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William Chyr
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« Reply #900 on: November 30, 2015, 10:52:52 am »

Devlog Update #274 - 11/30/2015

Manifold Garden Prints Now Available via Video Game Art Gallery

Many of you have been asking for them, and now they're here! http://www.videogameartgallery.com/exhibition?category=William%20Chyr


















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« Reply #901 on: December 01, 2015, 04:32:50 pm »

Devlog Update #275 - 12/01/2015

Weird "invalid serialized file header" Bug

I've recently fallen into a particular routine (this always happens right before a big convention, and PSX is right around the corner).

Basically, I wake up at around 10am. Check in with David about about updates to the game, what needs to get worked on, bugs that need to get fixed, etc. From then until 4pm, I'm basically working on admin stuff - updating devlog, writing emails, doing any writing that needs to be done (applications, game submissions, press interviews, etc), managing calendar, finances, etc, etc. I'll often have phone calls, skype meetings, or (god forbid) real life physical meetings during this time as well.

This stuff, which I call "non-gamedev gamedev" takes up a surprisingly large chunk of my time now, and I do it closer to when I first get up, because my brain takes a while to absorb caffeine and be fully awake (yes, it takes my brain around 6 hours to wake up).

Anyway, from 6pm to 4am is my prime coding hours. There's usually no activities scheduled, not much happening online (not in my time zone anyway), and the world is just much quieter. This is when I like to tackle the tough problems, go through code and track down bugs, etc.

Last night, around 8:30pm, I decided to stream for a bit to help me focus as I hacked away at more bugs. I went live, pulled the latest version of the build from Perforce, and then Unity just stalled at the project opening. I could see the window outline, but the project just wasn't loading. This went on for way longer than normal. Ctrl Alt Delete to shut down Unity, but still couldn't get the project to open.

I ended up canceling the stream, figuring that watching me open Unity is really not that interesting, plus I needed to focus on this.

I spent all night trying to get the project open. Deleting the Library and Temp folders, starting a brand new folder and pulling from Perforce. Nothing worked.

It was incredibly infuriating. It's 4 days before I leave for PSX, I was supposed to fix a bunch of bugs and test the build on the devkit, and here I am, unable to even open up the project.

I spent until 4am trying to get this to work, with no progress. Ended up going to bed super frustrated and annoyed.

This morning, talked to David, and the problem turned out to be due to this one material (David actually had this problem before).

The material is the Default_Prototype material that comes with ProBuilder (though I don't think it's the issue with ProBuilder here, but a way the asset is getting serialized by Unity for version control).



Our solution thus far is to rely on an older revision of the material:



What is messed up though, is when we try to commit a newer revision of the material, that's exactly like version 7, that still causes problems!

Doing a google search on "invalid serialized file header", I found this thread: http://forum.unity3d.com/threads/some-assets-are-giving-an-invalid-serialized-file-header-error.328777/



The issue seems to be that P4 server is modifying the end of the line for the meta file?

Given all the symptoms, a problem with version control system messing with something would seem to make the most sense here.

I'll have to talk to Mike who runs the P4 server to make these changes, and will then post the update here.

Anyway, pretty frustrating to have lost a whole work day as a result of some weird and obscure back.

I do have things are back on track now, in that I can at least open the project and keep working.

Such is game development, I guess.




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William Chyr
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« Reply #902 on: December 01, 2015, 11:01:01 pm »

Devlog Update #276 - 12/02/2015

Weird "invalid serialized file header" Bug Fixed

(Sort of. It's at least better than what we did before)

The Bug

In the last post I talked about the weird Unity serialization bug that ruined all of Tuesday night, and which we were only able to avoid by sticking with an old revision of the material.

The solution wasn't very practical though, because if you pulled any version of the material after revision, and then accidentally clicked back on Unity, it would stall and crash. This is quite easy to do, because if you checked out the project folder in Perforce, and then try to submit, Perforce will ask you to get latest version first.

If this stalled, I would have to delete the Library and Temp folders and have Unity build again. Due to the size of the project, this would take around 20 minutes.

This is clearly not at all practical.

In the previous post, I talked about the thread I found, which seemed to pinpoint the problem to the way Unity does serialization and some weird way that it's handled by Perforce.

What we've been experiencing seems to confirm this, as even making the material exactly like what it was in revision 7 and then resubmitting still led to problems.

Solution

I started to wonder if maybe the problem was actually over on the Perforce server, and so when we pulled, it messed up the project.

So what I did was to delete the asset that was giving us the "invalid serialized file header", in our case default_prototype.mat, as well as the associated meta file from the Perforce server. I also deleted them locally.

Then I opened up a new Unity project, and reimported ProBuilder (we're using the source version by the way).

Then I copied default_prototype.mat from this new project into the original project.



Allowed Unity to generate the meta file, and then committed those to the server.

Had no idea this would work. Here are my commit messages:



Incredibly, this actually fixed the problem!



This problem had actually been bugging us for several weeks now. David had first noticed it and discovered reverting the material to older version fixed it. However, I had only been pulling the project in bits, so it wasn't until Tuesday that it really affected me.

Anyway, really happy that this is resolved. It's possible that another asset could have serialization messed up in the future, so I think we will take care of changing the setting on the P4 server.

If you're experiencing the same problem, I hope this helps.



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« Reply #903 on: December 01, 2015, 11:08:00 pm »

Very nice artwork. Oddly enough it for some reason reminds me of the portal games. Any inspiration from them?
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William Chyr
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« Reply #904 on: December 01, 2015, 11:58:23 pm »

Very nice artwork. Oddly enough it for some reason reminds me of the portal games. Any inspiration from them?

Thank you! That's not odd at all. Portal was a pretty big influence earlier on in the project. Since then, I've drawn more inspiration from games like Starseed Pilgrim, Fez, NaissanceE, and Antichamber.

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William Chyr
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« Reply #905 on: December 03, 2015, 01:11:04 am »

Devlog Update #277 - 12/03/2015

Pre-PSX Madness

Ran through the latest build of Manifold Garden on the PS4 devkit before PlayStation Experience. It is playable from start to finish. There are still a few things I'd like to add, but it's icing on the cake.



The biggest improvement in this build is that the game is actually running at 60 FPS on the kit! 60 FPS feels wonderful. Smooth like butter.

David really did some fantastic work with optimization.

Also, new Manifold Garden prints have arrived, and they look fantastic! These will be available for sale at PSX:



Earlier today, I was on a panel (virtually), along with Ken Wong (of Monument Valley) and Ty Taylor (of The Bridge), talking about Escher and game design at the North Carolina Museum of Art. It was pretty cool. Not sure if it will be posted for viewing later. I believe it was recorded.

Anyway, it was fun, and really interesting to hear about the context of Escher in art, as well as Ken and Ty's thoughts on how they used his work in their designs.



Finally, here are a bunch of screenshots from the latest build of the game, captured directly from the devkit:











Alright, back to PSX prep!
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William Chyr
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« Reply #906 on: December 04, 2015, 02:05:57 am »

Devlog Update #278 - 12/04/2015

I'm getting on to a flight to San Francisco for PSX in just a few hours.

Played through the latest build of Manifold Garden, and it is looking great!

Here are a bunch of screenshots captured from the devkit:












 


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William Chyr
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« Reply #907 on: December 04, 2015, 06:19:10 pm »

Devlog Update #279 - 12/04/2015

PSX Setup

Got into SF today at around 1 pm PST. Headed straight from the airport to Moscone West convention center to get things set up.

Here's the Manifold Garden booth:



Now it's time to finally get some food and rest.

If you're going to be at PlayStation Experience this weekend, swing by Booth 2151 and say hi!
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William Chyr
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« Reply #908 on: December 09, 2015, 12:53:10 am »

Devlog Update #280 - 12/09/2015

PlayStation Experience 2015




Returned to Chicago on Monday from PlayStation Experience. It was pretty exhausting. I was hoping to work on Tuesday, but ended up taking the day off to recover.

PlayStation Experience this year was very different from last year's event.

Here's my write up for last year's PlayStation Experience: Part 1, Part 2, Part 3

Regarding the event itself, PlayStation Experience this year was much bigger. There was a pretty large crowd on both days, while last year there were several times when the section I was in felt quite empty. I think this is a combination of the event being more well known, and also being in SF instead of Las Vegas.

With regards to the game, last year, it felt like nobody knew about the game. Many of the people who came to my booth last year and never heard of the game before. This year though, a lot of people came up to me and told me how they had been seeing screenshots of the game everywhere, and some also said they had actually been following its development for some time. It felt really awesome knowing that the game was getting out there, and now people know about it.



This year I also got a lot of press coverage, which was much better than last year, when I got none. Here are some of the articles that have covered the game so far:

Kotaku - Manifold Garden, An Incredibly Pretty Puzzle Game

US Gamer - Manifold Garden is a Real Mind-Warper

Game Informer -  Our 10 Favorite Indies From The PlayStation Experience 2015

VentureBeat - Sony focuses on the joy of gaming at PlayStation Experience


The GWW - Manifold Garden – My Biggest Surprise at PSX

4Gamer - エッシャーにインスパイアされた奇才が3年をかけて開発中のパズルゲーム「Manifold Garden」  (Japenese)

All of this was really great to see.

Show Logistics

Arrived in San Francisco on Friday at noon, and headed straight to Moscone Center to pick up my badge and set up the game.



Like last year, I had a 10' x 10' booth:



Sony provided 2 TVs, 2 PS4s, and 2 controllers, so set up was pretty simple. All I had to do was show up, install the game from the USB, and hang up the banner. Normally, having to carry all the computer equipment, screens, and setting up, is such a huge hassle for conventions, and Sony took care of this.

Also, this is pretty funny:



Not sure what happened here. My company is "William Chyr Studio", and that's the name I have registered with Sony and what I put as the company when I filled out the PSX participation form, but it looks like there was some confusion.

Everyone said to own it. I should really go for the mad scientist vibe. Anyone got an extra lab coat they can lend me?

Here's a picture of the crowd on the second floor watching the keynote:



This year, the indie section was split up across the entire convention, instead of being all together. I think this was a really cool way of doing it, especially given the size of the whole show, as it didn't make the indie games feel like they were a separate category. The only downside was that it was a really hard to see the other indies if you just remained at your booth.

In other conventions I've done, because all the indies are within a 10 minute walk of one another, I'd end up getting to see and talk to everyone. This year though, I had other friends at PSX who I did not get the see and talk to at all!

The show on Saturday was also 12 hours - from 10 AM to 10 PM. The hours were quite brutal, especially for one person manning a booth (I wasn't the only one doing this either!). I don't think last year had such insane hours. I do hope Sony changes this in the future, for the sake of the smaller indie teams that can't afford more booth personnel. Or perhaps have volunteers that man the booth for an hour or two so smaller teams can take a break?

The show on Sunday was 10 AM to 6 PM, which was pretty nice.

After the show, I hung out with some of the other developers, and it was great to be able to do a bit of catching up.

Here's a pic of my friend and fellow game designer Chris Bell playing Manifold Garden at the booth:



Anyway, PSX this year was a lot of fun. It was bigger and better attended than PSX last year, and I think it will keep growing. Huge thanks to Sony for having me be part of it, and taking care of so much of the expense and show logistics.

Also, huge thanks to all the fans who came out to the booth and played Manifold Garden. Really appreciate the support!






« Last Edit: December 10, 2015, 12:04:56 pm by William Chyr » Logged

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« Reply #909 on: December 09, 2015, 02:17:23 am »

Congrats, man. Getting your game featured on such great websites (I'm a big fan of Kotaku since their recent editorial changes) it's a huge step forward. I hope to get such attention some day!
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« Reply #910 on: December 09, 2015, 08:21:42 am »

A few months ago I started to learn how to make games in Unity. I came across this topic a few weeks ago and over several days read pretty much every diary log. I particularly appreciated the links to other game developer logs (Portal and Everything 'I Learned About Level Design I Learned from Disneyland' in particular).

I've easily spent about 20-30 hours watching the Unity Tutorials online, particually Unity: Live Training and an equal amount of time playing around in Unity, Monodevelop, Blender and Photoshop. Of all the things I've had to learn about (Physics, Animation, Models, Materials, Shaders, Textures etc...) one of the biggest barriers I've had has been scripting.

I have two questions which I hope will help other people interested in game design.

1. Were there any particular resources you found useful to learn scripting (C#)?
2. What advice would you give yourself when you started two years ago?

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William Chyr
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« Reply #911 on: December 09, 2015, 09:39:31 am »

Congrats, man. Getting your game featured on such great websites (I'm a big fan of Kotaku since their recent editorial changes) it's a huge step forward. I hope to get such attention some day!

Thank you! The key is just to keep at it. Last year, by comparison, I got no press coverage, so it definitely was very cool to have a very different response at PSX this year.

A few months ago I started to learn how to make games in Unity. I came across this topic a few weeks ago and over several days read pretty much every diary log. I particularly appreciated the links to other game developer logs (Portal and Everything 'I Learned About Level Design I Learned from Disneyland' in particular).

I've easily spent about 20-30 hours watching the Unity Tutorials online, particually Unity: Live Training and an equal amount of time playing around in Unity, Monodevelop, Blender and Photoshop. Of all the things I've had to learn about (Physics, Animation, Models, Materials, Shaders, Textures etc...) one of the biggest barriers I've had has been scripting.

I have two questions which I hope will help other people interested in game design.

1. Were there any particular resources you found useful to learn scripting (C#)?
2. What advice would you give yourself when you started two years ago?



Really glad to hear you've found this devlog helpful!

Regarding your questions:

1. I don't know if there are any particular resources I used for C# besides the Unity API documentation and the C# website. I knew how to program already, so a lot of it was more just C# syntax that I'd have to look up occasionally.

2. I actually started the game 3 years ago (though the devlog was 2 years ago).... I probably would have just told myself more realistically what to expect with game development timelines. I originally thought the game was going to be done in 3 months.
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« Reply #912 on: December 21, 2015, 10:22:49 pm »

I created an account just to post this.

Your game as-is looks good, in an antichamber-inspired, functional kind of way. (I'm talking about the gameplay footage which is mainly white with black outlines.) The looks definitely won't detract from the gameplay which itself looks amazing.

But your renders with the glitch effet...

They look so, so, so, so, so good. Absolutely insanely good. I'm definitely buying a print once I have played the game.

It blows my fricken mind that you got inspired by a glitch. Glitch art, literally. And pretty much the best looking one I have ever seen.
The pure black and pure white add so much contrast, and the colored lines feel really fresh. And above all, those images look distinctive.

You posted about how some players felt disoriented, and I think this might be because of the lack of overall directionality in the lighting. If everything is white you can't use the light source as a compas like we all do unconsciously. You could try shading more like in your signature but with the colors of those renders. Or maybe just having zones of color and black on its own can help create visual landmarks.

I know you probably don't want to hear this so far into development but you should seriously consider basing the final art-style on those images.
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« Reply #913 on: December 23, 2015, 02:29:59 pm »

this game, man. whenever i come on, i always find something super awesome to read on this devlog. your experiences at pax, PSX, and other conventions are always super enlightening. the whole labs vibe sounds pretty awesome, actually, haha. i can always ask my science room if they can spare a coat? Tongue

seriously, though. its mind blowing to me, i recorded one video on this one month and you hadn't had any exposure at all, still starting out, two months go by, and your with playstation and the indie fund. i feel like a parent that watched their son go to college. its such a weird feeling.

anyways, i feel old now, so ill go watch something to make me feel like a teen again. good luck as always.
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William Chyr
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« Reply #914 on: January 04, 2016, 08:12:16 am »

I created an account just to post this.

Your game as-is looks good, in an antichamber-inspired, functional kind of way. (I'm talking about the gameplay footage which is mainly white with black outlines.) The looks definitely won't detract from the gameplay which itself looks amazing.

But your renders with the glitch effet...

They look so, so, so, so, so good. Absolutely insanely good. I'm definitely buying a print once I have played the game.

It blows my fricken mind that you got inspired by a glitch. Glitch art, literally. And pretty much the best looking one I have ever seen.
The pure black and pure white add so much contrast, and the colored lines feel really fresh. And above all, those images look distinctive.

You posted about how some players felt disoriented, and I think this might be because of the lack of overall directionality in the lighting. If everything is white you can't use the light source as a compas like we all do unconsciously. You could try shading more like in your signature but with the colors of those renders. Or maybe just having zones of color and black on its own can help create visual landmarks.

I know you probably don't want to hear this so far into development but you should seriously consider basing the final art-style on those images.

Thanks for the post! There is actually going to be some additional core game modes that are different from the normal mode, such as this one, the invert mode:



This actually has an important game mechanic and isn't just a visual thing. I'll have more information about this in a separate post soon.

this game, man. whenever i come on, i always find something super awesome to read on this devlog. your experiences at pax, PSX, and other conventions are always super enlightening. the whole labs vibe sounds pretty awesome, actually, haha. i can always ask my science room if they can spare a coat? Tongue

seriously, though. its mind blowing to me, i recorded one video on this one month and you hadn't had any exposure at all, still starting out, two months go by, and your with playstation and the indie fund. i feel like a parent that watched their son go to college. its such a weird feeling.

anyways, i feel old now, so ill go watch something to make me feel like a teen again. good luck as always.

You've been following the game for quite a while. I think the video you made was the first video about the game? Really appreciate the support as always, Connor!
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« Reply #915 on: January 04, 2016, 11:13:50 pm »

Devlog Update #281 - 01/05/2016

Post-Holiday Update, Anticipated Game Lists, and Invert Mode


Happy New Year! Wow. 2016. I started Manifold Garden in 2012. It is now 2016. Wow.

Anyway, I'm back in Chicago now and back to working on the game full-time.

End of the year was a bit rough for me - there was a family health emergency. I won't go into the details here, but I ended up going home a week early, and spent two weeks there. Most of the time was spent at the hospital, including Christmas Eve, which was a bit surreal...

Anyway, all is good now, but that was definitely a very stressful "holiday" period. Make sure to take care of your health, and spend time with your family and friends! Our relationships are the most important things in our lives. Don't let work get in the way of that.

I'm settling back into my regular work routine, and am excited to continue the development of Manifold Garden.  Lots of exciting updates.

Anticipated Games Of 2016 Lists

Really wonderful news. Manifold Garden was included in several really awesome "most anticipated games of 2016" lists.

IGN

32 Games To Keep On Your Radar in 2016



The Verge

The 44 games we can't wait to play in 2016



WIRED

WIRED's Most Anticipated Videogames of 2016



Invert Mode

I'm actually going to talk about invert mode in the next post, as it's quite long, but here's a screenshot of it to give you a taste:



 
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« Reply #916 on: January 05, 2016, 07:43:05 am »

Congratulations on all the success so far!! It's exciting and inspiring to see how far you've come with this game.
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« Reply #917 on: January 05, 2016, 01:23:55 pm »

Congrats on all press coverage you have been getting, especially at PSX! Been following your blog for a while now and I remember last year when you were invited to PSX you did not get as much press, with the exception of Jonathan Blow tweeting about your game (that was awesome). In your opinion what do you think made the difference this year? Was it that this year more people knew about your game (where as last year it was mostly unknown)?
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« Reply #918 on: January 12, 2016, 09:28:08 pm »

Congratulations on all the success so far!! It's exciting and inspiring to see how far you've come with this game.

Thank you! There's definitely still room for improvement, but I think we're getting close.

Congrats on all press coverage you have been getting, especially at PSX! Been following your blog for a while now and I remember last year when you were invited to PSX you did not get as much press, with the exception of Jonathan Blow tweeting about your game (that was awesome). In your opinion what do you think made the difference this year? Was it that this year more people knew about your game (where as last year it was mostly unknown)?

Thanks so much! Ya, the first PSX was pretty tough. I think a big part was just that the game had gotten much more attention. A lot of the people who came to the booth this time had seen / heard of the game before, so I think journalists were also more of it and more receptive when reached out. Perhaps it also had to do with PSX being a bigger event this time around, so maybe journalists were treating it more seriously? Either way though, this most recent PSX definitely went much better for me in terms of getting press.
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« Reply #919 on: January 12, 2016, 09:29:53 pm »

Devlog Update #282 - 01/12/2016

Invert Mode


In this update, I'm going to talk about this new mechanic that I've added to Manifold Garden, at the moment known as "invert mode". It's still a work-in-progress, but I'll be discussing its origin and its current state.

Origin

Earlier in December, Ryan Clark (the developer of Crypt of the Necrodancer) started doing a series of streams in which he analyzes an indie game's "market potential", using methods he's developed over the years. Ryan wrote about his process in this gamasutra blog post: "What Makes an Indie Hit?: How to Choose the Right Design",

I found the article really informative, and had actually wanted to ask Ryan about Manifold Garden. So when I heard that Ryan was looking to start streaming this process with games currently in development, I immediately jumped at the opportunity. I guess I jumped pretty quickly, because Manifold Garden ended up being the first game to be looked at.

Here's the Twitch archive of the stream: http://www.twitch.tv/ryan_clark/v/29451504

Here's the chart of the analysis at the end of the stream (click on image for larger version):


As you can see, there are several factors that Ryan uses to get an estimate of a game's market potential. The biggest thing I took away from the conversation was that Manifold Garden had low "post-play virality". This isn't to say that the game isn't good. What it was, was that a lot of what was exciting about the game, the architecture, the geometry, they were all shown in the trailer or in the description of the game. Those were in the "pre-play virality".

I realized I needed more of these "wow" moments in the game, that makes people want to remark and tell others.

If you look at the chart, you can see that Starseed Pilgrim has low pre-play virality ( 0.8 ), but very high post-play virality ( 1.3 ). Keep in mind that these numbers are super hand wavey, but it's more about their relation to the other numbers. Plus, there were discussions within the chat about them as well.

Starseed Pilgrim has low pre-play virality because the art style didn't stand out, and the trailer didn't really do a good job of conveying what you did in the game. It was hard to see what was special about the game without playing it. This was actually quite consistent with my initial impression of the game.

However, Starseed Pilgrim has very high post-play virality because a lot of people who played it saw its brilliance, and would go on to tell others about it. This is largely because what makes Starseed Pilgrim special is the way the game makes you explore, and the intricate dance it does with its systems. These are not things that you can derive before playing the game, only after having played it.

I started to think about how I can improve the design of Manifold Garden to have more special moments like in Starseed Pilgrim that encourages post-play virality.

The other takeaway was comparison to Antichamber. Now, if you've been reading this blog, you'll know that I know this already. Comparisons to Antichamber is inevitable - both games draw inspiration from Escher, are puzzle games of the mind-bending variety, and have minimalist art styles with edge detection. I don't think being compared to Antichamber is necessarily bad, and is certainly much better than being generic and being compared to Portal... However, it's more from a personal artistic standpoint. I'm not trying to make a bad Antichamber clone and don't want to come across as that. How can my visual stand out from Antichamber even more?

Invert Mode

Invert mode started as a purely visual experiment. However, it looked quite cool, so I thought it'd be worth exploring it as a mechanic to fit within the game.

Here's the first tweet I posted about it:



The visuals:









As you can see, the visual was quite rough. Pretty much all I did was invert the colors in the edge detection shader. At the time, I was still keeping the fog color to white, so things further in the distance faded to white as a result. There's also no color fade in the lines - they're white all throughout, so they do not create a sense of depth.

This also resulted in a very sudden "pop-in" effect when the world wrapping happened. This is very clearly seen in the picture below. Note how the geometry in the distance just cuts off suddenly:



Eventually, I rewrote the edge detection shader so that I was able to change the color of the edges and choose whether to have the lines fade to black or white in the distance. I also realized that by changing the fog color to black, I can get a really nice fade in the distance.





What do you actually do in invert mode?

The first thought of a mechanic that could work well in invert mode is taking away the ability to change gravity.

I was thinking of the way Starseed Pilgrim and Ridiculous Fishing are designed, in which the player goes through the same level, but experiencing it completely differently. In Starseed Pilgrim, when you go into invert mode, the platform becomes space, and space becomes platform. In Ridiculous Fishing, first you go down, avoiding all the fish, then you go up, and try to catch as much fish as you can.

To me, this is a really interesting idea, as it gets the player to think with duality during the first stage of the game.

Richard Terrell coins this kind of level design Folded Level Design, which I think works very well.



Removing the ability to change gravity seems to be part of this, because now the player has to navigate through the same level, but experience the architecture differently. Now a wall is no longer a path, but an actual barrier.

I was also thinking about other ways in which the theme of "inversion" could work. One way I thought was to reverse the puzzle path flow.

In normal mode, you can grow trees from boxes. These trees then grow more boxes, which you can pick off and place on buttons to trigger various things.



So in invert mode, you'd take a box off a button (which you'd have to turn on first), and then bring to a tree (a special invert tree):



Some other ideas here:

you have to pick up the special invert box to enter into invert mode. Dropping it brings you back to normal mode and resets your position. The reset to normal mode is not instantaneous - instead, there is a fade to white. When the fade is complete, you're back to normal mode. However, this means that while it's still fading, you can pick up the box again, and it'll cancel the fade and keep you in invert mode:



I was also thinking the trees could have the same effect? So if you walked up to a tree, it would also cancel the return to normal mode, allowing you to extend your time in invert mode longer without carrying the invert cube. Not exactly sure what you'd do with this though:



I also spoke with Chris Bell, one of the designers on Journey, about this, and Chris has some issues with it. I will put that on the next post as this is getting quite long.
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