Continuing with the sandbox construction

While BR3KX is a much smaller game in scope, it still has substantial overhead for a prototype, especially as a testbed for integrating several systems into both development and publishing workflows. I now have a roadmap published for the first few incremental builds, as well as a way for other devs and testers to download them.

It’s more than just getting an executable posted with a Dropbox link. This is the basic setup for how I want to publish games. This type of publishing workflow would work in Unreal just as well as it does in Unity. As I build out levels, I create the addressable packages needed for each level, update my shared addressable groups, and then push everything to the cloud. The main game executable checks the cloud service for updates and downloads any newer packages.

In this way, users don’t have to continually update the base executable just to get a few MB of new cosmetic items, and minor adjustments, like a color tweak, don’t require minutes of downloading. But making publishing easy during iterative development is a key part of keeping the energy focused on building the game rather than maintaining workflows.

So, this was a grand week. The backend infrastructure is in place, and the initial sandbox with a usable character has been compiled and made available to the team. Oh! And I’ve assembled a team.

Really, all monumental events in building the necessary foundation for a distributed creative team, with the goal of using all this developed tech as the backbone for creating Victor.

It’s getting exciting.

–gs