Game Dev Q&A Panel: The story of our first game and what we've learned.steemCreated with Sketch.

in #gamedev6 years ago

To top off my coverage of our time at Metrocon just last month, here's the full panel!

If you ever wanted to learn more about the team, or our projects, or inspirations, it's all in here. Since it's a bit long I'm going to include timestamps for each topic of discussion, so feel free to jump around if something piques your interest (also in the YouTube description if you want that nice auto-jump feature):

00:00 - Introductions
03:03 - Q: “Why start on iOS?”
04:31 - Question for the audience: “How many people here have tried making a game?”
05:38 - Q: “What engine / development software do you use?”
07:58 - Andrew on what he looks for in a game engine.
10:11 - Pro-tip from Andrew: online multiplayer is not easy to make!
11:08 - Q: “What language did you use on the server-side?”
14:02 - Q: “Is this your entire studio?”
14:48 - Story on how Karl joined the team.
18:19 - Q: “How hard is it getting published on big platforms (like Steam / Switch)?
20:46 - Q: “What sort of references / easter eggs are you planning to put in the game?”
22:12 - Q: “Will the game be pre-registered on the Google Play store?”
22:53 - Q: “Since Nintendo is known for being ‘copyright happy’, do you ever worry about that?”
24:46 - Gabe on the benefits of working on a “spiritual successor” game.
26:05 - Q: “Did you have a specific design philosophy in mind while making the game?”
29:15 - Karl & Gabe on finding help / resources online
30:41 - Q: How do you stay focused on one idea without splintering into other projects?”
31:06 - Andrew & Gabe share details from Super Plexis’ early life as an RPG
33:08 - Karl on the benefits of working with a team
34:21 - Q: “What were your biggest development problems?”
36:35 - Oops! GoPro battery dies here, switch to iPhone camera mode (mostly audio)
38:14 - Karl on the importance of being willing to learn new things, listening to feedback
41:35 - Andrew on “being your own customer” as a creator.
43:09 - Q: “What methods do you have, while working on something, to know if it’s actually good?”
47:28 - Q: “How do you handle player feedback / complaints?”
50:06 - Q: “Are there plans for future character-based content?”
51:05 - Q: “Will the game be Mac compatible?”
52:21 - Q: “Will there be more added to Adventure Mode?”

We had a great time (and much bigger turn out than our first panel two years ago!). Also had fun testing out our 360 camera which I used to edit this together... that is until the battery died and had to switch to an iPhone.

If you have any additional questions let me know if the comments, I'd be happy to answer them.

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