Written by Jo. These thoughts are my own, and are not written on behalf of D-Pad Studio. Meet me and my team at DICE, GDC and SXSW 2017!
You can read this post in it's entierty here.
Post-launch however, we experienced a certain sense of impending doom with every thread, review or mention of
How far did we go to keep up with
| FEATURE | WEEKS | DETAILS |
| Full controller support | 2 | Added tooltips, tutorials, options + extensive testing |
| Wide-screen support | 3 | Redrew assets, re-program camera, test on various screen |
| Achievements | 3 | Integrate Steam SDK, plan challenges, adding icons |
| Online Scoreboards | 3 | Add anti-cheat systems, lobby screens, assets |
| Translations | 4 | Replace all in-game text, find a reliable translator |
| Mobile | 12 | Memory management, touch, get iphone/ipad/android |
| Ports | 4 | Compability, extensive tests on Mac/Linux |
| Console | ??? | Ratings, publishers, devkits, timelines (still on-going) |
Did we go
On the flip side, we became pretty darn
But this is what game-development has largely become these days. The curse/blessing of the
A portion of your playerbase will always want
We kept on working with the feedback - and after we'd implemented our players requests, we saw a boost in sales! Our dedication to improving the game had worked, and we decided it was time to go bigger!
After a good first run, we started working on
> Read Part #3 of this post.
Owlboy is launched! For more info, visit owlboygame.com.