How the delay improved Brand

As promised yesterday, here’s a status update!

When Brand was delayed due to a small inconspicuous bug, we didn’t only fix the bug in question and wait for a new release time. Besides, I doubt that releasing the game in the middle of December would have been beneficial to our sales. So we decided to use this as an opportunity to polish the game way beyond what we could have done without the extra time.

The game’s performance were significantly improved and we fixed a lot of minor issues that would have appeared in the released version. We also re-designed some of the menus as they weren’t optimal (my bad, I had underestimated the complexity of this aspect during the design phase, good learning experience). We also did a lot of work on the overall presentation of the game. Obviously, we concentrated our efforts on the gameplay first and anything else wasn’t a priority. However, it meant that our menus were static and although they were functional, they weren’t very appealing. So we added some much needed life by adding some life and movement on still images, with pulsating cursors, rotating cogs, glowing light sources and even flying birds (not sure how that came to be, but now there are flying birds in the Village’s background). Although superficial, we feel that this attention to details will help Brand stand out as a more complete package.

Speaking of which, there is another option that we added that would have missed the release without the delay:

Yep, we added avatar support! If you would rather play as the default character, you can still play as him and he is the default option.

I’m probably forgetting some stuff but that’s what we’ve been working on in the last few weeks, but that should give you a good idea.

Oh and we’re almost halfway toward our objective in our RocketHub campaign! Thank you so much for your support!

Before you ask, no announcement for a release date yet!

    • Ryan Thomas
    • December 20th, 2011

    You guys have GOT to release tasks for us to do with the finished sword as DLC!!! :) The most fun we’ll have in the entire game is playing with our final sword–the more we can do with it, the longer we’ll play.

    • That’s a very valid point. I can’t make any promise, but I hope we’ll have enough sales to support the game and add such content.

        • Ryan Thomas
        • December 20th, 2011

        Very glad to hear it, and I’m looking forward excitedly to the game! The fact that you’ve chosen to make a game like brand, and your commitment to making it the best you can, makes me believe it’s way more than worth any wait :D

    • Jérôme Fortier
    • December 21st, 2011

    Rajoutez un Battle mode!

    • On en a parlé, mais il faut encore voir si c’est faisable.

        • Ryan Thomas
        • December 21st, 2011

        Well, if it’s possible to leave the game open to adding a battle mode after release, I’m sure us fans will figure out a way to make it happen with mods. And if one of our mods is good enough, you can release an official, polished version :)

  1. December 20th, 2011
  2. December 29th, 2011

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