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Hi folks! We’re thrilled to announce the official release date of Road Not Taken! It’ll be coming to the Playstation 4 on August 5th, 2014 and the PS Vita later this Fall. To celebrate this announcement, we’ve put together a new trailer! This one is a bit, er, unusual. You might need to have lived through the late 80s or 90s to really get it. ;-)
PAX East is nearly upon us! We will be there, and for the first time ever, be making a playable demo of Road Not Taken publicly available for all to enjoy!
This may have triggered a wee bit of panic in our studio.
Suddenly, all the little bugs we’ve been ignoring demand attention. That crash that occasionally happens during the first mission? Must-fix! Slow loading times? Speed those suckers up!
Lately, we’ve been doing a ton of playtesting of Road Not Taken, particularly with fellow game developers. (If you’re ever looking for brutally honest feedback, other game developers are a good place to start.) In general, the feedback has been pretty positive: people love the game’s basic mechanics, art and audio. But one big issue repeatedly crept up in many of our playtests: people weren’t sensing the depth of the game and weren’t feeling a strong sense of progression. This post is all about how we’ve been fixing that.
In previous blog posts, we’ve talked about the procedural system we use to create the enchanted forests that serve as your proving ground in Road Not Taken. This system is what makes Road Not Taken a fun game to play repeatedly, and — as with any good roguelike — you’ll need to play Road Not Taken many times before you’ve stumbled upon every interesting object and creature lurking in the forest.
As we’ve mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. That is, you get a completely new experience every time you venture into the forest. When designing a game like Bioshock or God of War, a designer must hand-select the placement of every corridor, every object, and every enemy in the game. With Road Not Taken, we’re not hand-selecting anything. We spend our time creating interesting objects and enemies, and then carefully defining the probabilities of when and where you will encounter them.