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jctwood
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« Reply #320 on: July 25, 2014, 07:19:45 AM »

Those looping, falling .gifs are incredibly relaxing.
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William Chyr
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« Reply #321 on: July 25, 2014, 12:45:05 PM »

BTW this looks like something you might perhaps want to submit to: http://www.mediaindieexchange.com/event/reg/devs/ ?  They're looking for "games with cutting-edge, exceptional, or experimental graphics" which I think definitely could include Relativity.

Thanks for the suggestion! I had actually come across the event before, but I usually associate "cutting-edge, exceptional, or experimental graphics" with super photo-realistic stuff, so didn't think it would apply for this game. However, now that I think about it, I don't think it would just be limited to being photo-realistic, and having a very different look might actually help my game stand out. I will definitely submit! It would also be a great opportunity to attend Siggraph - I'm sure it'll be a great place to learn more about shaders.

send me one of those posters, eh? id love to be able to buy a physical one. it looks so good!

I'm definitely planning on having posters available for purchase once the game is nearing completion, or maybe after it's done. The ones I've posted here so far are still just experiments. I haven't found a version that I think is perfect, yet.

On the posters:

I love the idea, but I sort of prefer the version without the gradient. If I could suggest a way to make it legible, it would be:

Make each pair of letters fir one strip, with the R and the y standing on their own. R EL AT IV IT Y .
Then make each pair of letters exactly fit each strip (with the white of the letters at the border merging seamlessly with the background white).
Then give the places where the white of the letters touches the strip an outline similar to the game's outline...

It's just a suggestion, and it might look horrible, so try it at your own risk...

That's not a bad idea, especially with the division for the letters. I will definitely try putting an outline on the letters. I was thinking it wouldn't work so well, since there are already so many edges in the game's visuals, but it's really hard to know until you try...

Those looping, falling .gifs are incredibly relaxing.

Thanks! I'm thinking of putting these all out as a collection of some sort eventually...
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« Reply #322 on: July 29, 2014, 01:30:36 PM »

DevLog Update #74 - 07/29/2014

Visual Style
One of the primary challenges I've had to deal with throughout development has been finding a unique visual style for the game. I don't think I've found the right look just yet, and I'm still iterating on a regular basis. However, the game's visual style has come quite a long way from when I first started working on the game, so I thought I'd take a moment to write up a post sharing my thought process up until now, and what my plan moving forward is.

November 2012

I wrote the very first prototype of the game over the course of Thanksgiving weekend back in 2012. Back then, the core mechanic was that you could change the orientation of the room, while the player's orientation stayed the same (the mechanic now is that the player orientation changes, but environment stays the same).  

I was very new to Unity and game development in general at that time. I was going for a pseudo science fiction look at the time, but there was no purposeful art direction. I was still learning to work with materials, so was just placing random textures on everything. I remember spending several hours trying to find the perfect wood texture for the floor, which in hindsight, was really not a good use of my time. The lighting was also just point lights placed around the scene without too much thought. It's very clear this is made by someone who has no idea what they're doing.





March 2013

I continued working on the same version of the game for about 4 months, adding new mechanics, and cleaning up the look. You can see in the first picture that there's an electric field, a button on the ceiling, and also some more variation in textures. However, there still isn't a very clear art direction, and no cohesive tone. Everything in the scene looks like it came from a completely different place (because they did). Most of the textures and assets were drawn from various free sci-fi asset packages. The door came from one, the wall decal came from another.

The art style at this point is still very inconsistent, and without any purpose. There was no reason why the boxes have wood panel textures while the other blocks have a green metallic metal. However, you can see that I was starting to use color to signal puzzle elements - for example, the red button was meant to indicate that it was associated with the red door.





April 2013

Around the end of March, I finally did a real playtest session, and realized that the core mechanic just wasn't working. As painful as it was, I decided I needed to start from scratch again. On a side note, this really taught me the importance of playtesting early and often. Instead of focusing on aesthetics and wasting time choosing textures, I chose to focus on getting the mechanics and the puzzles right. Instead of having the room rotate, I found that it was much more interesting when the player rotated, and that objects were locked to the player's orientation.

You can see in the top left corner of the screenshots that I was reading the normal values of different surfaces as well as tracking the player's orientation.

This is the very beginning of a much more minimalist look. I decided that anything I would add into the game at this point would be purely functional. Colored objects are ones that the player can interact with, and white objects are not. Different colors are used to indicate objects in different gravity fields.







October 2013

Over the next six months, I continued to develop the mechanic. During this time, I continued to refine the look, bit by bit, but it still wasn't the priority. All the visual elements were added to address specific design problems I saw when doing playtest sessions.

Here's a few of the changes that affected the aesthetics:
  • Replaced buttons with squares on the floor so that you couldn't place just any cube on it, but only ones of a specific color.
  • Added color to whatever floor is 'down' to help players orient themselves
  • Instead of turning white, boxes that are in a different field turn to a faded color version of themselves, so players can know which gravity field boxes belong to regardless of which orientation they're currently in.
  • Added decals from switches to doors to make the connection clear.


During this time, I started to share some images on Twitter through Screenshot Saturday, and a lot of the response was that while the mechanic looked interested, the art style itself looked too generic.

A screenshot I shared was included in Indie Statik's Screenshot Scrutiny, and this is what the article said:

Quote
Despite Relativity’s looking like a bunch of other first-person puzzle games due to its focus on colored cubes, square rooms and predominantly grey/white palette, it’s interesting enough to garner my attention.

So yeah, the game looked too generic. Just about every other FPS puzzle game is indoors with white walls and colored cubes. I knew I would have to do something about this, but really didn't know how I would address the problem. White walls and colored cubes are popular, precisely because they really help make the puzzle elements stand out. Plus, as a solo developer, I have very little knowledge of 3D modeling. I'm much more comfortable programming and design, and knew that I wouldn't be able to beautify the game with fancy models or textures.

There were also lots of comparisons to Portal, which is somewhat inevitable with any FPS puzzle game, but especially because of the place-box-on-switch-to-open-door element of the puzzles.







December 2013

After introducing the "cube dispenser", which releases cubes while destroying previous ones, I started to have exterior spaces in the game. Prior to this, everything happened indoors. Without these dispensers, a player could drop a box off the edge when outside and be stuck in the puzzle without the necessary tools.

I realized the exterior scenes were actually extremely strong visually, as they really allowed the game's crazy geometry to shine.

You can see that I'm also starting to experiment with more interesting architecture. Sometimes I would spend up to a week trying to make a small village, with a number of different buildings, each with an imagined purpose. There were apartments, libraries, etc. I was also starting to play with lighting and trying to use that to create a mood. Most of these experiments ended up not getting used in the game (at least in the current version), but really helped me figure out what worked visually, and what didn't. The biggest challenge was trying to balance the visuals with playability. Often, architecture that was disorganized and all over the place provided very cool-looking visuals, but were very difficult to navigate. Finding out how worked and what didn't, was a constant process of trial and error.







March 2014

I changed the sky color to white, as it looked very strange for there to be shadows when the sky was black.

During this month, I went to GDC for the first time, and showed the game to several developers. Pretty much almost everyone's feedback was: interesting mechanic, great puzzles, but looks far too generic.










April 2014

After GDC, I knew I really had to work on the art style. My goal when I first started on the new version of the mechanic was to get the mechanic and puzzles right first before moving onto aesthetics. And while there were some issues with the puzzle and the mechanics, they were far enough along that one got a clear sense of what it was about.

At this point, I knew the core mechanics and puzzles were good and promising, because when people played the game for a bit, they would get really excited. However, I was having trouble getting people's attention based on the art style alone. I was also starting to experiment with marketing at this point, knowing that I should start as early as possible, so a unique look would be very important.

Since fancy 3D modeling and textures weren't going to be option, I knew that my best bet would be using shaders. As a programmer, a postprocessing shader meant that I could keep the existing geometry in the game, and working with code was a lot more comfortable for me than pulling up Photoshop. I hadn't really worked with shaders much before, but decided that taking a week off to really dive into the subject would be a worthwhile use of my time.

I ended up deconstructing the default Unity edge-detction shader, and creating my own. After I posted some screenshots with the new look, the response was very positive. I started to get comments about the art style alone.







June 2014

I started to think more about the sky. Having it completely blank felt lacking in the visuals, and also made it slightly more difficult to orient oneself. The problem is, because of the core mechanic, there aren't any areas that are out of the player's reach. I can't have a location be "too high", because the player can simply change gravity, and now that location would be below them, and they can just fall down on top of it. I also didn't want to resort to placing invisible walls all over the place to restrict player movement.

Eventually, I came up with the solution of having the world be 3D screenwrapped, so that you see repetitions of the same world in the distance. This way, it allows me to have stuff in the sky so it's not completely blank, but also allows the player to land on anything they can see. The rule of being able to go to everywhere you see therefore remains consistent.

It also improves the visuals quite a bit, and makes it much more interesting.

I also started to play around with layering effects, such as adding a bit of vignetting to make the look more dreamy, and also tweaked the edge-detection shader.







Present
The look has come a long way, and looks completely different from the first version of the game.

The problem now is that it looks too much like Antichamber. While there are a lot of differences in the art style between the two games, at a cursory glance, it can be easy to mistake, especially given how quick consumers are to make judgements. Everytime I post on a screenshot on reddit, either on /r/indiegaming or /r/gamedev, comparisons to Antichamber would come up.

Last week, I decided to sit down and really analyze the differences in visuals between Relativity and Antichamber, and what I can do to further differentiate my game visually.

For comparison, here are several screenshots from Antichamber:









From looking at these screenshots, these are some of the elements that make up the visual style of Antichamber:
  • edge-detction
  • white walls
  • colored cubes
  • Expanses of color
  • Sharp corners
  • 98% of the game is indoors
  • no shadows

So what is making my current art style look similar? I would say:
  • edge-detection
  • sharp corners
  • minimal use of colors

I consider these elements that I cannot change. The edge-detection really helps visually to distinguish different objects, and makes the game look not as grey-box-ey. The sharp corners have to be there, because the core mechanic doesn't allow for any curves. Each surface has to have one of six surface normals, so that they clearly belong to one of the gravity fields. As for minimal use of color, that is also for the functional purpose of puzzle solving, and needs to stay.

I think the resemblance to Antichamber is the strongest when I have interior shots like these:





But exterior shots are more different:



Organized Chaos
In playing around with geometry outdoors, I came across something. For the first several hub worlds, the entire level is one isolated piece (sometimes made up of smaller islands), but the repetitions do not touch each other.

For one level, I wanted a very distinct look, and realized that my making the level large enough, and decreasing the separation space between copies, I could make all the worlds connect, so that the entire level was one infinite connected piece, like this:



which I think looks even more different than Antichamber.

Then Justin Pierce (who's working on Telos), then showed me this image by Lebbeus Woods:



I really liked this image, and thought, if I can incorporate the scale and complexity seen there, then making I can get something very different. What I would need to do, is use the world repetition set up, but allow each world to connect to one another, to create the sense of scale, without letting players get too lost.

These are from two experimental levels I did up, just to see what it would look like:









I think out of everthing, these are visually the most different from Antichamber. Now, making these levels playable is a different matter. Signposting is going to be tricky, but I think it's just a design challenge I need to overcome. I think this is a very promising avenue to pursue.

I'd like to call this 'organized chaos'. The scene at first looks incredibly complex and confusing, but beneath that, there is a structure that would make it easy to navigate and orient oneself.

Also, for these two levels, I placed everything by hand, which I learned very quickly was extremely tedious, so I decided to dive into procedural generation to help me make more of these experiments. However, this post is already way too long, so I will save that for the next update.
« Last Edit: July 29, 2014, 01:40:01 PM by Willy Chyr » Logged

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« Reply #323 on: July 29, 2014, 11:19:01 PM »


My favorite.

Experimental levels' architecture is whoa. Looks very complex and very awesome.
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« Reply #324 on: July 30, 2014, 08:25:34 PM »

DevLog Update #75 - 07/30/2014

Playing around with procedural generation of fractals. Also, exciting announcement coming soon!

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William Chyr
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« Reply #325 on: August 01, 2014, 10:29:30 PM »

DevLog Update #76 - 08/01/2014

Cleaning up the 'nature' level I started about a months ago. There were a lot of navigation and signposting problems when I playtested it. Ended up throwing out a building that I thought looked really cool, as unfortunately everyone got really lost in that area and became quite frustrated.

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William Chyr
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« Reply #326 on: August 04, 2014, 08:51:13 PM »

DevLog Update #77 - 08/04/2014

Working on the design of a new hub level. Took a lot of experimentation, but I think I finally got there. I like this design because it's very clean and simple, and also iconic at the same time. You'll always know when you're in this world, and it's clear right away what the layout is.

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« Reply #327 on: August 05, 2014, 11:26:39 AM »

The MIX Showcase at SIGGRAPH

I will be exhibiting Relativity as part of the Media Indie Exchange Showcase at SIGGRAPH next week in Vancouver!

Stop by the Vancouver Convention Center during normal SIGGRAPH exhibition hours, from August 12th - 14th, to try out Relativity as well as a bunch of other really cool indie games!

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William Chyr
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« Reply #328 on: August 06, 2014, 09:25:51 PM »

DevLog Update #78 - 08/07/2014

Working on a new hub level. It seems to have taken forever, but I've finally settled on a design that I like. Spent the day experimenting with different window designs.

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« Reply #329 on: August 06, 2014, 09:58:17 PM »

Loved reading your post about finding your look and I'm really liking the new hub! Gives off a bit of a weird churchy vibe with those big windows but I dig it. Haven't got much els to say but I had to post something since I noticed replies were lacking in here. Come on people this is looking great and these posts are so nice and detailed, show some support!
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« Reply #330 on: August 07, 2014, 12:12:57 AM »

Hi! After read this post, i need to say that is really awesome!!! Congrats to the devs!

I want to enphasize the great art quality in this proyect.
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William Chyr
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« Reply #331 on: August 08, 2014, 02:58:59 PM »

Loved reading your post about finding your look and I'm really liking the new hub! Gives off a bit of a weird churchy vibe with those big windows but I dig it. Haven't got much els to say but I had to post something since I noticed replies were lacking in here. Come on people this is looking great and these posts are so nice and detailed, show some support!

Hey! Thanks for the support! Very glad to hear you enjoyed reading the post. I was going for a sanctuary kind of vibe, so churchy is close. Mostly I want to evoke emotions through the architecture and scale alone.

Hi! After read this post, i need to say that is really awesome!!! Congrats to the devs!

I want to enphasize the great art quality in this proyect.

Cool. Thanks!
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« Reply #332 on: August 08, 2014, 03:40:37 PM »

Beautiful.  Wizard
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William Chyr
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« Reply #333 on: August 11, 2014, 04:04:19 PM »

DevLog Update #79 - 08/11/2014

Hey all! I'm currently writing this devlog from Vancouver. I arrived here earlier today to showcase the game at the MIX Showcase at SIGGRAPH.

I've got some down time since the exhibition doesn't start until tomorrow, so I've decided to write an update here.

Hub Level Windows

Much of the past week was spent working on a new hub level. The overall structure of the level was quite simple, so this meant I had room to elaborate on more "decorative" aspects of the architecture, which is mostly just the windows.

I ended up having a ton of fun coming up with different window designs:







What I love most is the pattern of the shadows that are created as a result. It's hard to predict exactly how they'll fall when I'm creating the windows, so it's kind of a nice visual bonus.

I think it ends a lot to the perception of the space, and also makes the aesthetics even more different from Antichamber, since that game didn't have any shadows.

Here's a shot of the exterior of the same hub level:



And here it is with the repetition world effect implemented:





Mysterious Shadows & Big Lesson In Debuggin

For several months now, I kept noticing this weird bug that would appear when I was showcasing the game. Basically, this set of circular-blob-like shadows would appear and stay in front of the player in different locations, like this:





One of the strange parts about it was that the shadow would lay out evenly on geometry, regardless of notice. For example, notice in the second image, the circular shadow is split between the blue floor and the white wall, but is still keeping its shape.

At first, I thought this was due to some objects in the scene in the distance that was casting the shadow. Since all the levels are loaded at the beginning of the game and then set inactive, it's possible I may have missed some, and they were the cause of these mysterious shadows.

I figured it would be a fairly simple fix - just find the culprit objects, and make their meshes not cast shadows, so I kept putting this problem off.

Last night, I decided to finally look into the problem. It turned out to be much weirder... the shadows only appeared when I was running the game on my laptop! When I ran the game on my desktop, either inside the Unity editor or as a standalone, this is what it looked like:



See, no weird shadows! (ignore quality of pics - I took them with my phone pointed at the monitor)

Ok, that's really weird. I posted the problem on twitter, and several people offered suggestions - changing shadow quality, changing view distance, etc. Someone also suggested updating graphic drivers for bootcamp, since I mentioned i was running windows on a macbook pro via bootcamp. However, I thought this was too simple, and would have expected a problem w/ graphic drivers to be more of an "overall" effect.

Anyway, I ended up spending about 3 hours, changing different settings on the project on my desktop, making a build, transferring file to my laptop, and testing out the change. All in all, I made about a dozen builds, but nothing worked. It was an incredibly frustrating problem to debug.

Towards the end of the night, I was all ready to give up, but decided to see if the issue was the graphics card. I made an OSX build, then restarted my laptop in OSX, and lo and behold, the shadows were gone. So it's not a problem with the graphics card...

Finally, I checked the status of my graphic card driver - the computer said it was up-to-date, but when I went to the Intel website to compare, the version numbers of the graphic card drivers were different.

So I downloaded the latest driver, ran the game, and boom! No shadows:



My feeling then could only be summed up as a gif:



I learned an important lesson in debugging last night: always try the simple solution first!
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« Reply #334 on: August 11, 2014, 06:47:58 PM »

Still looking great!

I'm curious, since you mentioned at one point that you wanted to try a day/night cycle. Are you going to come back to the day/night thing? I'm thinking it might be a cool way to differentiate hubs (this hub is always night, this hub is always day, etc). That, or tie the rotation mechanic to the time of day.
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« Reply #335 on: August 13, 2014, 06:43:56 PM »

Wow, this game looks great.  I really enjoyed reading through the devlog.  In regards to your comparison to antechamber, I think that if you take off edge detection it won't look too similar.  Your game has a lot more texture and shading, so it's much more visually appealing.  The hard corners are very similar to antechamber, but I think your elaborate architecture really sets relativity apart.  If you add some more atmospheric touches and make people focus on the environments I don't think people will think about antechamber too much.  I already feel that the game will be very immersive based on what you've designed.
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« Reply #336 on: August 16, 2014, 03:14:24 AM »

Oh man, please don't take away the edge lines. It's gorgeous. The shots you showed without edge detection look more like Portal than the shots with edge detection look like Antichamber. I think your biggest strength in differentiating your game is probably the shadows and lighting effects - designing your levels to play those up might be a good idea (seems like you're doing that already).

keep bein' the greatest
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« Reply #337 on: August 16, 2014, 12:57:09 PM »

Still looking great!

I'm curious, since you mentioned at one point that you wanted to try a day/night cycle. Are you going to come back to the day/night thing? I'm thinking it might be a cool way to differentiate hubs (this hub is always night, this hub is always day, etc). That, or tie the rotation mechanic to the time of day.

I don't think I will return to the day/night cycle. One issue is that day/night implies the existence of a spherical world with an orbiting sun, and I'd really like the world in the game to be something that exists completely outside of the realm of possibility in reality.

The way you suggested of having some hubs always be night and some always be day could work, and might help enhance the difference between areas. However, the other issue is that night lighting interferes w/ color a bit. For example, a blue light makes it harder to distinguish between yellow and orange. I'd like the game to be as accessible as possible, and I've had many players who are colorblind talk to me about their concerns with color. My plan is to allow players to adjust the color setting, but night lighting would throw this off.

Wow, this game looks great.  I really enjoyed reading through the devlog.  In regards to your comparison to antechamber, I think that if you take off edge detection it won't look too similar.  Your game has a lot more texture and shading, so it's much more visually appealing.  The hard corners are very similar to antechamber, but I think your elaborate architecture really sets relativity apart.  If you add some more atmospheric touches and make people focus on the environments I don't think people will think about antechamber too much.  I already feel that the game will be very immersive based on what you've designed.

With regards to the edges, they are here to stay. I agree with sSuite in that without the edges, the game looks more like Portal (and every other first-person puzzle game), than the shots with edges look like Antichamber.

The visual style is still very much a work in progress, and if I continue to work on lighting, shadows, and more atmospheric elements, I think I can move away from the antichamber look.

Oh man, please don't take away the edge lines. It's gorgeous. The shots you showed without edge detection look more like Portal than the shots with edge detection look like Antichamber. I think your biggest strength in differentiating your game is probably the shadows and lighting effects - designing your levels to play those up might be a good idea (seems like you're doing that already).

keep bein' the greatest

Don't worry! The edges are here to stay. Smiley

Even with the similarities to Antichamber, the edges are a vast improvement to the previous art style.

When I implemented the edge-detection effect, I was actually trying to go for this look:



At the time, I didn't really know how to get the dithering effect, so just stopped at the edges. However, now that I'm more familiar with shaders, I think I can try to tackle it again.
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« Reply #338 on: August 16, 2014, 01:08:41 PM »

However, the other issue is that night lighting interferes w/ color a bit. For example, a blue light makes it harder to distinguish between yellow and orange. I'd like the game to be as accessible as possible, and I've had many players who are colorblind talk to me about their concerns with color. My plan is to allow players to adjust the color setting, but night lighting would throw this off.
Actually, it's a pretty great plan. Smiley

When I implemented the edge-detection effect, I was actually trying to go for this look:
[snip]
"Pencil on paper"-ish look? Smiley
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« Reply #339 on: August 16, 2014, 06:48:30 PM »

"Pencil on paper"-ish look? Smiley

Exactly. But I only got halfway. I need to add pencil shading.

This look below, minus the wireframe lines, would be awesome:

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