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3. The Map Editor
The map editor in Showtime, which enables players to
create their own performance venue and show it off to their friends, is
probably one of the game's defining features.
It was powerful enough
for us to use in creating the actual levels for the game, making it very easy
for us to change a level if we felt it was unbalanced. Rather than having
Desmond redraw an entire level, level designers could use the map editor on
their own to move things around.
This saved us countless hours of time and
streamlined our development process. By making it easy and fun to use, our tool
also became a great added gameplay feature, thus killing two birds with
one stone.

Fig 5: This early version of the
map editor shows collision data for each prop.
However, if we could
magically choose one more feature to add to the game, it would be map sharing. Many players of our game would
also agree, judging from feedback.
We would have loved to include the
ability to share user-created maps online but we had the choice of either
shipping a stable product on time or putting in a completely new feature that
would have required much more testing on multiple networked systems.
In addition, the networking
capabilities of XNA are currently designed for multiplayer gameplay and
not for sharing files between peers. This made the feature rather difficult to
implement within a short period of time and we understood we had to make
sacrifices to meet the Dream-Build-Play deadline.
We had an additional time
constraint in that many of our teammates were scheduled to begin their
mandatory military service soon after the development period!
4. Testing and Being Willing to
Change
Testing was key to ensuring that
our game provided the player with a good gameplay experience. We carried out
two different types of testing: systematic QA testing, to ensure that the game
was as stable and as bug-free as possible, and gameplay testing, to ensure that
the game was fun to play.
The systematic QA testing helped us identify bugs
after we made any changes to the game, as many bugs are easy to miss without a
test plan to flush them out.
Gameplay testing was critically
important; at the end of the day, it's not about making a game that the
developers wanted to play, it's about making a game that the players wanted to play.
Understanding that important point, we constantly brought in people who had not
seen the game at all. They would play through the game and we would collect
their feedback. Using their observations, we could identify what players
liked or disliked, address those issues and make the necessary revisions.
Once
we made those changes, we would go through the testing process again to ensure
that those changes did indeed have a positive impact on the overall experience.

Fig 6: Another GAMBIT team
checks out our latest build as we get ready for a testing session.
Like many teams at the start of a
project, we had what we thought was a fantastic idea, and we began churning out
code and assets to get our game going. Halfway through production, tester
feedback showed us that the game just wasn't fun.
We scrambled to save the
concept by tuning certain mechanics and making drastic changes to the core
gameplay, but unfortunately after still more testing we realized that our basic
idea just wasn't cutting it.
Since a lot of work had already
been put into the game, we were reluctant to change it. However, we
gritted our teeth and decided to revamp the entire game. Fortunately, that
decision made Showtime into what
it is now. If we had stubbornly opted to iterate on the old idea in small
steps, Showtime would have failed. It
was a painful decision, but we were not afraid to listen to our testers'
feedback and overhaul the game to make it fun.
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You are not alone in making the mistake of failing to support lower-end displays as sadly it is all too common today even with more experienced developers. I have worked with developers on several projects and continually spoken to them about this yet in the end the standard def display was always vastly inferior and not just in resolution quality but also in usability. Then these same teams are shocked when they get knocked for that in reviews and user ratings. Good on you for recognizing the lesson and striving to do better.
The art issues with HD and localization were only recognized near the very end of development, several months after the Dream-Build-Play competition, when we were packaging the game for release on Xbox Live Community Games. The game was feature and asset complete by that time.
Of course, now we know that we should test our games on multiple regions and resolutions as early as possible. The XNA community can help out in this regard, since Microsoft has introduced a system for developers to submit time-limited demos for playtesting. It's not as rigorous as final review submissions, but it does give you access to a large pool of players from different countries with different screens.