steam. Then everything went to hell…. people complained that this game is scam or a joke! I got really angry feedback and with reason. The first sector is just empty with nothing to do and no way to progress on to the next sector.
Realising my mistake I quickly corrected it and with little testing I uploaded the fix. Luckily that worked out ok, there were still some little problems with the first sector, but the main thing was everyone could play.
So again I learned a HUGE lesson. Before uploading a new product for release, simulate the new player’s experience and test the whole first part of your game 100% before making it public.
Wow, what an adrenalin rush! I apoligised for my mistake and explained it. Luckily the players were all really understanding and supportive.
I never really understood the whole indie lesson: Just finish your first game and put it out there.
If you are working on your first game, accept that it won’t be perfect. Because I can promise you that it will never be. I wanted to keep on working and adding to the game and never really felt happy with it. Somewhere in the last 6 months I took the JUST FINISH to hart and I am really glad I did. Sure I don’t have a close to perfect title out, but that is not the point. The point is to make mistakes and learn from it and boy did I :D
All in all I’m really happy. I made my money back which I invested in assets on the unity asset store and a little extra which I used to buy new assets.
With Catch a falling star in early development we find ourselves back in that first part of the ride with all the anticipation and excitement of what the future has in store for us.
Cheers and till later