Beta Postmortem - The Shop Next Door


Development Process Analysis

The beta phase of The Shop Next Door brought its share of technical and organizational challenges. Early hurdles emerged while developing the database. Local solutions and Firebase implementations were tested but failed to meet project needs. Eventually, AWS proved to be the functional environment we needed, complemented by Python to streamline database operations.

On the networking side, the initial reliance on Unity's NetCode and Relay, compounded by sparse documentation, caused delays. Fortunately, lessons learned from the previous release helped resolve these roadblocks.

For character behavior systems, we simplified behavior trees (BT) and utility systems (US) after encountering issues with external APIs. While this reduced complexity, the final implementation remained functional and provided a solid foundation for future improvements.

In 2D design, the pursuit of perfection led to delays but ultimately achieved the desired aesthetic. On the 3D front, modeling and texturing progressed steadily, thanks to improved references and processes. However, shaders and post-processing fell short of expectations due to limited experience and tight schedules.

Despite these challenges, the team successfully met key milestones and delivered a beta that positions us for the next phase of development.

Personal Reflections on the Beta Development Phase

Pablo García:

With a solid game foundation, continuing its development felt more straightforward, despite the time constraints. We refined existing features and implemented new ones, ensuring they fit seamlessly into the gameplay. Interface development saw both improvements to existing layouts and the creation of new ones. However, crafting store and account interfaces that satisfied everyone proved difficult. Ultimately, we settled on a compromise due to time limitations.

Additionally, we finalized key mechanics not implemented in the prototype and began planning new features, such as the "doubt mechanic," slated for the next iteration.

Pablo Prior:

Defining a functional, compatible database remained a significant challenge. Initially, we developed a well-structured local database, but its limitations for networked functionality led us to explore Firebase. Unfortunately, Firebase clashed with Unity’s features.

Networking also presented hurdles, particularly with NetCode and Relay tools. The breakthrough came when we adopted AWS, which seamlessly integrated with our needs. Python further enhanced our data-handling capabilities, helping us overcome earlier delays.

Paula Peralbo:

Leveraging lessons from the previous release greatly facilitated the beta phase. Syncing variable states posed early issues but was resolved. External API challenges for character behavior systems led to simplified BT and US structures, which nonetheless yielded satisfactory results. These outcomes provide a promising basis for further refinement.

Laura Méndez:

In 2D design, our quest for perfection led to underestimating task durations, causing delays. Despite these setbacks, we ultimately delivered the necessary assets. The team maintained a steady workflow, overcoming obstacles to achieve expected results.

Néstor Bermejillo:

 Unlike the alpha phase, modeling and texturing in the beta benefited from detailed references, enabling smoother progress. However, shader creation remained problematic due to our limited expertise, and time constraints prevented the addition of lighting and post-processing effects that would have elevated the visuals.

Raúl Somavilla:

Modeling, texturing, and animating characters posed difficulties due to our lack of experience, requiring us to learn on the fly. Exporting animations for Unity compatibility was particularly tricky. Over time, we refined our methods, successfully delivering quality assets on schedule.

Correction Workflow and Lessons Learned

Art and Design:

Decisions that proved successful include aligning game mechanics and story themes with the broader aesthetic vision established for Kioreco across social media. This consistent art direction, supported by robust concept designs, 3D models, and animations, was a major win.

However, perfectionism in the art pipeline caused delays, and deferring shaders and post-processing until the end led to subpar results.

Programming and Technical Systems:

Challenges arose in database creation, where local solutions and Firebase proved inadequate until AWS emerged as the right fit. Organizationally, early delays were linked to Unity’s NetCode and Relay, although previous experiences helped the team overcome these. Simplifying character behavior systems provided functional results at the cost of complexity, while pre-planning life-simulation mechanics enabled efficient implementation.

Despite occasional missteps, the beta phase underscored the team’s adaptability and commitment to delivering a cohesive, polished game experience. Looking ahead, we’re excited to refine the foundation laid during this release to bring The Shop Next Door closer to its full potential. This beta phase has been both a learning experience and a testament to our team’s dedication. We’re proud of the progress made and can’t wait to share more as we head into the next chapter of development!

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