Last minute UI flare to communicate to the player who’s currently gaining points. Over the course of the project we have been struggling to communicate to the player that they get points while they are the largest slime. To solve the issue with the time we had left we implemented a simple animation of the UI.
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Had another venture into shader forge tutorials today, this time with something to potentially help out with my current project by cleaning up some UI.
A lot goes into this, even something as basic as this radial health bar, I’m so excited to see the possible applications of this tool. The complexity can very quickly get out of hand with this, so staying on top of keeping everything organised is going to be a skill that i will need to work on.
Found some time to toy around with shader forge going through a couple of the tutorials from the shader forge website.
As much as everyone has said that this tool is powerful, the usual rule of experiencing something rather than being told about it still holds. Having seen how much this tool can do i’m planning on setting aside some time each week to toying around with it and testing out its applications.
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So GCAP17 has come to a close, and being my first time i have a lot of thoughts about the experience as someone that is trying their best to find a place to start.
[WARNING LONG READ]
As a whole i managed to get around and meet some really cool people, and the talks were so inspirational. I’ll do my best to go through summaries of the talks that i went to over two days as a way for me to decompress my thoughts and take away’s from each.
(A quick disclaimer, my notes were a bit haphazard in places so if i miss crediting anyone for a talk please let me know and i will update it)
Opening Keynote
After registration was the opening keynote got underway with Steve Gaynor and Karla Zimonja started us off a talk getting us thinking about this years theme, the ripple effect. The basic premise of which was about the connections you make in your life as a dev and how over time those connections turn into a network as those people scatter to the winds with their connection to you with them.
Main take away’s
Make connections so that you can make connections that make connections.
Apply for jobs even if you think you aren't qualified as you never know where they can lead.
Nobody can do this by themselves, get help from your peers.
Design Hindsight's From Long Running Games
This was the first of the many design talks i was planning on going to in GCAP. Emilie Poissenot gave a fantastic speech about long running games or games as service as another way of putting it. It covered things like how documenting everything is ten times as important in games that you need to keep working on for five plus years and how the industry changes so quickly that it is impossible to plan for it, so plan that your plans won’t work.
Main take away’s
Plan for mistakes due to industry changes.
Readjust to those changes by making informed decisions with as much current relevant data as possible.
Creating A World And Making It Stick
Following on from one design talk to another this time with David Gaider talking about the creation of the Dragon Age universe and the pitfalls that it fell into. The talk was a very interesting look at what kind of diverging paths your team can naturally go down if you don’t touch base and make sure that your team is working on the same product. Again this talk went into the importance of documentation and how even if you have written an encyclopedia full of information, if you don’t have the cliff notes somewhere no one will read it.
Main take away’s
Don’t work in a bubble making assumptions about the work of others.
The lore and gameplay should serve into each other, they are not entirely separate things.
You are writing a guide for your team, not an encyclopedia.
You don’t get to decide what statements your decisions make. analyse what statements you could potentially be saying and ask yourself if you are okay with that.
Designing Ethical Interfaces
Onto a talk very close to my heart, accessibility. Alayna Cole and John Kane were fantastic in getting into the nitty gritty of the issues to do with not only what we traditionally think of as accessibility such as colourblind options, subtitles etc. But also the kind of accessibility options that not having push people away from your game such as representation of queer people in your media that when done poorly puts those people off of your game. It went in depth into how all of these things you should be talking to people that the options are for so as to make informed decisions on how they are implemented.
Main take away’s
There is no excuse for not thinking about accessibility for your game
Act early, with language especially as there are many design impacts that easy to implement early but hard to put in after the fact.
Consult with people whenever possible, get a wide range of perspectives for you game.
If you offend someone use it as a learning opportunity.
Tackling The Fear
Moving away from design talks for a bit and onto some business, Producing. Emre Deniz from OPX talked a lot about pitching your idea and how getting funding for your studio is not straight forward as it took 5 months of iterating on how the game presented before the idea was sold. It also touched on the idea of planning for failure and having contingencies in place that helped OPX adapt to the declining VR market. In amongst this were the themes of cultivating a healthy and rewarding company culture.
Main take away’s
Pitch a business that you would invest in
Pay people properly so they can focus on the work and deliver a better product in the end.
Think about how your going to defend your idea.
Stress is corrosive not explosive, avoid burnout by taking healthy breaks from your project if needed.
Positioning - How To Discover And Amplify What Is Remarkable About Your Game
This talk AKA “why should anyone give a F###”, was one of the most applicable talks i went to as an aspiring indie/solo dev. Marla Fitzsimmons, Felix Kramer, and Chris Wright talked about how to position your game for widespread appeal by mainly standing apart from the crowd and understanding what makes your game special.
Main take away’s
Think about your potential competitors and how you stand out from them.
Elevator pitches should:
What is it about
What makes it special
Described in easy to understand terms
Should create intrigue that leads to deeper questions about your game
Do as much research as possible to find out what is remarkable about your game and how you can push that.
Day 1 - Final Thoughts
At the end of the first day i was just so overwhelmed with information and inspiration. The speakers were all so amazing and i would like to thank them for their time and effort in making a fantastic day of learning. I will be collating and posting my summary for the second day in the coming days, as i have so many notes to go through so i will be taking my time with it as i let it all sink in.
This is the final version of the sell sheet that was made for the industry panel, the character art was made by Mitchell Gordon and the title and environment were drawn by Sarah Dyer.
The main gimmick of the sell sheet is a bit lost on a png as it folds over so that the front slime combines into one slime and splits into two when you open it up to show our main mechanic of splitting.
Spent this morning going through task tracking properly to clear up some serious issues that were holding back the project.
We now have numbers that make sense and three separate burndown charts to keep track of how we are going. Feeling a lot better about how organised we are now.
Working on making the slides on Team Amoeba’s presentation as devoid of words as possible. Above is one of the two slides dedicated to mechanics, i’m so far very happy with how much we can get across with the GIFs as they are great visual aids for explaining our mechanics. They also give the viewer something interesting to look at as we are talking.
All of the pre-prod documents are finally out of the way, and its time to start getting this game made. We currently have a prototype with the beginnings of movement and the start of the dodge mechanic.
Now we need to start getting ready for the panel presentations which while i am a bit nervous about, I've got a great team that i’m confident will be able to get over the line.
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Drawing up some ideas of a more open map that could possibly accommodate players controlling a large of slime’s rather than a limited number we’ve had in mind up until this point.
I was thinking of having two main large sections of map separated by three choke points that would be good potential spots for power ups to appear. The plan being that those become high risk high reward locations.
Tonight's design task was to get a logo submitted for our end of year projects team. Team 16 keeping with slime theme came up with this logo (drawn by Mitchell Gordon)
This past week was the beginning of the final project, I met the team that i’m going to be spending the next 4 months organising as i have been put into the role of the producer.
As the producer its going to be my job to make sure everyone knows what they are doing at any given time as i will be in charge of the project management. I will be finding out more details about my role this coming Monday, I’m very excited to properly get started on pre-production.
I’m very happy with my team and with how quick we got through the awkwardness of meeting new people, looking forward to working with them.
My first crack at a business card that i can use to represent myself at GCAP this year. Overall i’m happy with the way its turned out, now its just a matter of seeing how it turns out in print as i didn’t get a chance to do a test run.
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This post is a bit late but here are my thoughts on how things went with the narrative unit.
What I enjoyed: In the unit i set myself the goal of modelling everything that was going into my project, I thought i could really use the practice as i wasn’t entirely happy with how i performed in the art unit earlier in the year.
This lead to me quickly realising that i wasn’t going to reach my initial vision for the project, however having learned from the aforementioned art unit that you should always re-scope early I managed to avoid complete crisis and deliver something that i’m happy to show off.
What I didn’t enjoy: Narrative in general has never been my strong point in anything i had always struggled with putting pen to paper when it came to constructing stories and have always preferred disciplines that give much clearer pass or fail results.
Narrative however is very subjective when it comes to the quality of the final result which really sets my anxiety off, because of this i decided to play to my strengths and make something funny and a bit dumb about a possessed toaster that helps you make breakfast.
This however raised another problem. Where do i go from there? I had the base premise down however it was so bare bones and bonkers i had no idea what to do with it for the first week! Eventually the ball got rolling after some back and forth banter and joking with the teacher and other students that got my mind turning giving me some ideas.
Here is a line of screen shots as the project evolved from alpha to beta to gold
In summary i’m ultimately very happy with how this unit turned out and i’m tentatively looking forward to future project work.
Today i learned a valuable lesson on uploading multiple versions of your project for submission days to make sure you get it in on time. I didn’t commit my SVN the night before so the alpha i submitted was more like a greybox.
I still managed to get some useful testing out of it in regards to lighting, scale and overall level layout though and for the most part i hit what i was going for with the warm comfortable feeling i was going for.
Once i was home i went straight to cleaning up some code and properly setting up the ability to pick things up and open doors. which resulted in the above GIF which gave me a good laugh.
I finally ironed it all out though and arrived at this.