Game
Starfire
11 years ago

The Future of Starfire


Hey everyone!

Starfire has been going along very VERY nicely. I’m genuinely proud of the current version of the game, and I’m happy with how it plays (for the most part, more on that later) to the point where I feel like I can back off some. What I mean is that I want to persue other games, maybe do some game jams, knock out some more one shot game dev experience, and generally git gud. I can’t do that if I’m working on only one project; so Starfire is going to move aside for some more doodly things. I feel like I’ve earned it at this point.

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So whats gonna happen with Starfire? Well, I’m not really sure. At the moment I’m planning to add variety still; add levels, tweak gameplay, so on so forth. One thing that I really want to do is add an actual campaign, but that’s something that will happen way in the future if at all. I’ve been working on Starfire for 6 months, which in Dev terms is fairly short. I’ve also been sort of sprinting most of this time. All that’s gonna happen is I’m gonna slow down with Starfire some.

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One of the things that I wish I could get right is the agile fast gameplay. The problem I’ve been facing with it is that I have to strike this very delicate balance between fast paced play and comprehensible play. The main problem is that, at the moment, if I make the game fast enough to where I want it to be, playtesters have no clue at all what is going on, and can’t get a fix, because they haven’t had the training I’ve had. When I slow it down to their level though, they quickly get bored. I might be able to fix it, but we’ll see. This is probably what I’m gonna be playing with the most in the coming weeks. Once I get myself nice and happy with that, I’ll move on to the rest of the game. Maybe.

We’ll see.



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