So much has happened in the last few days and weeks, we kind of lost track of all the amazing things that have happened at the office as well as during development.
The Töchtertag happened at the end of April, which allows young girls between 11 and 16 to spend a day at a technically focused company and get a first impression on what they’re doing, what a work day consists of and what’s required to work there. Five curious girls joined us at the Töchtertag and were introduced to the different departments of game development. After that we decided to skip the highly theoretical approach and get to the good stuff – designing and building levels!
All the feedback we’ve received during the last multiplayer test session caused us to re-work some of the elements, change a few others and polish the mode like maniacs. Fiercely, we dove right into the next iteration of the multiplayer and improved the hell out of it.
At the beginning of this week we conducted a few more single player tests, which mainly focused on the tutorial levels we’d created a few weeks ago, as well as the level transits. Five highly motivated testers came to our office to play through the first few levels. This test proved to be highly informative. We made daily changes to test out if a different approach for some of the tutorials would be more fruitful and have finally arrived at a state that is a lot more understandable and intuitive.
To create a more understandable environment and visual language, a few changes in appearance were necessary. Clemens sat down and created new visuals and effects to better communicate with the player. The level transitions have greatly improved, as well as other crucial elements that were previously a mystery to the player.
Meanwhile, Husky, worked hard and relentlessly to make the UI resolution independent. He’s now working on a new UI-related task. Again, relentlessly. He has no pity whatsoever with the UI. Rightfully so.
Yesterday evening we stopped our hard work to open our doors to the special Subotron event. We’ve invited the young and the curious to come by our office and find out more about the development of Chasing Aurora, how the multiplayer looks now, as well as have a few beers, Manner Schnitten and a good time. We’ve had an awesome evening and would like to thank all the people who dropped by as well as Jogi (from Subotron), who organized the event and provided us with food and incredible amounts of beer for this exciting evening.
After yesterday’s event we noticed an unexpected addition to our SCRUM board – the scribble of a duck. We do not take requests lightly and immediately sat down to make our visitor’s wish come true. In under an hour we were able to successfully implement the requested duck. What do you think?