I'm looking forward to working with Katie who - just like me - got into this industry for the love of making games.
I'm looking forward to working with Katie who - just like me - got into this industry for the love of making games.
The team monitors bugs and problems. It's always better to be specific about which bugs you mean.
The team monitors bugs and problems. It's always better to be specific about which bugs you mean.
Last time we seriously discussed this topic the team argued against it because of UI/UX and tech considerations.
Last time we seriously discussed this topic the team argued against it because of UI/UX and tech considerations.
Would be cool to see this list revisited (unless that would give away too much of development plans)
Would be cool to see this list revisited (unless that would give away too much of development plans)
I'm curious if you can answer this one: For a long time vertical slabs were denied because they "inhibited creativity," but I want to know what led to that conclusion? It seems strange that adding more options in a sandbox game would lead to people building less creatively
I'm curious if you can answer this one: For a long time vertical slabs were denied because they "inhibited creativity," but I want to know what led to that conclusion? It seems strange that adding more options in a sandbox game would lead to people building less creatively