Update 59: 09/20/2015As it's been a week since the
Boston Festival of Indie Games and I've finally recovered, I've decided to write a postmortem of the event.
==
Technical==
Upgrading UnityOne of my main mistakes before the festival was upgrading Unity.
WHY did I do this you ask? Why was I so crazy to upgrade the engine the day before the festival?
Oculus Rift of course! It was a struggle, but was worth it.
Oculus RiftThere is a massive upgrade in Oculus Rift quality coming from Unity 5.0 to 5.2.
One of the main benefits is in-editor support. Before, I would have to compile the build to test anything out.
I also updated the control scheme for Oculus to feel much more natural.
This consisted of analyzing the source code of Unity's Oculus Rift scripts, and integrating it with my own control scheme.
Probably the most important piece of code is this (taken from the Oculus character controller):
It's simple in concept, but it's absolutely critical for the control scheme.
This code normalizes the player's rotation relative to the player's real world position.
I didn't have this before! Which meant that 'forward' on the keyboard or controller was an absolute vector.
The consequences of this were the player would have to be facing *exactly* at the correct angle in real-world rotation to be correct.
Obviously, without this there is a huge amount of disorientation.
I am incredibly glad I fixed this issue before BFIG, it was worth the lack of sleep.
Fortunately, nobody during the demo felt any type of motion sickness.
This was a problem I had before with my previous control scheme, likely due to the unnatural movement.
Rendering IssuesI had issues with deferred rendering in Unity 5.2, and unfortunately, I had to switch to forward rendering.
My render fog doesn't work with 5.2 correctly, due to changes in opaque shaders:
I had two options; manually edit my terrain shaders and water shaders, or switch my rendering mode.
Fortunately, forward rendering did seem to solve the problem:
I had to essentially remake my water assets, however, as the different rendering modes completely change how it looks.
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==
Design==
Tutorial ExplanationThe majority of people seemed to finish the demo successfully, which is great!
However, I still have a few design issues to solve with introducing mechanics to the player.
This was the introduction level:
Key:
A- The starting point
B- Active star, corresponding to a light bridge
C- The singularity ability
D- An inactive star
To complete the tutorial level:
-Traverse from A to B, by crossing the light bridge
-Get close to C, which gives you the singularity ability (to absorb energy)
-Traverse back to A
-Take the energy from B, and shoot it at D to activate the light bridge
-Walk up newly activated light bridge at D
This is *way* too complicated.
I realized there is no point to having the player 'acquire' the singularity in the context of this demo; it should already be active.
In the very beginning, some players would get confused.
You can't actually do anything until you gain the singularity ability from point C.
The ability 'sphere' plays the title theme music; so naturally I would assume people would walk towards it.
However, the music wasn't enough. Especially for those on the non-oculus computer; my speakers on my monitor weren't loud enough.
The energy transfer between stars, aka the core mechanic, only about 50% understood without instruction/help.
In the beginning of the day I would sit back and watch people play, to take notes.
About half way through the day I gave up on this.
I wanted people to get past the 'tutorial' and enjoy the game, so I instructed what to do for those confused.
Definitely not a good thing, but I now have at least some idea of what the problem is.
Resetting the DemoI realized about 30 minutes through the festival that I had no way of resetting the demo, besides closing and restarting the application.
This was something I truly regretted not including; I didn't even think of it.
I spent a lot of time switching my keyboard between the two computers to restart the demo.
Although menus are super boring, I think it's time for me to create some.
---
==
Presentation==
I definitely owe a huge amount to my friends who helped me with my booth.
Two of my good friends woke up at 7am to help me prepare.
I had to transport 2 27" monitors, my 50 pound massive desktop (to run the Oculus build), my mini desktop, and everything in between.
Even though I had to carry my behemoth of a desktop, it was definitely worth it.
Oculus was a huge hit (that kid waited for 45 minutes in line!).
My friends also helped me with managing the booth at the convention.
I had a crowd around my booth at all times, and it would have been nearly impossible to manage by myself.
I think I have the elevator pitch down. I said this at least 200 times:
"Desolus is a first person puzzle and exploration game where you control a black hole to absorb and redirect energy from stars.
The game resembles a cross between Metroid Prime and Portal." The booth setup wasn't anything incredible. I need to work on my actual presentation for the future.
I *did* however, manage to get a poster the day before; although I didn't have a proper place to hang it.
The game itself, however, gathered a decent crowd.
The lack of sleep definitely got to me later in the day.
I arrived at BFIG around 8am, and by 6pm I was feeling absolutely exhausted.
I packed everything up a little bit early, mostly to attend the festival keynote.
Susan Gold, one of my former professors at Northeastern, gave the keynote to the festival.
I was actually in the keynote! Briefly.
The theme was regarding the indie community in Boston, and the diversity of developers.
Susan took the below picture during the festival.
She mentioned how many of her former students later became independent game developers, regardless of their background (I wasn't a game design major).
---
Overall, despite the lack of sleep and frantic bug fixing the day before, I had a fantastic time.
I took a bit of a break this week after the festival. However, I think I deserved it.
I'm excited where this game is going.
I got several emails afterwards, people said they really liked the game.
I wasn't focused on press at all during the event, but I did have a brief
article written about the game.
After the enthusiasm from people who played Desolus at the festival, I feel great.