DEVELOPMENT LOG
Lab Notes
Here we write about what we made, what we tried and what did not work.
- Every game has a card to play.The thread connecting hidden roles in a station to a witch's spell deck.
- How a table works in FrostZero.Hidden roles, a shrinking table and the cards in your hand: the skeleton of a FrostZero session.
- How online play works over the relay.From a third party address to our own relay server: the background of online sessions in FrostZero.
- From a friendship to a studio.From Badgerallin to Cardlab. The same curiosity, the same table, a new name.
- How the closed Alpha works.Keys, accounts and the single session rule: how the FrostZero Alpha programme works.
- The closed Alpha portal is open.Redeem your key, open your account: the FrostZero Alpha now runs through its own portal.
- QA: automated matches and network simulationEvery wave goes through the same gates: rule tests, network simulation, menu regression and the frame matrix.
- Character selection, the presentation bar and the cameraThe last three waves were not about the table itself but about everything you see while watching it.
- From a LAN code to a room code: the road before the relayA code that worked on the same Wi-Fi did not work between two cities, so the network layer was rethought.
- From zero to 0.9: the first three weeks of FrostZeroTwelve development waves, thirty four builds and the same screen matrix recaptured in every wave.
- NÖBET: the second game at the tableInside FrostZero there is a second card game, set up in the same station room.