Hello, again. It seems like so long since I wrote part 1 of this article. Welcome to part 2, Da Update! It has been almost a year since the base game launched, and I’ve discovered that one of my favorite pass times had been watching streamers play Aerial_Knight’s Never Yield. The first few months after launch I spent listening to players feedback, reading reviews, finding out what people understood about the game, and what I didn’t do the best job at conveying. I wanted to address all of these issues. As well as add some new features that would bring players back for another run, and hopefully seeing the game in a whole new light.
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After reading so many of the reviews, it seemed like most of the feedback pointed out a lot of smaller non-gameplay related frustrations that would be a bit of work but nothing too crazy. I believed by motivating players to come back with the issues in the base game addressed and a few new surprises That would give people a new perspective of Never Yield and warrant a few updated reviews as you see with a lot of larger titles. The key items that I aimed for in this update lead to hundreds of smaller tasks add along the way. But the highlights I wanted to hit were new bonus levels, new music, endless mode, leaderboards, UI overhaul, graphical updates, new achievements, level, story, and cut-scene updates, mobile version, and Xbox Accessibility controls. Looking at this list it was a lot more then a normal update — it was a new version of the game and would take a lot longer than I wanted if, I was to do it all myself. I figure I should find some help if I was going to pull this off in a resembled amount of time.
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The search for a small team that could keep up with me and be able to get up and running quickly took a bit longer than I was hoping. After a few recommendations, I came across this really cool small team based out of the UK call BetaJuster. They assisted in setting up the newer features while I went back to clean up and redesign some older features before starting all the newer assets needed. It was a wonderful team up and the reason why I was able to pull this massive update off.
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I’ll spare you the boring parts of the random smaller challenges I ran into during the month’s building Da Update but for the most part it was fun and went really smoothly. The biggest factor again was time. I had been working a fancy new day job that I really enjoy during the day then clocking out and just relaxing while working on Da Update at night. That’s a bit of a contradiction as making games can be very stressful, but I found a lot of comfort in know the game was already out and everything I was doing creating now was basically adding to what players already like about the game while tweaking the things that could be better.
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I’m really happy with how much more the game reflexes the vision I originally had. I’m most proud of the undated ending and all the little tweaks to the story just to make it a bit more clear while leaving room for interpretation. The theme has always been that “Things don’t change they remain the same unless you change them,” and I really hope that Never Yield and Da Update really shows how fans constructive feedback and support can help make things like this update happen. I also hope that after finishing Never Yield players are motivated to give other smaller games that they may have never heard of a chance.
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As for me and what’s next, I think I’ve earned a nap. I want to take some time and help other black game developers get some spotlight while I work on my next game. I’m really into doing things that are wildly unexpected and fun. But till then… Never Yield!
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Aerial_Knight's Never Yield
Headup
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