It’s not always easy to know exactly how much I can say here. However, with the Mantic blog mentioning that DreadBall Xtreme was “just around the corner” the other day I don’t think anyone’s going to be surprised that I’ve been doing quite a bit on that project lately.
So far, it’s been a tricky one. Some games come easy and others less so. In general, this doesn’t seem to actually have any bearing on whether they’re any good or not when they’re finished. As long as you go through the whole process to the bitter end (and don’t just give up and release it anyway) then they can be of any quality. I’ve pondered the why of that at some length and still don’t think I entirely understand it.
Obviously I can’t go into specifics on DBX yet, but I thought I’d drop one idea into your minds. Because DreadBall is well liked as it is, the real challenge with designing DBX has not been the violence, nor the changing arena. Instead it’s been balancing doing something new and exciting against not messing up a great game. The good news is that I think this last iteration has cracked it. Some considerable changes to what I had in order to make it all more streamlined without sacrificing the depth and difference of tactical decisions. That, at least, is the plan.
Got another demo at Mantic tomorrow to see if they agree.
Fingers crossed 😉