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One area NBA MT Coins needing improvement was difficulty, and it was decided, due to the length of some of the missions, to include checkpoints. This was my responsibility. Missions were already split into different sections, and so it was decided to place the checkpoints at these parts of the missions. It made it logical for the player and easier for us. Once these were in place it was clear that they really helped the game. Now that the game has finally been completed--missions done and bugs ironed out--it's good to finally sit back and look at the game as a whole. We had some pretty busy periods--although no all-nighters, which for me is a first. And although there were times of panic--usually around specific milestones--working on the game was never anything but fun.
The whole team pulled together and made the entire experience worthwhile. Q&A? By Alan Stock Game Designer, Bigbig Studios During the development of Pursuit Force we used the design team to perform our internal testing at Bigbig. Sony and Evolution QA were also on the case full time, sending bugs daily to the team to fix. Toward the end of development, QA spent lots of time testing the game--playing Pursuit Force from start to finish again and again to ensure that there were no problems and that the learning curve was OK.
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