Weekly development-blogs from now on until the start of the "closed" playtest scheduled towards the end of november
From now on you will have the opportunity to get some insights in the development-progress of Software Company.
I want to start this weeks edition by announcing the closed playtest at the end of november.
This will give me the opportunity to test the then up-to-date version of the game together with the players and take the feedback into the future steps of the development-process.
More on that coming up here of course, but also keep an eye open for the button on the shoppage, where you can sign up for the playtest, once it is available.
Further i want to give you a weekly insight in the current "to-do" things during the development of the game.
This week is all about the research & development part of the game , internaly also known as the "skill-tree".
Because what better way to call and design it, in a game where you develop videogames, then the famous skilltree we all know and love from multiple RPGs, right?
I don't want to spoil too much of course, but all in all you can describe the system like the following:
- The different research-sections are devided in different parts. Right now in engine features, gameplay features and genres&themes.
- Every part gives you different areas to develop new things, like in this small example:

The different options available to you vary depended on the progress in the game (aka what year it is), your former design-choices and individual dependencies of the elements among each other. (You cannot design a highly-advanced 3D-Grafik, if you haven't at least spend SOME money and time on the development of lesser technologies for example).
-When and what you research is all up to you. Just keep in mind, that employees, who are in the process of developing some new technology might be mssing in the development of your upcoming game. Or you maybe hire some employees just for developing new stuff? It is up to you.
- In reviews of your released games, it will be taken into account, if your used technologies are up-to-date or completely outdatet, as well as if the chosen elements fit your chosen genre. A jump'n run game, which can only be played with a pistol-controller will most defenitly not get the best reviews.
I hope you enjoyed the little insights in this weeks devblog. Next week i will keep you up to date how the development of these system worked and if there where any changes, as well as a new insight in the upcoming weeks workload.
Feel free to share your thoughts, ideas and impressions below this article. I always look forward to new input and feedback.
