We came, we didn't see much, we conquered.
PAX has come and gone and so here we are, giving you a rundown of how we went and what went into the month before. I can tell you right now..it took everything we had to pull it together.
PAX is a large scale event and requires a certain level of professionalism when it comes to presentation. Shirts, Screen borders, badges, business cards and most importantly, The PAX banner. These are all things that come together to create an overall image that hopefully represents your game in the best possible way.
The business cards and badges had already been made so no problem there, but the rest...well the rest needed to be pumped out, and quick.
We had some pretty rad shirts last year, only problem was the quality of the product itself was poor. We wanted someone local to take care of it this time. Someone we could talk to and get to know. That person was good ol’ Damo from Nature Park in Weston, ACT.
These are the things we stick on the side of our computers to offer a little more information on the game like the title, the studio, our snapchat (very important!!) and so on. These didn't take too much time to whip up and the final result was a good time.
The PAX Banner:
A controversial subject, as the final image did split the team a little, with good points both for and against. However at the end of the day the lack of time won out and we stuck with it.
The response at PAX however was very reassuring as people continued to say how much our booth stood out amongst the crowd.
Of course I'm sure there were people who thought it was crap but they didn't say to our face so they don't count!
As far as actual game development goes, during October the final grey box level was being finished up and that turned out to be easily the most competitive and funnest level so far! We’re getting a much better understanding of how to push players around and really present players with opportunities to be a bad arse ninja.
The combat had to be improved pushing our programmer to the limits. The result of all that hard work was improved hit detection, an awesome ‘sweet spot’ charge attack that allows players to score one hit kills, and my personal favorite, SHURIKEN.
Of Course all the above needs a little polish to push the competitive side of game play but right now, the game is feeling super fun and fairly tight.
The end result of all this hard work was by the time Halloween had rolled around our eyes had burnt right out of our skulls, our hands more resembled claws akin to little T-Rex arms, and our crooked spines would make Quasimodo jealous.
Worth it? Well in a week's time we’d find out.
While PAX only goes for three days ending on a Sunday, GCAP starts on Monday meaning for developers the entire week is a booze fueled blur of meet and greets. Of course we all learn a lot from GCAP and you meet amazing, important people all week...but by the third day you are exhausted. And then its PAX.
As this is our second year in a row showing off at PAX the novelty of the event wasn't as hard hitting. meaning we could leave our giddy, nervous excitement at the door and jump right into it, game face and all.
For the entire event, it was nonstop. So many people got to play our game and a sizable few came back to play again. It was an incredible feeling seeing the same faces return time and time again, sometimes bringing their friends to check out the “Black and white ninja game”.
With all the amazing contacts and friends made, the humbling and nerve wrecking interviews, and the incredibly positive response from the crowd. I sit here in the aftermath and confidently state that; PAX 2016 was a success.
So what now?
After a few days to recuperate we sat down and planned out the rest of the year.
We need to continue keeping a few secrets but what we can tell you is that soon, some new gameplay footage will be released and spread across Youtube, Facebook and right here on our website.
Before we attempt to jump to center stage in the next few months this is probably a good time to just thank you guys for all the support we received at PAX. Your excitement and kind words have really made so much of the hard work worth it and will continue to push us even in the toughest times.