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Naila

Compulsion Team
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Everything posted by Naila

  1. Hello, I would suggest contacting Microsoft customer support to help you with this. They will be more suited to guide you.
  2. Hello! Long story short, they are coming soon! The soundtrack is done and will be distributed soon via codes on Backerkit and the art book was just completed, it will follow as soon as we have the digital version ready.
  3. We Happy Few 1.3 - Hotfix Platform specific versions: Windows: 1.3.70168 PS4: 1.3.70168 Xbox: 1.3.70173 Patch Summary The first post-launch binary patch for We Happy Few addresses progression blockers, limited performance issues and crashes. A larger content update will be available soon, addressing performance optimization and other issues. This hotfix is available now on the “patchpreview” beta branch on Steam for those who want to try it early, and will be pushed out to everyone once our internal QA has signed off on it (tomorrow, if all goes well). Pending their approval, it will be submitted to console certification early next week. All Platforms • Sometimes, the “Rise” prompt was not shown when your character respawns sitting on a bench. Now it will be. • In rare cases, the keys required to complete the I Sing Body Electric and Ex Cathedra encounters would not spawn. This occurred when the player was spawned too close to the NPC when loading a saved game in a very specific situation. This issue is resolved for all new players, and players with saves currently experiencing this issue have been given the keys to continue their progression. • Using a bobby whistle in a crowd of Wastrels will no longer freeze the game. • Fix crash in physics simulation. • Fix crash on exit (crash when quitting the game). • Fix crash in media framework (returning to the main menu very quickly after saving). • Fix crash when applying some status effects. • Fix memory leak in status effects. May result in minor performance improvement by reducing HUD performance impact over time. • To help with debugging rare world generation issues, the player’s world seed has been added to the pause menu next to the build number. • Version number increased to 1.3. PS4 only • We have added a guard to prevent the PS4 from saving the game while it is low on memory to prevent the system from classifying these saves as corrupted. This issue can still occur with other crashes, but the number of corrupted saves should be substantially reduced. • Unfortunately this issue is due to the PS4 automatically flagging “crashing while saving” as data corruption, regardless of actual corruption. As a result, we are unable to restore “corrupted” saves. We apologise to all players who lost progression as a result. PC only • Changing anti-aliasing options had no noticeable effect. These options are now correctly wired into the graphics settings.
  4. This thread addresses issues with the game not installing, not launching, crashing, freezing and poor performance (low FPS, low graphics quality, input lag). We apologize if you are experiencing any of these issues, we hope that this FAQ can provide you with some help. IF YOU EXPERIENCE CRASHES ON PC: First, we suggest updating your graphics card drivers. We recommend manually uninstalling your drivers and reinstalling them from scratch as sometimes drivers do not install properly over existing installations. The most recent drivers can be found here: Nvidia http://www.nvidia.com/Download/index.aspx AMD http://support.amd.com/en-us/download Verify Integrity of Game Cache (Steam): The Steam download may not have completed successfully which can cause the game not to launch or crash. How to Verify Integrity of Game Cache: 1. Open steam 2. Navigate to Library 3. Right-click on We Happy few 4. Select ‘Properties’ 5. Select ‘Local files’ 6. Select ‘Verify integrity of game cache…’ 7. Steam will verify the game's files - this process may take several minutes. If you are still encountering issues please send us a ticket at https://gearboxsoftware.zendesk.com/hc/en-us/requests/newwith the following information: - PC Specifications: 1. Press Windows + R 2. Paste: dxdiag 3. Press enter 4. Select ‘Save All Information…’ 5. Attach dxdiag.txt to email - Save Data: 1. Press Windows + R 2. Paste: \Users\%USERNAME%\Documents\My Games 3. Press enter 4. Select 'We Happy Few' 5. Right Click on 'We Happy Few' and select 'Send to' > 'Compressed (Zipped) folder' 6. Attach We Happy Few.zip to email ======================================================================= IF INPUT OR OTHER STRANGE CONFIGURATION ISSUES ARE OCCURRING ON PC: It's possible old configuration data is causing this issue. Could you try the following (Note: this will reset your game options to default): 1 - From your Windows desktop, press the Windows key + R together. 2 - Type in \Users\%USERNAME%\Documents\My Games\We Happy Few 3 - Delete the 'Config' folder 4 - Launch the game This will clear your configuration files which might be causing incompatibility issues between versions. ======================================================================= IF THE GAME DOES NOT APPEAR TO LAUNCH WHEN RUNNING IT: 1 - From your Windows desktop, press the Windows key + R together. 2 - Type in \Users\%USERNAME%\Documents\My Games\We Happy Few\Config\WindowsNoEditor\GameUserSettings.ini 3 - Change the following settings relating to fullscreen to 2: LastConfirmedFullscreenMode=2 PreferredFullscreenMode=2 FullscreenMode=2 If any of these lines do not exist in the file, add them. 4 - Save the .ini file and close it 5 - Run the game 6 - Once in-game, goto Options > Graphics and choose your desired fullscreen options ======================================================================= IF THE GAME IS AUTO-DETECTING THE WRONG RESOLUTION OR THE CURSOR IS MISALIGNED: 1 - From your Windows desktop, press the Windows key + R together. 2 - Type in \Users\%USERNAME%\Documents\My Games\We Happy Few\Config\WindowsNoEditor 3 - Open: GameUserSettings.ini 4 - Change the following strings to the desired resolution: LastUserConfirmedResolutionSizeX=1280 LastUserConfirmedResolutionSizeY=720 This will change the resolution of the screen that the game auto-detects. 5 - Once the values are changed, save the file and close it 6 - Right-click the file and check "Read Only": this will prevent the game resetting the changes you've put in the file once you run the game. Doing so you should be able to play the game with that new resolution while also fixing the cursor positioning. ======================================================================= IF SAVE DATA IS BEING DELETED OR NOT BEING CREATED: It's possible anti-virus or other programs running on your computer may be blocking the game from saving. If you have a third-party anti-virus program, could you try disabling it or adding We Happy Few to it's exceptions list? If that doesn't work, we'd suggest reviewing what programs running in the background may be causing this. We've had similar reports in the past and it was usually a third-party application such as Comodo Internet Security or other similar programs. Another thing you could try is running the game as Administrator. If that doesn't work, please try the following: 1 - From your Windows desktop, press the Windows key + R together. 2 - Type in \Users\%USERNAME%\Documents\My Games and press Enter 3 - Right-click the folder called 'We Happy Few' 4 - Goto Properties > Security tab > Edit (change permissions) 5 - For your user account, un-check 'Deny' on everything This should ensure the game has read/write access to the save folder. ======================================================================= IF HDR IS BEING ENABLED WHEN IT SHOULD NOT BE ON PC: 1 - From your Windows desktop, press the Windows key + R together. 2 - Type in \Users\%USERNAME%\Documents\My Games\We Happy Few\Config\WindowsNoEditor\GameUserSettings.ini and press Ok. 3 - Inside that file, there should be a setting for "bUseHDRDisplayOutput". If it is set to true, switch it to false (i.e. bUseHDRDisplayOutput=False). 4 - Save the file and launch the game ======================================================================= IF YOU ARE STUCK IN THE BUTCHER’S BASEMENT AND CAN’T USE THE LADDER: If for some reason you can't use the ladder or the butcher isn't spawning, try the following: 1 - Goto Options > Developer Cheats > Ghost Mode ON 2 - Fly back up into the house 3 - Disable ghost mode 4 - Climb back down and put one item in the locker 5 - Take the item back out and run to the hiding spot 6 - Sneak past the Butcher and take the ladder back up ======================================================================= IF YOU HAVE LOW FPS AND CAN SEND US PERFORMANCE INFORMATION: Could you try the steps listed below to log some performance information? This will give us a better idea of what's happening: 1 - Load your game and press ~ to open the console (this button is usually found beneath the Esc key) 2 - Type: stat dumpframe and press Enter 3 - Type: profilegpu and press Enter 4 - Type: stat dumphitches and press Enter 5 - Play the game long enough to experience the lag you described 6 - Type: flushlog and press Enter 7 - Quit the game 8 - From your Windows desktop, press the Windows key + R together. This will bring up the “Run” dialog. Type in \Users\%USERNAME%\Documents\My Games and press Ok. 9 - This will bring up a File Explorer window showing the directory where the game stores its local data. You should see a folder called 'We Happy Few'. 10 - Right-click on the 'We Happy Few' folder, select Send to and then Compressed (zipped) folder. 11 - This will create a zip file called 'We Happy Few'. On your system it may be called 'We Happy Few.zip' depending upon your settings. If you can’t tell the two apart, look at the “Type” column and note the zipper on the icon of the compressed folder. 12 - Send the compressed zip to: support@compulsiongames.com ======================================================================= IF YOU ARE EXPERIENCING GREEN FLICKERING ON SCREEN: This issue is caused by the Windows 10 Creator's Update interfacing badly with Nvidia's drivers, and occurs across all Unreal Engine 4 games. To solve this, you can either: - Change the resolution inside your game, or - Right click on your desktop -> Nvidia control panel -> set default colours as "Nvidia settings" rather than "Windows settings". This option will solve the problem across all UE4 games, and here is a video tutorial showing you how: YouTube™ Video: Pubg & Fortnite green flickering lines fix! (no driver rollback) Views: 50,853 fix green flickering lines on pubg and Fortnite ======================================================================= IF THE JOLLY BROLLY ISN'T IN YOUR PNEUMATIC STASH You'll need to contact Microsoft/Sony/Steam support. If none of this works, submit a ticket here and our support team will get back to you as soon as possible: https://gearboxsoftware.zendesk.com/hc/en-us/requests/new ======================================================================= IF YOUR ISSUE ISN'T ADRESSED HERE Submit a ticket here and our support team will get back to you as soon as possible: https://gearboxsoftware.zendesk.com/hc/en-us/requests/new A hotfix is coming very soon and a bigger one will follow soon after. We appreciate your patience.
  5. Hello, Valve is currently approving the soundtrack on Steam, it should be available within a few days.
  6. Hi, We are working on patches for all consoles and PC. Never implied nor said we wouldn't support a specific platform. The game was created before Microsoft even entered the picture. We love games and creating them, we don't believe in any console wars. Thanks ❤️
  7. Hello, Can you look in your purchased history? If the game isn't there I would suggest calling Microsoft support so they can verify you bought the game and hopefully reinstated it. Can you also submit a ticket here? We will do what we can to resolve it https://gearboxsoftware.zendesk.com/hc/en-us/requests/new Cheers,
  8. Hey, Sorry you experienced those bugs. We are aware of them and are working on a patch right now.
  9. Hey all, Yes we are aware of those on the consoles, we are working on a performance patch right now. No ETA on when it will drop yet.
  10. Hello, The Jolly Brolly is coming very soon! It will be delivered in a system message to all Game Preview owners.
  11. Hello, It seems like the Jolly Brolly is coming very soon! It will be delivered in a system message to all Game Preview owners.
  12. That seems correct, you need the day 1 patch which should be there at any moment now
  13. Hi everyone, We’re thrilled to share the first details about We Happy Few‘s post-launch content! These will not be available at launch but we wanted to give you a little taste of what's coming. Sandbox Mode This free update will add an infinite mode, set in a world that you can customize as you wish (larger, smaller, more dangerous, less food, more Wellies, etc). You will be able to customize some of the rules of the game, including choosing to play as a Wellie (Wellie Mode!). This mode will bring back the systemic, sandbox world showcased in the early days of We Happy Few. Also in the works is the We Happy Few Season Pass! Included in the We Happy Few Deluxe Edition, the Season Pass includes three different stories set in Wellington Wells: Roger & James in: They Came From Below! Precocious Roger and Impetuous James set off in search of adventure and love, only to uncover bizarre technology and a terrifying new threat. All is not as it seems. Or is it exactly as it seems? Lightbearer Heartthrob, artist, and personal trainwreck, Nick Lightbearer is Wellington Wells’ most celebrated rock star—but what truly makes him tick? Tune in to Uncle Jack’s late show to find out. We All Fall Down Much like any well-worn happy mask, all societies develop cracks in their veneer. But that doesn’t mean you should go digging up dirt from the past. Right? *pops a Joy pill* Right! The Season Pass is currently only available as part of We Happy Few Deluxe Edition, but will be available for purchase separately upon launch. Compulsion Games
  14. Hey everyone! PC players may have noted that pre-orders are not currently available across all digital storefronts. To remedy that, we've worked with our partners at Steam and GOG.com to offer the pre-order bonus and discount for the entire weekend following the launch on August 10. The 15% discount and Jolly Brolly weapon will be available from launch until 11:59pm PT/2:59am ET on Sunday, August 12th. We Happy Few launches August 10th, if you don't want to miss the bonus window you can add the game to your wishlist on Steam! Compulsion Games
  15. Hi everyone, Ever since we revealed We Happy Few’s introduction at E3 in 2016, we have had many questions about the music and soundtrack in We Happy Few. This is something we have kept quiet and very close to our hearts for a long time, waiting for the right time to reveal it. Today, we are excited to finally talk about it and the amazing musicians behind the original soundtrack! First, if you’ve seen our trailers, you’ve also heard a different kind of music, something similar to a boy band out of the 1960s. And you would be right! We put together a tailor-made boy band to pay tribute to the swinging sounds of the ‘60s specifically for We Happy Few. The band is called The Make Believes, which may sound familiar to you if you’ve played our Early Access and followed the adventures of Nick Lightbearer. Just like we did with Uncle Jack, we wanted to work with local artists, so our audio partners Signal Space suggested we work with several musicians based here in Montreal. We are delighted to introduce the members of the Make Believes: Murray A. Lightburn - Lead Vocals, Guitar, Bass (The Dears, thedears.org) Brad Barr - Lead Vocals, Guitar (The Barr Brothers, thebarrbrothers.com) Andrew Barr - Drums, Percussion, Backing Vocals (The Barr Brothers, thebarrbrothers.com) Patrick Watson - Lead Vocals, Keyboards (patrickwatson.net) These guys are huge names in the Montreal and Canada scene, and separately they have created astonishing music going back a long time. Together, the Make Believes songs are unique, captivating, and something we’re very proud to be able to reveal. We want to encourage everyone to check out their other music as well, because frankly, it’s awesome. Second, we have the gameplay score, composed by Nicolas Marquis. We first worked with Nic on Contrast, and we’ve loved working with him again on We Happy Few. Nic is responsible for all the beautiful atmospheric music in our game, from the ambient music in the Garden District to underground music and other 60s inspired tracks . He wrote the procedural music that we use during suspicion and combat, and when you’re on or off Joy. Basically, all of that good minute to minute stuff is from Nic. He also wrote two blog posts on his music process, inspirations and about the authentic 1960s instruments he used while composing, which you can check out here and here. Nic also composed our stingers and a few cinematics. Third, we have cinematic music composed by Jon Licht, who helped to make sure that the emotional tone of our cinematics was just right. His was the latest and last contribution to the music, once we finished up our cinematics and were ready for scoring. These don’t make much sense without the dialogue and SFX, so you’ll have to experience them in-game (and not in the soundtrack). The digital soundtrack is currently available for purchase at the Gearbox Store and it comes bundled with a couple of digital goodies such as ringtones, 4k and phone Wallpapers. This bundle will also be available on Steam at launch. As for physical copies, the only one available is the vinyl that comes with the Time Capsule. We are really excited to share the soundtrack with you all. Like everything else in the game, it has been crafted with care and love over a long period of time, and we hope you’ll enjoy it! Compulsion Games
  16. Thank you so much! The worst has passed for us (fingers crossed!), we had it pretty bad a couple of weeks ago but it is reasonable now :)
  17. Hi everyone, We are less than a month away from launching the full game! We are really excited as this means we can finally start opening up a bit more about the characters, the world and the soundtrack. Starting with this newly released trailer! Always Be Cheerful: The ABCs of Happiness. Today we also revealed the wonderful actors behind our main characters. Alex Wyndham is Arthur Hastings. Charlotte Hope is Sally Boyle. Allan James Cooke is Ollie Starkey. Katherine Kingsley is Victoria Byng. And last but not least, Julian Casey is Jack Worthing. We are incredibly lucky to have all these amazingly talented actors on board for the wacky journey that is We Happy Few. We cannot wait for you all to discover them! Thank you all again for being with us from the beginning. It isn't the end yet Compulsion Games
  18. Hi all, After considering our appeal to get We Happy Few reviewed for classification, the Australian Classification Review Board has decided to allow the release of We Happy Few in Australia! We Happy Few will be rated R18+ in Australia. We are extremely pleased with the decision of the board and excited that our Australian fans and new players will be able to experience We Happy Few without modification. We want to thank everybody who got involved in the discussion, contacted the board and sent us countless messages of support. Your involvement made a huge difference. Compulsion Games
  19. We are still in discussions with them.
  20. Hello, 1. We will no longer go through crowdfunding but we'll continue to look for opportunities to take care of our earliest KS backers. 2. and 3. We do not know yet. That's a question for Microsoft. 4. Yes; our discussions indicated we would retain our creative freedom.
  21. Naila

    New forums

    Hey all! I am back from E3 and can finally dedicate my time to the forums. I see we still have some spam, I will look into it asap. We are also getting used to the new forums
  22. Hi everyone As many of you may know by now, yesterday the Australian Classification Board chose not to classify We Happy Few, effectively banning We Happy Few from sale in Australia. We are looking into it, and have asked for more information on the decision. To our Australian fans, we share your frustration. We will work with the ACB on the classification. If the government maintains its stance, we will make sure that you can get a refund, and we will work directly with affected Kickstarter backers to figure something out. We would appreciate if you give us a little bit of time to appeal the decision before making a call. We Happy Few is set in a dystopian society, and the first scene consists of the player character redacting material that could cause offense to “society at large”, as part of his job as a government “archivist”. It’s a society that is forcing its citizens to take Joy, and the whole point of the game is to reject this programming and fight back. In this context, our game’s overarching social commentary is no different than Aldous Huxley’s Brave New World, or Terry Gilliam's Brazil. The game explores a range of modern themes, including addiction, mental health and drug abuse. We have had hundreds of messages from fans appreciating the treatment we’ve given these topics, and we believe that when players do get into the world they’ll feel the same way. We’re proud of what we’ve created. We would like to respond to the thematic side of We Happy Few in more detail at a later date, as we believe it deserves more attention than a quick PR response. In the meantime we will be talking to the ACB to provide additional information, to discuss the issues in depth, and see whether they will change their minds. Compulsion Games
  23. A Shelter for the Player The first issue we faced was that it’s very hard to control a tutorial when in a procedural world. It’s much easier to start somewhere controlled, so we decided to implement an introductory area. In Arthur’s playthrough, beginning with the Kickstarter builds, the player started in a shelter - an underground area that the player was always safe in. At first we started with small pop ups giving the player tips on crafting and how to get out of the shelter. Fierce debates raged inside the team as we argued over what was too much hand holding, what was really necessary, and we decided to err on the side of caution. However, as with many debates, reality had other ideas: most of these were overlooked and dismissed by the players. We experimented with different looks and wording, but in the end realised that we would need to introduce concepts more slowly, and one by one; effectively requiring players to learn the basics in order to move forward. As we progressed and observed players’ behavior, we created many variations of the shelter. In today’s version we have a much bigger shelter that introduces the player to combat and basic mechanics. We also tried creating small tutorial quests, but the procedural world made this difficult - new players would easily skip those (by simply not noticing them or choosing not to engage) and become frustrated later on when they didn’t know how to craft, or manage their needs. We tried small tooltips, but it turns out most players just ignore those completely - we now have a very few full screen pop ups because we had no other way to train the most important parts of the game. The good news is, these seem to be working and aren’t overly intrusive. However, after almost 2 years of working on it, all of this just wasn’t enough. Players still didn’t understand how the stealth mechanics worked, or the combat, or how to craft items (something that is still an issue in the Early Access game). Even today, we still get tweets saying “I still have no idea what to do in this game after 2 years”. And in most cases this is because of the procedural world. So, we bit the bullet. In the end we decided to create a custom tutorial island - the famous introductory tutorial zone that we began work on in November last year. A Hand Made Island The tutorial island sort of came in because of unanimous feedback of people struggling a little bit to understand how our world worked. We had received the feedback that the core mechanics were tough to grasp during Early Access, but we also began receiving feedback that players didn’t get introduced well enough to the world itself - and in particular who the wastrels were and the rules of this part of the game. It felt like their motivations were hard to understand and the world was overwhelming because of how much you had to learn quickly. The only way to address this properly was to craft a unique island with a fixed layout, which allowed us to slow the teaching down. The good news is, this allowed us to craft the experience to not feel too much like a tutorial and more like a way to ease the player in the world and still be curious about it and wanting to know more. The custom layout allowed us to properly pace each new element we presented to the player, and give players time to get curious without being set upon by hordes of people. Combat and Stealth One of our big challenges was designing an area where we would teach the player combat and stealth. It was a bit difficult to satisfy everybody on that front. The art department wanted organic caves and the level designers wanted more like a bunker aesthetic that would allow us to teach players stealth more conveniently (pillars, crates, barrels are pretty easy cover options and are recognizable later on during the game because we use them everywhere). We often juggle realism versus gameplay needs and sometimes it might seem simple to come up with a level but can get very complicated. In the end, we reworked this area constantly over a period of 4-5 months before everything finally fit into place. One advantage of this was giving us a controlled environment to also polish our mechanics - if it didn’t feel right in the tutorial island, then it probably wouldn’t feel right across the rest of the game. Both stealth and combat have undergone substantial review and improvement since the last Early Access update and we’re very happy with how they’re working! Soon It took many, many tries for us to get the tutorials right. The introduction to a game is crucial in setting the tone for the rest and in keeping players engaged, so if a player is frustrated in the first hour of your game, they will most likely not play the rest of it. Likewise, something that is obvious to you or us will absolutely not be for a new player, which is why user research is so important. We learned a lot by observing playtesters, which includes many of you who streamed or recorded your first times playing - it’s a very big way that the community contributed to the game. It helps break us out of our bubble, where we are so familiar with our mechanics that sometimes we can’t see when things aren’t introduced well. You guys will have the opportunity to experience this very soon. We appreciate many of you have been waiting a long time, and this work was a big reason why we delayed the game past April - to make sure the first two hours introduce the world well enough that you can enjoy the story for what it is without struggling to craft a lockpick. Today we are happy to announce that with are really satisfied results and we cannot wait for you to experience it. Thank you all for reading, for contributing, and for showing us how to be better developers. We’ll see you all in Wellington Wells very soon! Compulsion Games
  24. Hi everyone, Before we dive into this topic we have a small announcement: today marks the end of our retrospective journals, and regular Friday updates, as we move into the big picture marketing campaign for the release of We Happy Few! For 2.5 years we’ve been writing weekly journals, every Friday, to share the development process behind We Happy Few: what the team has been working on, why we are making the decisions we’re making, and describing the evolution of the game. Open development was the name of the game: to help Kickstarter backers (initially) and then the wider community to keep in touch, but also to help provide a behind the scenes look at how games get made. As we approach the release of the game, things have been getting hectic here in the studio. The last few months before a launch are the busiest time for a studio, both in development and in marketing. We wound up our regular development weeklies a couple of months back, as we started focusing on bugs, and now it is time to finish up with the retrospectives as well. This will be the last regular Friday update, effectively saying goodbye to the weekly journals we’ve been posting since July 2015! Fret not, we are not abandoning you! We are still here answering questions, chatting about the game and posting announcements. However, we will soon enter our final marketing and media campaign phase, which means among other things, a lot of traveling to meet with the press and showcase the game, and less time to write. If you don’t already know all you want to know about the history of We Happy Few , feel free to reach out! We will remain as active as ever on social media and the forums. We’ll still write the occasional blog post, as we go through the usual marketing phase most games do, but we’re also going to get started with the usual fun things like trailers, or even story and character teasers (maybe soon? ). Thank you for being here with us every week since 2015. Tutorials: Or, why you must tailor your introductions to your audience For the last retrospective, we will touch on the topic of tutorials! As most of you will know, the simple concept behind tutorials is “to teach players how to play the game”. However, what this means can vary wildly, and is one of the most challenging aspects of game development, because every one of you reading plays games in different ways. Creating tutorials that teach everyone what they need to do, while not treating the player like an idiot, has been one of the biggest focuses of game development for the last 15 years, and has seen tremendous growth in the subtlety of tutorials. A developer needs to tailor their tutorials to the game, its audience, and how you thematically want to present them. A simple game with a hardcore audience won’t need to be taught “press the D pad to move”, and can get stuck in. A more involved game, with complicated mechanics, will need much more information. And while the games vary in scope, so do your audience - someone who has played a hundred games has a very different understanding to someone who is sitting down with a controller for the first time. One of the concepts we’ve tried to live by is to introduce what players need to know, with a little bit of flavour, but not tell them exactly what to do. To do this, we’ve been to multiple conventions (and collected information on people playing the demo), had Kickstarter and Early Access / Game Preview feedback, and run a large number of internal playtests. This field in games development is known as “User Research”, and is an important part of reducing frustration in people playing your game. Early Builds If you’ve played the early versions of We Happy Few, then you will know very well that tutorials were not on our priority list. In fact, we didn’t want any! We wanted players to learn the harsh reality of our world the hard way - through repeated failure, like all roguelikes. Our first tutorials weren’t even in the game - at PAX East 2015 we brought along controller cards showing how the controls worked, but otherwise left it up to the player. Other than that, it was all about experimentation. However, this was short lived: we first noticed this at PAX East 2015, where a lot of players were drawn in by our art style but had never played a survival game. They became frustrated very quickly, and we realised that we would need to make changes and adapt.
  25. @lex920 No you don't have to, the full game will update automatically
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