For anyone who works in and around super small indie video game studios, you’ll have noticed that individuals often have multiple roles in the project. People wear many hats. So many hats. More hats than a birthday party, fancy wedding and a day at the races combined. Maelstroms of hats. Hats everywhere. Hatters gonna hat, after all.
This post is about an example of how our small but mighty team have used some spreadsheet-based automation to streamline selections of our production in order to iterate and refine our gameplay balancing at speed and scale. We’ll be writing more in the future about exactly how we tackled the balancing itself, as well as how Orbitect is utilising configuration on the programming side, but for now — feel free to treat yourself to a little insight into how we’ve joined the two together in data-driven harmony.