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3.
We completely forgot about localization.
Because of the timeframe, we
decided early on that we would do no in-game localization. It was not required
by the regions that we released in, and as such, we saw the feature as a
time-saving tool so long as it was cut. And cut it we did.
However, after completely
neglecting any sort of localization pipeline whatsoever, towards the end of the
project, as we started doing our Lot Check audit, we realized that error messages
needed to be localized.
These are the messages that tell you that the save data
is corrupt, etc. This threw a huge monkey wrench into our process, because
early on when we decided not to localize anything, we chose a font that had no
special characters in it. Furthermore, our engine had no localization support
in it.
In the end, we used a different
font for the error messages and crammed a localization pipeline into the game and
rushed the error messages. Had we thought of this at the beginning, our error
messages could have used our in-game font, and since we have so little text in
the game anyway, we probably would have just localized the whole thing from the
get go.
Forgetting about localization
until the very end of the project somewhat diminished the game's accessibility
worldwide due to all in-game text being in English only. It also delayed our
project by about one week.
4.
Our amateur marketing efforts, while decent,
petered out prematurely.
While technically not a
development issue, this is one of the things that I believe we did very poorly
with in terms of timing, and it may have affected our sales in the end.
Being that we had no marketing
money and no time to do a "real" marketing campaign, we tackled
something within our means and launched a viral marketing campaign. The video was well-received and led to a
lot of internet buzz, as did the subsequent images
and our CommanderVideo website.
However, for one reason or another, the game's release didn't follow close
enough to the high of that buzz.
Our viral campaign died down
well before the game was released and people shifted their attention
prematurely.
5.
Our bosses were a complete afterthought.
In the original design, there
were no boss battles. Why there weren't seems silly in retrospect, because as a
gamer I love boss battles. Regardless, I chose not to include them in the design.
The more we played the game,
the more we realized that we needed something. However, this realization came
quite late in the project, after all of our other tasks had already been
scheduled.
And due to the small scope of the game, as acting producer, I didn't
want to cut anything in the schedule to make time for the new work we'd have to
do to implement bosses. So, we piled them right on top of the crunch that we
were already doing.
Because we were so far along in
the development process, each boss had to be done in roughly two to three days.
As you can imagine, that doesn't lead to well thought out design, nor does it
lead to enough tuning or difficulty balancing.
In the end, the bosses were
rushed, and while I think they ultimately add value to the game, they
definitely feel rushed when I play it.
What We Learned
Over the course of BIT.TRIP
BEAT's development cycle, we learned our limitations, above all else. We
learned how much work we can actually handle -- or rather, how much is too
much.
We learned to try harder as a team to find the right solutions to
development problems and recognize better when doing something the wrong way is
okay.
We also grew stronger in our determination that working with people you
like and trust (whether it's in the office or with your business partners) is
invaluable.
For the sequel, BIT.TRIP
CORE, we've already done much better than we did on BEAT, but we have also fallen into some
of the same traps.
All in all, though, I believe that there is value in both
success and failure and I have faith that each game we make will be at least as
good as the last, and I hope better.
Game Data
Publisher: Aksys Games
Release Date: March 16, 2009
Developer: Gaijin Games
Platform: WiiWare
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