Cuban Crisis is a top-down Arcade shooter, set in a fictional Cuba where the Bay of Pigs invasion was a success. Quick and dirty action gameplay, with...
Cuban Crisis is a top-down Arcade shooter, set in a fictional Cuba where the Bay of Pigs invasion was a success. Quick and dirty action gameplay, with some political silliness and a whiff of cigar smoke thrown in for good measure to let you orchestrate your very own Cuban Re-Revolution!
Work categories in the group that were involved:
Graphical artists, Programmers and Level designers.
Eight weeks full-time.
How did you as a group decide to make this game?
We got together and discussed what kind of genre we would like to play, work with and actually be able to pull off. After a couple of hours we had a fairly solid game concept that most of us were pleased with.
How do you think the process worked?
From past experiences we knew what methods worked best for us. We also knew what we lacked in previous projects, and one of the main issues we had with the pipe-line back then was the lack of a proper level editor. Unlike our old pipe-line we focused on integrating a quick and easy way to create content for the game, which significantly boosted work-morale.
Judging from our failures in other projects we noted that one of the main issues that arose each time was the inability to cut features out of the game at an early stage. We sharpened up and constantly reviewed if each feature was important for the core gameplay.
What do you feel went well?
The fact that we focused on a streamlined pipe-line really paid off in the end. We noted a significant speed boost integrating content into our game, and it was easy for the level designers to use the different tools the programmers provided to enhance the gamespace. Also, Havok saved our ass.
What would you have done differently if you had a chance to do it again?
We didn’t keep up with the schools grading criteria, which resulted in extra work for all involved.
How did the promoting of your game in the social media go?
Not so well. We were too focused on actually making the game so that nobody could be bothered spending time posting on social media. We weren’t sure that it was mandatory either (which it turned out to be), so it was neglected until the end.
Why do you think The Game Assembly wants you to promote your game?
The official reason is probably because you want us to have some “real life experiences” when it comes to marketing and publishing. However, we’re convinced it’s because TGA wanted publicity, and forcing its’ students to show off their games to the world is a great way to obtain free PR.