Blog Post #7

B E T A

Our journey between Alpha to beta was certainly an interesting one, that went by a lot quicker than most of us realized. there were a lot of things that we knew that we needed to add, and there were some things that we didn’t realize we were going to need until beta was rushing in on us.

Our journey between Alpha to beta was certainly an interesting one, that went by a lot quicker than most of us realized. there were a lot of things that we knew that we needed to add, and there were some things that we didn’t realize we were going to need until beta was rushing in on us. One of our major focuses for beta was to get all of our puzzles and levels into the game, as they were not all completely there by Alpha. there were definitely still some bugs by beta that we weren’t able to fix, but we did have our two main puzzles into the build. Unfortunately we didn’t realize that the door between the first puzzle and the second puzzle wasn’t working so we couldn’t show off the second puzzle as easily. Luckily, most everything was in the build and there weren’t too many things to change moving forward, mostly just small tweaks and bug fixes.

We were satisfied that we reached our goal of getting puzzles into this vertical slice, as well as large enough levels for players to be able to experiment with the movement and its lack of gravity. in terms of our development plan, we pretty much had everything technically in that we wanted to, with exceptions being an animation or two, and a few bugs. However, we did experience a little bit of crunch in the days leading up to when Beta was due. The transition between design/art heavy work came a lot quicker than we realized, and we definitely could have prepared more. The programmers had a lot of work to do in a small amount of time, and in the future we will definitely focus on giving them all the support they need so that they’re not scrambling at the end. One of the major things that we have been talking about is to try and give the programmers as much support as we can, if there’s something that we can do to help them (create/fix assets, add something, etc.), our goal is to have that have a quick turnaround time so they can continue working as soon as possible. For example, if someone needed an extra asset for a menu, we'd put making one at the top of our to-do list.

Having a few people test and continuously having roasts provided by the Rad Magpie team has been very helpful in showing us what we’ve done right, and what we need to edit and polish moving forward. We believe that we’re in a pretty good place where we are, and that we won’t be insanely crunching to have a finished vertical slice for the end of this project.