Devlog Update #171 - 03/10/2015GDC 2015I just got back to Chicago from GDC. Just like last year, GDC was an exhausting, overwhelming, but also incredibly fun and inspiring week.
In a lot of ways, even though I was familiar with the format, and had some idea of what to expect, it was even more intense than last year. This was mostly because this time around, I knew more people, and there was more stuff that I wanted to do.
Anyway, since I wasn't really showing RELATIVITY at GDC, at least not officially, I thought I'd try something a little different with this write-up. Instead of a standard post-mortem talking what I did and why, I'm just going to make a list of some of my favorite moments and events from last week.
1. Talks!Last year at GDC, I got an expo pass, which got me into the expo floor, and also into all the upstair levels of the convention centers, but not into most of the talks. This was sufficient as I mostly was just interested in meeting new people. This year, I got the Independent Game Summit Pass, which allowed me to attend talks on Monday and Tuesday, many of which were focused on independent game development.
There were a lot of great talks, but the two I enjoyed the most and found to be very useful were the Talos Principle post-mortem and the Race The Sun post-mortem.
For the Talos Principle post-mortem, Alen and Davor from CroTeam talked about the various development and debug tools they used. One of debug tools allowed testers to hit a hot key, and then a raycast would shoot from the reticle to a point, and place a pin there. Then the tester could type in a description of the problem, hit enter, and their position coordinates, and camera orientation would be saved. Then the developer could view all the pins, and by clicking on each one, you could go straight to the position with the exact camera angle and see what the issue is.
They said once they implemented this system, the number of bugs reported went from hundreds to thousands (of course, this does not mean more bugs, just that previously, all of those weren't being reported).
They also had a bot that was able to run through the game very quickly, making sure that there weren't any areas where the player would get stuck (from a technical, not design point, ie doors not opening). For a human playtester, it would take about 40 hours to run through the entire game. For the bot, it took around 20 minutes.
The Race The Sun post-mortem from Flippfly was very inspiring. What was most interesting was that despite the game not being a megahit, or even a hit rightaway, it was still a success in that it has allowed the team to fund their next game, and it has gotten really positive review from players. A lot of it can be attributed to the team being open to feedback, and actually willing to make changes based on those feedback.
I won't go too much into detail (hopefully it gets posted for free on the vault). However, they gave one analogy for game development that I thought was really great. They compared making an indie game to throwing darts. At first, you're going to miss a lot. Over time though, not only do you get better at the act of throwing darts, but you've also thrown a lot more darts, so your chances of hitting the bullseye increases. With making an indie game, you just have to keep trying things, and constantly evaluate what you're doing and how you can improve, and then keep trying more things.
2. EDGE MagazineThe latest issue of EDGE Magazine (#277) features a beautiful 2-page art spread of RELATIVITY!
EDGE had reached out to me back in January regarding this feature, so I had known about it for a while (it was very hard to keep it a secret), but I didn't see it in person until I was at GDC and saw the issue in the "Industry Press" section.
It's the first time RELATIVITY has been in a printed magazine, and it looked great! I was so excited when I saw it that I grabbed 3 copies and ran around the expo floor showing everyone.
This is actually a really significant moment for me, because at
GDC last year, a lot of the feedback was that I needed to work on the visuals of the game. I also remember picking up a copy of EDGE and looking at the games in there.
This time around, to have the visuals improved so much that it's in EDGE is pretty special. Also, this time at GDC, the reaction of people when I showed them screenshots of RELATIVITY was no longer "The art style needs work", but "I've seen this game before! It looks beautiful!"
Of course, there's still a lot of work to do and lots of room for improvement, but I think it's safe to say that all the work spent on the shaders this past year has paid off.
3. ProBuilderOn Thursday, I met Karl from
ProBuilder, who had a kiosk at the Unity booth on the show floor.
As you know, ProBuilder has been indispensable for me in making RELATIVITY. I talked to Karl about some of the issues I was having with my edge-detection shader picking up artificats due to T-Junction issues, and I think now I could fix them by using the weld vertices function.
Also, Karl showed me some of the stuff that's currently in the works with ProBuilder. Not sure if I can talk about it, but it's very exciting.
Anyway, it was just really cool for me to finally meet someone behind one of my favorite Unity plugins. It really has made development of the game so much easier, that I honestly can't imagine ever making a 3D game in Unity without ProBuilder.
4. Steam VR DemoI got to try the Steam VR Demo during GDC! When I told people at GDC that I got to try this, a lot of them were pretty surprised and asked how I got to do it. All I did was sign up for an appointment on the Valve website a week or two before GDC, but I guess a lot of people didn't know about this? Anyway, in the future, do keep an eye out for the sign up notice. It was a scheduled half-hour demo that took place in a room, so it was by appointment only.
I don't want to talk too much about it because 1) spoilers! and 2) I could dedicate 3 blog posts to this topic alone.
All I will say is, it was very cool, definitely the best VR demo I've tried so far. That being said, it is a demo, so the entire experience is tailored to showcase what it does best and to minimize any of the problems.
It did make me realize that I don't want to port RELATIVITY to VR. What I learned is that for a good VR experience, it must be designed from the ground up to be VR-specific. A port of something designed for another platform just doesn't work.
5. Catching Up with Old Friends and Making New OnesThis was really the best part of GDC for me. It was great to see a bunch of friends I had met at various conferences and conventions throughout the past year all in one place. I wasn't showing my game in an official capacity, so was able to take things at a fairly leisurely pace and not feel rushed all the time. The weather was fantastic for the whole week in San Francisco, so lots of time was spent in the park.