Looks like summer’s found its way back. The weather is great, the birds are chirping, which puts us in the right mood for working on Chasing Aurora!
If you’ve always wanted to work on a project like Chasing Aurora as well, this might be your chance. We’re currently looking for a helping hand that knows C/C++, is already experienced in coding for consoles and wants to spend about two months on our team! Only one drawback (besides the rather short project time) – no remote work possible. We’ll need you right here with us at the office. For better communication and the occasional table soccer session. Contact us if you’re interested.
Six more passionate and patient testers came by for further user tests. We prepared eight new game mechanics, each in its own level, to find out a few interesting things. And interesting they were! With every new test we not only learn more about our game but also about the testing process itself. One thing we need to keep in mind is to find “fresh minds” for our tests. We’ve noticed that players who have already played a previous version of the game or know someone who has played them, already have certain expectations, which heavily influence the test results. Other than that, the test results this time were very informative.
The game test was a perfect excuse to build a few more levels and come up with fresh ideas. More woodland creatures came into existence, as well and Clemens, our amazing artist, is working on even more, as we speak. Beware the colorful boar! On the technical side, Martin started generalizing our graphics system to work on even more platforms and Peter is nearly finished with the animation editor. At the same time, Jan added several layers of sound to the game and Christof Dienz, our sound designer, provided us with even more sound samples, which are finding their way into the game as we speak. There’s still a lot to be done, but the atmosphere is finally there. We can now feel the final game, and so can our players.
Clemens is also currently working on a new demo video and is outdoing himself. We’re quite excited about what he’s created so far and can’t wait to share the final video with you!
We’ve also promised you an AYiM update in last week’s blog post! A quick reminder of what we’ve promised last week:
Modifications that were Wii-only before are now also available for PC and Mac. The Speed modification, which enables you to slow down and raise the game speed is one of them. The other modification stops the environment from turning. Whenever you try and turn the environment, Andy, the player character, will turn instead. Mindfucking the mindfuck here. We’ve also fixed the cheater and crazy achievement, which were broken for a while now.
Martin, Jan and Andy will be going to San Francisco next week to attend GDC. If you want to meet up, please drop us a note!
This week’s achievements: