Game Development is Blood, sweat, and liquid crystalsI am getting close to the end of GravPool development, which is exciting, but I definitely enjoy the start of a project more than the end. All of the possibilities stretch out before you, and anything can happen. I participated in a 2-week game jam with the intent to prototype the vr game I will work on after I finish GravPool.
It turns out, trying to make 2 games at once isn't the best idea. I ended up putting very little energy into the new game, and continued to focus on GravPool. Probably the better choice, but I did hope to at least finish a submission for the jam.
While testing my game, "Puncher VR" a few minutes before the deadline, my stress led me to panic and this is the result:
Yep. I not only punched those virtual kangaroos, but my TV as well. I loved that TV too. I'm going to see if I can get a replacement through Best Buy, I think for once I actually bought the protection plan. So we'll see. But I definitely learned a lesson. And I might work on a different "game 2" when I get to that point lol.
GravPool MilestonesSince I last posted here, I've done a lot. The finish-line looms but I am more excited than pressured by it. I did in fact manage to hack a turn-based multiplayer in, and it works pretty well. Much of the in-game bookeeping needed to be refactored, but the code is a little clearer and more isolated now, which will help when I add more modes. I went with the three turns model, but haven't tested extensively to see if that works well enough. Each player gets three shots, no more and no less. Bombs still play a pretty substantial role - they can be used to eliminate the other players balls from the scene, but you also lose a lot of points for setting them off. And knocking your opponents balls out scores for them.
I set the multiplayer game in a larger arena, big enough to better support all 16 balls. I had forgotten how challenging 3d pool is in the bigger arena, but it feels about right to me.
Other than multiplayer, I've been iterating on getting that physics to work right. It's close, but there are still some bad situations you can get into. If you happen to have the stick right next to the ball when you press the trigger, it will act as if you did a light tap. I want to refine that so that it wont let you activate physics at all while the stick is touching anything. This is also a problem in that you can take your shot through the wall if the ball is in a corner, which removes some of the fun I think of trying to line up those awkward shots.
Finally, I added steam leaderboards! I am even more convinced that the base gameplay is fun, as I have been playing with the other testers and fighting for scores. So far, I had one incredibly lucky run that's twice the score of the next best player. I didn't set off any bombs, and got a combo on almost every shot.
In the middle of my score session American Pie came on the radio and I took a break to dance in space with billiard balls floating around my head. VR may be deadly for tvs but it has some great surreal moments
TestingI'm cramming this weekend to finish some items related to polish and clean up the remaining bugs, and then going to bring a near-final build of the game to the local monthly VR meetup. There are usually 100 people there, so depending on interest and time I hope to get a lot of good feedback there. It will be great if I can get some folks to play a multiplayer session and see how that goes! If everything goes well, I can implement the final tweaks that weekend and be ready for a smooth launch the week after.
There are 2 other gameplay modes that I will have to add post launch. I'm still deciding between launching in early access, or just having one of those fun post-launch patches that adds a lot. I want a survival mode where you go through a large number of procedural levels and if you miss a shot or set off a bomb you lose; and then I want to make a puzzle mode where you have a limited number of shots to beat each level and have to hit the balls in a certain order, or hit the certain colors to a certain side of the arena etc. I would want a level editor for that as well.
I've never put this much effort into a project for this long (it's been about 3 or 4 months), so having a deadline has helped me immeasurably. I really recommend giving yourself a strict deadline for your projects if you can.