One of the developers of Project Offset, Nick Mohilchock, talks briefly about the process of developing games, and what the team is working on now for their new IP.
This is taken from the official Project Offset forums:
"I've been shy on updates as of late because I've been beyond busy working on gameplay and prototyping and other infinitely tedious work. The end result of which should catapult your in-game experience to new echelons of gameplay extacy. There are lots of things that I just can't say about it, so I thought instead, I'd give you guys a little bit about the actual process.
For starters, we're working on AI - how it behaves, what can it do, what's it's favorite color, etc. Designers and programmers work on these various characteristics to fine-tune an enemy or NPC so that it will behave realisticly (or not if the case is necessary) in any given situation. The goal is to make the AI appear smart, even if for the moment the decisions being made by the character are things like your distance to it, line of sight to it, the health it has left, how many friends it has left, or what kind of weapon or item you are using.
All of that is fine and dandy for a room or flat plane with nothing in it, but what if you eventually want to make a level with STUFF in it? That's where design goes into overdrive. It's not just making the level look cool or be short/long enough... every battle, every engagement and every objective is carefully constructed, tested, and reconstructed and tested many times. We have to be sure...or we're perfectionists... whichever excuse works best for you.
How does this all happen? One space at a time. Litteraly.
We'll start by making a section of the level we "expect" to be in the final product. In that space we'll place a couple of entrences, exits, walls, bends, elevation changes, deliberate lines of sight, and most important... cover. Then we play from one end of the space to the other. We tune the AI to use the space smarter when engaging the player, we tune the cover and the layout to be easier to navigate and more tactically advantageous. Rinse and repeat.
A few days later, we have the gameplay worked out. We know what we want to accomplish, we know what kind of features the programmers need to add to the AI, we know what size art assets we need for props and geometry to create the gameplay space, and we know what some of the limitations of the characters are when we plan the next encounter. It's a long, itterative and tedious process - but as I said, it will be worth it when the final product ships.
I know... not REALLY insightful, but it's the best I can do for now. Keep frosty and we'll have some announcements in a couple months or so. M'kay?"