Big Weekend, Low Spec PC Port Coming
by Jeremy Alessi · 03/09/2008 (9:35 pm) · 1 comments
Full Contact Debate (www.fullcontactdebate.com) multiplied its player base this weekend in large part because of the Mac port. The game is now hosting more than 1,200 players with new users joining by the minute. Reviews of course are mixed but the fact that people are posting about this game on outside forums and even on their own personal blogs is reassuring.
The truth is this game isn't complete and I hyped it up quite a bit to gain attention but the rate at which people are starting to roll-in is a little scary. Luckily the back-end seems solid enough and with a versioning system in place I can fix mistakes and release new builds at will. I knew that having a fail-safe would be the key to making this game a success because there would never be any way I could make this game great the first time out.
Now that the Mac port is out there I have begun porting over to 1.5.2 PC so that I can connect the PC players and the Mac players as well as offer non-shader PC users something to enjoy. I knew going in that a TGEA version would yield the least amount of users but you can't beat the screenshots. Whether I should have taken the road I did using a hype-first usability-second strategy is debatable. I am quickly catching up on the usability front however so I'm not too worried.
In closing, it's been really entertaining to watch people play the game and see what they say. The feedback I'm getting by releasing the game so early and just studying users in a candid manner is amazing. I expect that version 0.002 ( I planned to do 1,000 revisions by version 1.0 :) will be a huge improvement over 0.001 in technical terms as well as content wise. There'll be another locale as well as new secrets in the first locale to keep things fresh.
Look for the low-spec PC port this week.
The truth is this game isn't complete and I hyped it up quite a bit to gain attention but the rate at which people are starting to roll-in is a little scary. Luckily the back-end seems solid enough and with a versioning system in place I can fix mistakes and release new builds at will. I knew that having a fail-safe would be the key to making this game a success because there would never be any way I could make this game great the first time out.
Now that the Mac port is out there I have begun porting over to 1.5.2 PC so that I can connect the PC players and the Mac players as well as offer non-shader PC users something to enjoy. I knew going in that a TGEA version would yield the least amount of users but you can't beat the screenshots. Whether I should have taken the road I did using a hype-first usability-second strategy is debatable. I am quickly catching up on the usability front however so I'm not too worried.
In closing, it's been really entertaining to watch people play the game and see what they say. The feedback I'm getting by releasing the game so early and just studying users in a candid manner is amazing. I expect that version 0.002 ( I planned to do 1,000 revisions by version 1.0 :) will be a huge improvement over 0.001 in technical terms as well as content wise. There'll be another locale as well as new secrets in the first locale to keep things fresh.
Look for the low-spec PC port this week.
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Torque Owner Francis