How we must make hard cuts to designs and ideas we love. Not only in Peace Quarter, but also in other projects too. But especially in Peace Quarter. We would love to fill it with everything we love and thought in the first place.
But, not everything is usable or even clever to put in your work. It may seem like it is the best thing ever, but like they say in writing, 'kill your darlings'. It doesn't necessary mean that the idea is bad, it just, you cannot do everything even if you like to do. Like, at the moment, our graphic designer is pretty convinced she will make new model for Harkness and visit Harkness design with new eyes.
But famous ‘kill your darlings’ example is closer than we would like to admit. We had this idea that Harkness would repair things along the way. He still does, but at that moment we thought we would introduce three key ways to repair, fix/build/connect. We had them all figured out. For what you would use them and how they would affect the surrounding world.
But that didn't even last for our first tech demo, we took those ideas away and instead left only repair.
In tech demo we had our core mechanics displayed. TSUP, MTV and teleports. (And in a note of tech demo we’re on our way to make a new tech demo, showcasing new Harkness model and little from the first playable level, Finite Horizon. You can follow for more news from here or from any of our social media, we tend to be happy we’re able to do the next tech demo.)
We were happy with all of the core mechanics we had in the first tech demo. But we decided to merge some of them together to make it more simpler and hopefully easier for players to grasp the idea. It’s always hard to start guessing how much too much or too little, and middle-ground is harder to find that you would think in the start.
We see how good we did once the new tech demo is completed and we get some feedback.