Recently I have seen a couple of games on Steam which are completely story driven and follow a strict script.
My original idea with The Analyst was to have the player play in an 'infinite sandbox' mode of sorts and maybe later on add a story mode, but upon rethinking my approach I realized The Analyst has much more potential to deliver a great and unique story to the player.
Before, I was worried The Analyst would not be interesting or engaging enough, but now I can see the answer to my dilemma is to add an interesting story-playthrough the player would feel engaged and involved in, instead of just endlessly solving problems and repeating tasks.
My working schedule so far is to finish the new mechanics/improvements I plan to deliver for Galactic Lander, which in my opinion takes priority over The Analyst because it is already on the Steam store. Once I am done with my improvements for Galactic Lander only then would I be free to continue my development for The Analyst; and most importantly adding the story mode I think the game so desperately needs.
I have decided to put The Analyst on hold, there are a couple of reasons for this decision.
Although I might continue working on The Analyst in the future, for now development on the game has ceased completely.
The good news is that when I will have the time again, I plan to begin development on a better, much more exciting and new game which should be more unique and fun than The Analyst.
As always, stay tuned!
In my two previous games released on Steam, Space Fighters and Galactic Lander, I have taken an approach of running a closed-beta giveaway prior to the game's release on Steam, and then finally publishing the game on Steam as planned.
This time, however I plan on doing things differently. Seeing as The Analyst is a unique game with a different playstyle from most other games, before publishing it to Steam I want to be certain that it is actually fun and playable; as is the whole point of a game.
In my two last game releases I have already planned to publish the game regardless really of how the closed-beta giveaways would work out. This time it's different. Depending on the feedback I get about The Analyst, I could either decide to go on to publish The Analyst, or trash it, and therefore intentionally throwing away months of hard work I feel passionate about.
Interested in taking part in the closed-playtesting stage? Keep an eye on my Twitter to be notified of when it begins.
My new challenge is figuring out how intelligence gathering would actually work in The Analyst. Gathering intelligence in order to stop terrorist attacks is the whole point of The Analyst, and so it's important for me to get this right.
I have had a couple of ideas so far
The more things an informant does, the more experience he eventually gains and therefore the more important he becomes.
I would like to take advantage of my new comments system and ask, if you have a unique idea or just want to make your voice heard, feel free to leave a comment! I read everything.