Hey guys, I’m Ross. I have a strange job that involves wearing a lot of hats, and recently just involves a lot of hats. I’ve been with the gang since Unrest, usually handling scripting and level design. I also edit together most of Pyrodactyl’s trailers with the same technology I use to play Terrible Terrible Video Games (Glass Houses – Ed.). I’m here today with some insight into the latest update for Good Robot, and hopefully our thought process as game designers to boot.
With QA teams that number in the ones of dozens (baker’s, if you’re exceptionally lucky), esteemed indie developers like ourselves soon become incredibly adept at one crucial step of the modern video game creation process: making mistakes. But perhaps more notably – making mistakes and fixing them quickly. It’s in this spirit that I present you with a commented list of the major changes this time around.