We’ve moved in our new office 2 weeks ago and things are going great.
The two new designers have joined the team and we’ve started thinking about the new version of the game.
Our new office is becoming better and better but there’s still a lot to do before it’s completely finished.
When it’s finished we’ll share some proper pictures but you can see some of it already on our Instragram page.
I’ve mentioned several times that we have two new designers.
They might introduce themselves in the near future but here you have a little information about them.
Marc (game designer)
Marc is a veteran in game design, he has worked on a lot of big titles for big companies.
He was looking for something new and exciting and decided to join our team.
Two weeks ago he moved from America where he used to live to Amsterdam to work in our new office.
It took a little to get a work permit the past weeks so he couldn’t work yet but now that he has he’ll design the new version of the game with us.
His role in the team will be mostly game design.
Jelmer (UI/UX designer)
Jelmer has a lot of experience with making user interfaces.
In the past he did a lot of freelancing and he has been art director for a game company.
He has a lot of ideas to make CF better and together with Marc he’ll design a lot of things in the game.
Along with the UI/UX design he’ll also do a lot of side tasks and he’ll be the art director.
He’ll also help me out with community management because he and I both enjoy doing it.
However, he’ll mostly focus on social media and such but he’ll post some more about that later.
We’ll hire more developers, a marketing guy/girl and maybe even an artist in the near future.
This is the team right now. (Marc, Jelmer, Geert, Jos [Rojoss], Pim [Sojabird])
In the past weeks we haven’t worked a lot on the prototype of the game.
Here’s a quick summary of some small things we’ve done.
- Improved the head/cape rendering so it moves over the line perfectly.
- Added an offline mode so we can prototype new ideas easier.
- Added local players so we can prototype offline with multiple players.
- Started on client side collision for better prediction and prototyping.
If this makes it in the final game it’ll make it so powerups and such can be predicted, this basically means that when you pick up a mega hole it’ll immediately activate instead of having a delay like it does in CF3.
Most of the work we do now is designing the new version of the game.
We all have a lot of ideas and it’s going to be a big challenge designing the new game.
There are a lot of points that we have to think about and we wanna make sure we’re doing it right.
Luckily we have two new experienced designers in our team, and they have great ideas for the game.
The main objectives we have is to make a game that has the core elements of CF but way more content.
You should be able to play CF for years and still have things to do.
We’re mainly brainstorming right now for new ideas out of the box.
Unfortainly we can’t share any of this because 95% of the ideas will probably never make it in the game.
We just wanna gather a lot of ideas and then go over them to think about them why they could be good and why not and then try to combine ideas to design the new game.
We’ve also started ‘paper’ prototyping ideas to find out what makes the game more fun and what works out.
We’ll continue brainstorming and then we’ll try to combine ideas to start designing the core elements of the new game.
During this time we’ll also continue prototyping different ideas.
Some ideas might be paper prototyped while others might be programmed in the current prototype version of the game.
In the end we hope to have a design set on paper but this is probably gonna take another month or maybe two.
The next state of CF update will probably be after we’ve finished up the design unless there’s more to share.