![]() ![]() ![]() It has way too many separate parts that are very hard to coordinate. The complexity of our current system is way too high. Trust us, we learned a lot from the many mistakes. Knowing how to do things right usually requires having done it wrong before. We really want to start over, having learned hundreds of lessons, to make Supraball the game it deserves to be. Given all these circumstances Marenz and I (David) decided to release it as it is. We now have a game that can be played very well and is a lot of fun if you take it seriously, but it is far from being a polished experience. We're maybe disapointing some players with this, but please read on! In the long run it will be better this way. ![]() The UDK engine that we use limits us so much, that it's bordering impossible to debug a lot of problems and our motivation to go on like this is near zero. We've been working on this for exactly 7 years now and we worked our way into a corner that we see no way out. This is now the release of Supraball and not quite what anyone has expected. ![]()
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February 2023
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