Tech Over Tea - A Puzzle Game Where You're A CUBE | The RnD Department
Episode Date: September 5, 2025Today we have one of the developers of the upcoming CUBE based puzzle game now going by the name TOYA, as you will quickly see this game is very inspired by titles like Bloxorz but there's a lot m...ore to it than just that.Check it out on Itch: https://the-rnd-department.itch.io/toya==========Support The Channel==========► Patreon: https://www.patreon.com/brodierobertson► Paypal: https://www.paypal.me/BrodieRobertsonVideo► Amazon USA: https://amzn.to/3d5gykF► Other Methods: https://cointr.ee/brodierobertson==========Guest Links==========Itch: https://the-rnd-department.itch.io/toyaLinktree: https://linktr.ee/thernddep==========Support The Show==========► Patreon: https://www.patreon.com/brodierobertson► Paypal: https://www.paypal.me/BrodieRobertsonVideo► Amazon USA: https://amzn.to/3d5gykF► Other Methods: https://cointr.ee/brodierobertson=========Video Platforms==========🎥 YouTube: https://www.youtube.com/channel/UCBq5p-xOla8xhnrbhu8AIAg=========Audio Release=========🎵 RSS: https://anchor.fm/s/149fd51c/podcast/rss🎵 Apple Podcast:https://podcasts.apple.com/us/podcast/tech-over-tea/id1501727953🎵 Spotify: https://open.spotify.com/show/3IfFpfzlLo7OPsEnl4gbdM🎵 Google Podcast: https://www.google.com/podcasts?feed=aHR0cHM6Ly9hbmNob3IuZm0vcy8xNDlmZDUxYy9wb2RjYXN0L3Jzcw==🎵 Anchor: https://anchor.fm/tech-over-tea==========Social Media==========🎤 Discord:https://discord.gg/PkMRVn9🐦 Twitter: https://twitter.com/TechOverTeaShow📷 Instagram: https://www.instagram.com/techovertea/🌐 Mastodon:https://mastodon.social/web/accounts/1093345==========Credits==========🎨 Channel Art:All my art has was created by Supercozmanhttps://twitter.com/Supercozmanhttps://www.instagram.com/supercozman_draws/DISCLOSURE: Wherever possible I use referral links, which means if you click one of the links in this video or description and make a purchase we may receive a small commission or other compensation.
Transcript
Discussion (0)
Good morning, good day, and good evening.
I'm as who was your host, Brodie Robertson.
And today, I think this is number, I want to say four of the post-Avcon interviews.
So today, we have the game director.
Is that what you call yourself?
Technical director.
Okay.
Okay.
Everyone I talked to has some like various different iteration of the name.
So I was like to confirm specifically which one they use.
Yes, that's fair
For a game
Or from a studio called the R&D department
And a game currently
Working title named Cube
So
Whilst I play the video here
Introduce yourself and what the game is
Sure
So as Brody very sweetly said
My name is Rue
I am the technical director
And co-founder of the R&D department
and we are making a minimalist puzzle game called Cube
that's always bigger than you think it is.
It started off as a little student project
that myself and the other co-founder Dan
Rupert and Dan the R&D department.
Oh, that makes a lot of sense.
Yeah, it's a bit of a pun.
We like to think of it, like, sort of aperture-science-like,
where we're sort of backyard science, but also it's ruined in.
It started off as a student project when we were working together at AIE.
And originally it was just a thing.
All of this has been very lucky from the outset in that we both rocked up late on the day that we,
that teams were assigned.
And my beautiful instructor, Orion, just said, all right, you guys just go on this,
like leftover team, that's fine.
And we made a game called Cube Daddy,
which was the very bare bones kind of version of what ended up becoming Cube.
And on that assessment, we deliberately made a game that would be like polished
and like ready enough to take that that could be selected to go to PACs with AIE
because AIE have a booth at PACs and we really wanted to do that.
So we made Cube Daddy small enough and tied enough and polished enough to be that.
And luckily it was.
And then on the Friday morning of Pax Day 1, 2024,
about two hours in, we looked at each other after the booth had been packed nonstop from minute 1.
And we were like, do we kind of have something here that kind of goaded with the source?
Is it like, it was, it's always been something that like kind of just tickled up.
us and so we wanted it to exist and so now it exists but especially early on we didn't
really stop and think about who would enjoy it and we would like baffled to find that kids love
it um it's very due to one of the constraints that was upon us in the original assignment it was
uh it needed to be uh it's like you needed to make a game to fit a brief and
The brief that we chose was the abstract brief, and part of that was no UI, and that the game needed to, like, you needed to find and figure out what you're supposed to do by playing it.
And a lot of, a lot of Cube is that.
So, yeah.
So for anyone just listening, what is the gameplay of this?
Anyone, I've got the video playing here.
So for anyone seeing this on YouTube, they'll see it.
But I do a bunch of Spotify listeners as well.
Yeah, yeah, yeah, no stress.
So the gameplay of cube is you are a cube, and you roll around in abstract worlds,
um, solving puzzles and I don't want to, I don't want to say too much.
I don't want to say too much. It's always, it's, it's, uh, I'll just say that the game is always
bigger than you think it is. Hmm. Well, that would lead into something I want to talk about a bit
later, unless we want to get into it now. Um, no, we can. I don't mind.
So, the game itself is very, very, like, it's very simple from the outset.
You'll pick it up pretty easily.
As long as you understand how to move in a video game, everything else from there, I feel, comes quite naturally.
So, pretty much.
Basically, right, go on?
I was going to say, we actually, at Avcon, we had a dear grandma come who was supervising her kids, who didn't know how to play games.
and she finished the demo, which was very fun,
just like we had to teach her what a thumbstick does,
and she was able to beat it,
which I found to be like a huge win.
Yeah, I'm just got to like four minutes in.
I just got to the bit in the video where you are with another cube
and you can like flip which ones on top and the bottom.
That's, at least from the demo that was at AvCon,
the only other kind of interaction you need to know.
Correct.
I don't know if that's going to expand later on.
judging what you said, there's probably going to be more that happens.
There is, there is.
We're going to, because we want to end up on mobile eventually as well,
we want to keep the controls to movement and an interact.
So what that interact does will vary.
But, yes, that's the first example of something that you can press the button to do.
Yes, so for anyone who didn't see that, basically what you do is you find another
cube that's sitting around and you can use this cube as sort of like a, I guess a step
to get to a higher position.
Yeah.
Yeah, we call them carryables.
Okay.
And so it's a block that you can use to traverse too high, like a wall that is two blocks
high or we have plans in the future to, of course, use it as like a weighted thing to
weigh down stuff.
We've got lots of really excited things in mud.
I should say though, that the...
to make this a better auditory experience, is that the unique mechanic is what we call cubing up,
where throughout the world there are incomplete cubes that have an eighth of the cube missing on one of the corners.
And if you roll into that spot, you become that bigger cube.
And the level around you becomes suddenly more accessible because of your larger scale.
Yeah, I found that to be like a really, it's like a simple.
mechanic, because it's also a very neat mechanic. Like, it's, it's a way to expand upon the world in a way that's quite subtle, but intuitively makes sense once you've done it that first time. Like, it's pretty, like, the first time it's introduced, it's pretty straightforward that that's the thing you need to do. And then once you've got that idea in your head, it's, then that's like an idea that you carry forward. Like, okay, if I see something like this and they are, are they color coded? I, they are at the moment? We're thinking of,
keeping them that way. Something that I want to do for the full release is a sort of like
Eldon Ring side of grace, sort of like golden particle trail effect to make it even more clear.
Right, right. But at the moment, yeah, it's all through colour design.
So is that, you mentioned earlier the idea of like not having your way. Is that like something
you want to continue down that path? Yeah. Yeah. We, um, something that we've been using
internally is that we're trying to make
Monument Valley for kids
and so
the UI free design
is absolutely
has quickly become like a core part of it
and we want to make it sort of like a minimalist
experience.
Right, right.
I think at least with what
exists so far in the game
granted I'm someone who's played games
my entire life so I'm maybe
am not the best person to get like feedback
on this side of it.
Yeah, no please.
But everything kind of just made sense from what it, from what currently exists.
I know looking at the itch comments, at least when that comment was made,
there were soft locks that did exist in the game.
There are obviously bugs.
I didn't run into any soft locks for me.
Yes.
But.
That's because I fixed them instantly because I felt horrible.
Understandable.
We, um, quite often what we did at packs that was really successful that we
replicated at Avcon is that we had two PCs.
set up um and what we like to do is use events like that as sort of a play test which is what
they should be used for i think it's like like get people to play the game but also just like
let's test out the thing and iterate on it as fast as possible and that is the point of the second
pc yeah it's free q8 and we can use that second pc to make changes on the fly and test them in
real time which i'd love doing it's kind of one of the best bits okay um and so there was a section the
the second puzzle, the second carryable puzzle, there was quite a lot of friction in a bad way.
Friction, I like friction, but it was people were putting the controller down and walking away,
which is too much, too much friction.
So I just like on the fly on day one, I think I added some crystals in a pressure plate
to make it a bit clearer what we want you to do and where you want the player to go.
Just that little change immediately helped people just, like, know what to do next.
So you're going to use them as, I guess, a bunch of breadcrumbs, right?
Like, it's a trailer breadcrumbs.
Yeah, they're absolutely breadcrumbs.
Yeah.
Right. Okay.
So, I think the first thing that's, like, very striking about the game,
even before you do any of the gameplay itself, it's the art design.
and like the music and the world design.
Like I'm assuming either you or the other person is like very focused on the art side.
Yeah, yeah, yeah.
So the wonderful Dan, he is a genius.
I think, it's a shame he's not here today, but he's a very busy guy.
The, I strongly believe that Daniel DeCrews is a name that we will know about in game development within the next 10 years.
very unbiased source
very unbiased very unbiased
but Dan is
like if we talk about roles within the team
I make the cube role
so I'm in charge of
mechanics and systems design
and implementation and then Dan
does technical art
so he does all the shaders
particularly the water the water's been a big
hit people have been loving how the water
looks
as well as the level design
he is a genius
genius when it comes to that it's just the cube wouldn't exist without Dan
the like going back quickly to that student project one more time it
originally when we were pitching ideas to each other Dan already had a
prototype of Cube Daddy which was very very stripped down in fact you I forget
even if the incomplete cubes had a chunk taken out of them, they must have.
But the movement was just like sliding around.
Right.
And you could like jump.
There was a jump, which we've removed.
And you could jump into these incomplete cubes and then you became bigger.
And I loved it.
And I said, Dan, that's great.
But what if the cube rolled?
But that was my main addition to Cube Daddy.
No, it's a great addition.
Like, it's, I would assume that's probably gone through a bunch of iterations on the speed of it and how exactly it feels.
Yes.
Well, we've kind of made this game twice now in that we made that original game in four weeks.
And I smashed out the mechanics in two weeks, so that Dan had something to make levels for.
And two weeks is not enough time to make some good systems.
So the original is complete spaghetti code garbage.
And, oh, it's just horrendous.
It's like an easy 10,000 line script that handled most of it.
And it's just insane.
But it was really good because it taught me all the things not to do for round two.
And now it's beautiful.
I'm so proud of the way that the cube rolls.
It doesn't look like much, but there's actually like heaps going on behind the scenes to make the cube role.
Right.
But yes, sorry, that's a massive sidetrack from the art and visual style.
It's very much, it's sort of within that sort of same vein, though.
The game wouldn't fit together without the animations, without the feel of the cube.
Yeah, exactly.
We're big believers in, like, the thing that you do over and over again should feel as good as possible.
Right.
And so we've put a lot of effort into those sorts.
sorts of player feedback things.
So yes, Dan's the visual man.
He wears
many hats as we all do in game development, but
technical artist, level design.
He's like, if I'm technical director, Dan's creative director
officially at the company.
Is how we distinguish our roles.
Although there's a lot of crossover. A great example of that
is
the water.
Dan did 90% of the work on the shader
But a bug that emerged
That I did a little deep dive into on the devlog
If you want to draw the Discord cheeky plug
I'll leave a link to in the description
Is it on the link tree
Yeah it's all in the link tree
Okay it'll be in the description then yeah
Yeah
Is that the water shader
The way it works is it uses the camera's position
Because okay
Taking a step back
Reflections are hard
Feel free to get as technical with this as you want to.
Reflections are hard and expensive computationally.
So Dan in his Infinite Genius had a way of doing this,
which is he has a second camera,
which uses the camera's position but looks up instead of looking down.
So it gets that angle from below looking up at the environment.
And then what he does is he takes that camera view.
He turns it into a texture,
and then maps that onto the water.
So it's doing reflections without any of the crazy, like, ray tracing, bouncing.
It's just got another camera looking up.
The problem with that, that's brilliant.
But the problem is that that camera sees stuff that's underwater.
So if there's a block that's chilling underwater and the camera can see it,
what it's going to do is project that visual of the block on top of,
of the water, even though it's underneath.
So, I wrote some code that uses some crazy math to ignore stuff below a certain
Y level.
And so it essentially means that the camera can't see stuff below that.
So that's a very classic example of Dan making something really cool and Rood just
editing it in a tiny bit.
I do think the reflections are really cool, though.
It's so beautiful
He's done so many
There's so many little things
In the way that there's little things in the cube rolling
There's so many little details to
The water in that
There's so much stuff
The
You'll notice when a block is just sitting in the water
There's a big decal
projector
That does like
I forget what he calls it
But the little wet
layer
Just sitting above
The water line
There's like a dark
Yeah
Yeah, yeah, okay.
Like, it's that attention to detail that just blows me away every time.
Yeah, you wouldn't even notice it without me telling you.
But it looks, yeah, and it moves with the water.
And it's just...
Yeah, okay.
Like, I think...
It's nuts.
It's at the point where it's a lot of very, very, very subtle things, which...
Yeah.
If you list them out on paper, none of them really sound that important.
but with everything brought together
it creates a really good looking experience
like we'll get to the more on the gameplay afterwards
but visually this looks really good
just like the again going back to
going back to the role
like there's something
is that like a is it a static speed the entire time
or does it speed up the street?
Yeah I thought that was something about that
It's, it's, so originally in the first version, the way that I did it, which was cooked, is that the acceleration, I have a, I have a cube on me, because of course I do, I have a cube on my keys.
The, the acceleration was linear, so it got faster as it rolled.
Yep, yeah.
So it was, originally was a bit of a thun, thun, thunk, thunk, sort of thing.
And it felt quite heavy.
The way that I've done it now is instead of having control over the acceleration of the cube
and now just have control over the speed, which is obviously much more tighter control over how the cube moves.
And so what it is, is just a classic ease in, ease out, S sort of curve.
And then the way I do it, not to peel back the curtain too far,
But the way that I do it is I, if the player makes an input, they say I want to go forwards, the system then calculates through a series of raycasts what is around them.
So it figures out if there's blocks to the side, below, in front, up and down, and then uses all that logic to pick the best move.
And that is generally, like, is there a block in front?
Okay, well, obviously, I can't roll forwards.
stuff like that
and then
once we found our move
it then
there's an empty game object
that I've called the pivot
that I put
at the place where the cube's
going to pivot
and then I parent the cube
to the pivot
and then I just rotate the pivot
and that rotation
is controlled by a curve
that is just a classic
easy and easy out S
and it's one of our core pillars is that we want it to look satisfying and edible as much as possible
so those like everything is a nice easy and ease out do you say edible or did I miss you
edible we want people to want to eat the cube more on that please it's just like well
You know those, like, ASMR, Instagram,
endless, like, soap-cutting videos?
That's sort of what we're trying to tap into.
That part of your lizard brain,
we want it to be appeased by our humble cube.
Uh-huh.
Okay.
I see what you're saying.
Yeah.
I've never heard anyone try to describe their game like that.
Yeah, well, it's, those things get crazy numbers, and it's not something that we, again, initially planned, but as sort of come about because of, like, it's funny.
When we took it to Pax, what we thought people would get out of it was, like, the puzzles and the growing in size, that's what we thought people would.
would find interesting. But one of the things that people found the most enjoyable was just
crushing blocks. And we were like, oh, that was just like a design fix because we like didn't
know what to do with the smaller cubes once you got bigger. And so we're like, hey, you just delete
them. That's easy. And so like, we want a diagetic reason for what happens when you delete them.
So we just added a little particle effect. And that was it. I do like that the cube particles do
interact with the terrain.
There is,
that is nice.
Yeah.
Unity's got a lovely little system
that just handles that for us.
But there were people
that would not move on
until they'd crushed every single cube possible.
Mm-hmm, mm-hmm, mm-hmm.
It just, like, completely blew us away.
And so that sort of lesson
really pushed us into the sort of satisfying
ASMR
angle that we've pushed
with the second generation
of Q. And that it's, we want to make it as
like ASMR satisfying as possible.
Right. Okay.
Okay.
Yeah. Yeah, yeah, yeah.
That actually makes a lot of sense.
I didn't thought of it like that.
But hearing you say that,
I can definitely see what you're going for here.
And another little thing I think of
It was like when you fall down a ledge that's more than one block, there's like the little bit of a squish.
I'm so glad you brought that up.
That's one of my touches.
Let's see.
Oh, here we go.
Okay.
Yeah, there we go.
That is the system that I've called dynamic splatting.
So in the original version, what we did is we just played an animation and we like scaled it based on how big the drop was.
we had a small, medium and large splat based on how many blocks you felt.
Easy.
The problem with that, that I always hated was that if you, obviously, if you fall off a ledge,
generally there's going to be blocks on that side that you've fallen down on.
And so what would happen is you would slap into that wall a little bit.
Oh, okay.
So what happens now is we have found this amazing unity package called Lathus.
that allows you to
yeah L-A-T-I-C-S
I-E just lattice
I forget what it's called
no not what it's called
who it's by
but it's like 25 American
Harry Heath is that the one
yeah Harry Heath lattice yeah
could not recommend it enough
it's super handy
Harry Heath if you are listening
I love you
you've saved us so much time and headache
what it does is it allows you to
define a bounding box using this like you can just be like a handle on each
vertice of a square or you can have lots of handles so you can make like a
complicated shape and what you can do then is put a mesh in that and then by
moving the lattice you deform the shape within it okay and so what we're doing
there is when you fall similar to when we do a move I check the content
of the cube to see which sides are constrained and then based on that I try and conserve mass and like splat out in the directions that are unconstrained so it doesn't go into the wall at all yeah and it does the same thing when you pick up a carryable
when you pick up a carryable you don't splat into like if you pick up a carryable next to a wall you don't goop into the wall you don't goop into the wall at all
you only goop into unconstrained side.
Okay.
Yeah.
So that's another little touch that you probably won't have noticed,
but like,
it always drove me crazy.
Oh, wow.
Okay, yeah.
No, that...
Yeah.
Yeah, so it's like,
you're...
I guess it's kind of like you're always...
You don't want the cube to clip into the wall.
Like, that's the simplest thing.
No, yeah, exactly.
And we...
You want to feel like it's like an object in this world.
is not just the player character.
Yeah, exactly.
We want it to sort of conserve mass.
So we want, like,
obviously that's just the first pass out
that we want to do more than,
like make it a bit more alive than that.
But I was very, very happy with that.
There's a thing I work in a co-working space
called Game Plus here in Adelaide,
and we do, theoretically, we do
fortnightly, like, meetings
to show what we've been working on,
and it just so happened that I had just finished that system
when one of those happened and I was like, guys, check this out.
I'm so proud of this.
No, you definitely should be like, this is really, really cool.
And again, it's one of those subtle things where it doesn't need to...
Like, it would look good if it just did it, and it slightly...
And people love the animation.
Yeah, but that's...
Yeah.
It drove me crazy.
Again, it's one of those...
Like, I think back on a game,
Like, one of the, one of the most polished indie games I've ever played was Celeste.
Oh, dude.
Dude.
Celeste and Holbeyeat in my number one and two all time.
Yep, yep.
But Celeste has so many very little things about how it feels, how, when you dash, like, it feels like, it feels like a game where they put so much effort into how the player character.
feels and it shows by the fact that there is like some just psycho speed running community
that makes custom maps that aren't human playable that you need to like they can only be
done with a tas because they're so insanely difficult but everything in the game is so precise
and so perfectly polished that it all just works yeah Celeste is uh it's it's a masterpiece
I I um was looking I was doing the
classic like doom scroll through the Steam Library the other day and I was like oh it's been a while
since I played Celeste let's let's boot that up and just the first like world is it's just
so good um it we wanted to you've mentioned earlier the music the um the um uh the music comes from
a beautiful uh composer called chris norton who's uh an adelaide guy as well um um
I'll send you a link to that you can put in the description.
He's an American dude who makes music.
He's a jazz musician as well as a game composer.
And he's a close personal friend of Dan and mine through the Adelaide scene.
We've done some, I say we, Dan's done some work with them on their game called Beach Bums.
Oh!
Okay, yeah, that was at Avcon last year.
Yeah, yeah, yeah, yeah, the Beach Bump guys.
Chris and his lovely way.
jazz work on that um so gosh a while ago now chris out of the blue sends us a demo
of sound effects and music for an older version for the original version of cube and we were like
chris that's amazing when we have money we'll pay you to do this properly um and so what you've uh
what we ended up doing pre avcon is we've we've been doing some client
work so we've got a little bit of money and so we said to Chris look Chris we don't have enough
money to pay you to make the whole sound effect yet in fact the game's not ready for you to do
the whole music and sound effects yet but we want to get the ball rolling how about you implement
what you've already done into this build so that we have something to give a vibe of what we want
it to be like eventually um and so the all the music and sound effects at the moment are from Chris
they are like the music in particular i adore um we want to do this is what let me do this point
we want to do like dynamic layering to the music um in the way that celeste does and lots of games
do um so that that builds as and grows as you do right so like at the start it's going to be
like really quiet and sparse and then when you cube up for the first time like
like another instrument joins in.
Yep, yep, yep, yep.
And it's like a continuing song
that builds and builds and builds for each world.
If anyone wants a really good example of this,
I believe it's...
Is it Pokemon black and white?
I don't...
It might be black and white,
where when you run,
there's like the basic music,
and then when you run,
the drum track joins in.
The drum kicks in.
Yeah, that's insane.
It's really cool.
Again, it's one of the subtle things you don't notice until you notice it's like, now I can't unhear it.
Absolutely.
And like that stuff from an implementation level is super easy to do.
You just start everything at the same time and then have the volume zero on other tracks and then you just bring it up.
But yeah, I'm super excited to do dynamic music layering.
Yeah, I'm really, what you've, today what I've been working on is a pitch to Screen Australia.
I'm sure you're aware, there's their game production fund where they give up to $100,000 for game projects.
So we're currently putting together an application for this current round of funding.
And I've completely forgotten where I'm going with this.
Talk about music, funding.
Yeah, that's another one of the reasons why we wanted Chris to do this,
is we wanted Screen Australia to get a sense of what it would look like.
and music with music and sound effects.
Right, right, right.
Um, but yes.
Now, yeah, and like, if and when we get money, I'm so excited to
build the levels properly and then get Chris to score and make some new,
because like the current sound effect don't quite feel right to us internally.
Like, because they were made for a previous version of cube,
they're a bit too, the cube feels very wooden,
which is what it looked like in that first version, whereas now it's very jelly-like.
So we want to completely redo all the sound effects.
Yeah.
Yeah, the...
I'm getting away all the layers now.
You're not going to be able to play it.
The sound of breaking the cubes doesn't feel off, but definitely...
It's okay, yeah.
But the movement, yeah.
It feels like...
Yeah, yeah.
Yeah, yeah.
Well, that's...
I've talked to a number of other people about this.
That's one of the things that's really hard to get any feedback on Atikon.
like music and sound effects.
Yeah, terrible.
Yeah, totally.
Unless you give people like noise cancelling headphones
and even there,
they've got to be some pretty wild headphones
to block stuff out.
Exactly.
Yeah, yeah.
That's why we didn't have sound
in the original version
because we were building it for packs.
Why bother?
Sure.
We're in a super loud and noisy environment.
No one's going to hear it anyway.
Let's spend the time making the game good.
And actually, that's what we did for Sage as well.
Oh, you're going to Sage as well.
Okay.
Yeah, yeah, we were. We won a little award.
That's cool.
Yeah, we won the Elevator Award for Creativity and Innovation.
So we'll, yeah.
Awesome.
It's very nice.
It's hopefully going to add some credibility to our application.
Hopefully, yeah.
The promise was real.
Knowing this, like, because Sage is, I think Sage is,
supported by screened Australia as well?
Maybe.
It's definitely South Australian Film Corp.
Yeah, yeah.
But it may have...
Either way, it's got, like, government backing.
Yeah, yeah, yeah.
It's a government body, which is, it's nice to hear that it's...
It's very nice to have gotten some recognition for it at all.
South Australian stream.
Yeah, and Sage was huge for us as well, because...
It's like, we started the ground-up rebuild kind of day after graduation in December.
Oh, no, no, Australia is on here as well.
Okay.
Oh, okay, great.
Because we started the ground-up rebuild, not the day after because I was hungover, but the day after that.
And we, Sage is in February, so we also were like, we wanted to show it at Sage.
And the original plan was to show the new version.
sage but there just wasn't time so we just like polished up the packs build a bit um and
yeah it's it's it's it's crazy because uh yeah that's what i was saying um it was like super early
it's february and we were like we're we're pretty excited about it but we were like not
a hundred percent committed to it just yet because we were still like dan and i were both
looking for jobs in game dev in at large um and then we got the same
award and we were like okay let's commit this is clearly a thing yeah yeah it's I'm
sure it's a nice feeling to get some level of recognition for what the project is
it was insane how long to be in a project for at this point um so when people
ask that I like to say six months for six month hindsight uh-huh um because of that
original student project phase and then we started it properly December last year oh okay
Wait, this is like really new then.
Yeah, yeah, yeah.
We've been working on it six months.
This project.
Okay.
Yeah.
Okay, that actually makes sense why the demo is so short, but it's...
Oh, yeah, it's tiny.
So the focus initially wasn't on building out the game.
It was getting something that works and something that is good and then expand from there.
Pretty much.
And then there's also a system that's been eating up a lot of my time that I've made called Blockout,
which is a custom level development pipeline
because originally the level design pipeline was horrendous
what we had to do is like click an asset duplicate it
make sure the snapping scale was correct move it to position
horrendous
what I've done is I've created a custom unity window
that allows us to like turn on block out
I want it that like have random rotation random mesh
random material and then you just click where you want it to be
and it's there.
And so that sped up our level design pipeline
on like 10X at least.
So that's one of the things
that I was working on
in these past six months.
I started that very quickly after
because I knew just like we couldn't
make a full game with the current
pipeline. It's just impossible.
So you'd be spending like three years
just building levels.
Oh god. Horrendous. Yeah.
So yeah.
I'm very, very, very happy with block out.
And you can, like, there's, like, a deletion mode where I can, like,
click on blocks to delete them.
And then there's also a parenting mode where, like,
if you click on a block, it, like, sets that to be the default parent.
And then any other blocks that you place get parented to that cube.
So you can, like, make groups of cubes really easily.
And so now whenever I had, like, a new mechanic,
I just add that to block out as well.
So Dan can just instantly place stuff in the level and not,
have to worry about whether it's on grid or not it just if it's used if it's placed during
using blockout it's always on grid that makes things much much easier I'm sure so much
easier yeah well that that's something I should have mentioned um with the last one is that
even when we did all that rigmarole of duplicate object set snapping scale move it to position
are we happy that wouldn't guarantee that it's like on grid it could still like if
everything before that was off-grid, all that work is not usable.
So what I've done is kind of arbitrarily define what on-grid is and isn't through a series
of master positions of each gale cube, and then everything in the world is placed relative
to those master cubes.
Right.
So, yeah, having this clear grid system, it's...
Yes.
You really do need to make sure things align out.
I'm sure initially you're probably dealing with bugs
because things were like, you know, a pixel off where they should have been
and you were clipping into a wall.
You're probably aware that there's a thing in computer science
called a floating point error where computers just like,
they just don't do decimal points properly.
And just like things would be like 0.001 and like, no,
just be where I want you to be.
Please, it matters for this game.
things need to be exact
and like yeah
that was one of the flaws in the initial
movement system is that it wasn't exactly
perfect
whereas now it is
exact
yeah even though I'm doing this
I actually do have a
I have a software engineering degree
I did four years at uni SA
yeah sweet
very much using my degree
it's very very productive
in industry
yeah for sure in industry
I know how to get on stack over
flow or chat chivitina yeah luckily I finished a bit before then I graduated like the
year after COVID so I managed to skip all the AI stuff which is oh you lucky thing Dan and I both
teach at AI now and these poor kids they're just I'm not gonna swear but they're not they're not
it's they're in a difficult spot learning wise because like I I recommend that they use generative
AI models, but I recommend that they use them properly, which is to teach you rather than
just like, here's my problem, fix it.
It's, they've each got like what could be an even smarter me in their computer that they
can just ask questions to.
It's, I don't know, a lot of them use it wrong and it pisses me off because they just
ask it to give them the answer and they don't learn kids these days.
I do have some friends at AI
I've never bothered to ask them
Oh yeah
Does AI have like a policy around AI use
It's evolving as a lot of education people are at the moment
It probably depends what course you're in
If you're in the Bachelor
They're probably much more strict with it
I'm lucky to not teach the Bachelor
I just do a certificate course
So things are pretty chill
Generally
For like written work
where it's your like we need to show your writing ability it matters please don't use AI for stuff
like that yeah yeah yeah yeah but for code it's it's a tool like if i asked you to do a series of
maths problems i wouldn't expect you not to use a calculator sure it's it's it's just about being
able to use a calculator is the metaphor that i've been using to try and explain it like
when when the calculator came out and everyone's
started getting a calculator, maths got harder.
Like, the bar lifted for what people can do.
And I think generative AI will do that again for education across the board.
It's just a question of keeping those fundamental skill sets without losing them.
Because it's really so easy.
Like, even myself, like, whenever I have to write anything these days, I'm like, oh, really?
Do I have to?
Yeah, I've, um, I recently.
I think I might have uploaded a day actually
There was a
With the Curl project
Like tool
Been around since the 90s
Downloading web stuff
I'm sure you've used it before
What was the name, sorry?
Curl
Ah, I don't think I know that one
Okay
Either way, very, very important tool for doing
For downloading web stuff
It's like a lot of applications are like
Rappers around Curl
It's often used as a dependency
Yeah
But the developer of that, he has a bug bounty open for, like, you know, security issues with it.
And he's, he decided to make a policy where if you use generative AI for making your security report,
he's just going to publish it in the cases where it is not a real issue.
And there's a lot of cases where, well, there was one of the ones I saw where someone said,
oh if your log gets too long
it can cause a DDoS
because the system runs out of storage
like oh no that's you're not
look you're not technically wrong that it breaks the application
but at the same time
any application that writes data
if it fills up your drive it's going to stop working
or it also is the ability to like save
web content to a file and someone
report an issue there's like oh
this can arbitrarily overwrite
files like yes
but also so can any software
that writes to your file system
yeah
and it's a crazy new world
we're living in
yeah yeah I do think you're right there
that it absolutely
can be used as a tool
but a lot of people are
using it as a replacement
to think
yeah yeah yeah
which is yeah not the way to do it's
it's such it's so valuable
when you use it properly though because then you
if you understand the system architecture
you can like
you know where to go next
whereas if you use it
to build those walls
you have no idea what to do next
is the problem that I run into with my
students a lot they'll get it to build
like a prototype of the game they want to make
and then they have no idea how to improve it
or fix it because they didn't write it
or understand
right right
yeah I think
I think back on these
kind of popular Reddit threads that pop up
where someone's like,
oh, I vibe coded this web application
payment processor, user, whatever.
And then, like, the next day,
it's like, how much does it cost to hire an engineer?
It's a pipeline, man.
Yeah, yeah.
Gosh.
But yes.
Cube.
We're very excited about it.
um the we have lots lots in store lots planned um how much do i want to give away
we're we're very keen on doing like classic squeaker game not squeaky game um that's the
wrong game entirely um soko ban the other japanese like soko ban stuff so like pushable blocks
um that's that's one of the next major mechanics we're going to work on um and
And then another little teaser, we're very keen on doing, like, different surface types.
So at the current, at the moment, everything's made out of the standard surface.
But we want to do, like, slippery surfaces, fragile surfaces and sticky surfaces.
So, like, both environment and player.
So, like, what happens when the player is slippery, like, like an ice cube?
and they can like
slide off the level
and stuff like that.
I'm very excited for that stuff.
Yeah.
Yeah, yeah, yeah.
You mentioned a while back, like, jumping
and how that used to be a thing.
I could also,
I don't know if you'd want to explore this,
but you could also do the opposite of the sticky surface
and have a bouncy surface.
Yeah, yeah, yeah, yeah.
The thing that we've thought of
for jumping
is like a little, like a pressure,
plate that yeats you when you step on it?
Yeah, yeah, yeah.
Like a little bounce pad.
Yeah.
But yeah.
The lack of...
It's very funny watching people play it for the first time
and they...
A lot of people, particularly gamers, like,
hit some buttons expecting a jump.
Oh, there's no jump.
Right, it's one of those things which kind of is just there in a lot of games,
but in all the cases, it doesn't serve a,
like a functional purpose.
Correct.
and I guess the idea here is you want to
well it's already very clear from what you already have
where you want everything to be very intentional
you want everything there to you want it to be very simple
but everything there to have a reason
yes exactly it's very
so far the game is very structured and linear
and like purposeful
a mate of mine was playing it
and there's a section, it's like the second, it's a section with the different colored crystals.
So there's like a little section of three green crystals and then red crystals.
It'll be like three minutes in-ish, I reckon?
Oh, yep, yep, yep.
You like have to fall down to get the red crystals.
And he was like, if this was any other game, I'd assume that was a mistake.
But I know because of the trust he'd built up that that is.
the intended route.
Right.
Yeah, there is...
Which I found fascinating.
There's a couple of sections like that where it looks like, like around, um...
Yeah, around five minutes and 50 seconds in, where you have the, you have the cubes where you can swap who's on the top and bottom.
Yeah, the carryball.
Yeah.
And then you fall off this ledge where it looks like you're going to be stuck there.
And then a bridge opens up as you go across that.
Yeah, exactly.
that's that section that had lots of friction on day one of Avcon
because it didn't have those crystals there initially
it just had it just had and so players thought when they dropped down there
they'd be stuck and so they were afraid to go down there but because there was a crystal
down there on the second day they felt safe enough to do that
it's fascinating that is a good point like I
I'm the kind of person where
and I'm sure you've run to people like this
where I want to do everything
in a section before I move on to it
and I'm sure you have people that are like
I want to break all of the things before I go on
Yeah
I'm very similar when I play games
I don't want to have to go back
I try to clear everything out and then move forward
Which creates problems for me in RPGs
where I'm like I'm going to do every side
because I can possibly do
with the story
I was talking with, I don't know if you talked, I think you've done an interview with Ewan
with the Hellbite guys.
Yeah, yeah, yeah, yeah. They're great mates of mine and he's playing Skyrim at the moment
and he was raving to me the other day about how Skyrim's design is so brilliant in that
like you know where the main way is always and where the like extra side thing is just
intuitively. It's, I can't attest that to myself that he was going nuts about it.
Mm-hmm. Mm-hmm.
Well, it does that with, like, having a...
It has a UI, has a marker on there, so it's always...
Yeah, it's always clear, too.
Yeah.
Yeah, you're so right.
He hadn't mentioned that.
That is kind of important.
Yeah, it's a little bit important.
Well, I think when you look at a game like, a game like Eldon Ring,
it does it in a fairly good way, where you come out of the first area, and the place you're
looking at is, like, a very clear landmark, or you want to talk about, like, Breath the Wild.
Like, there's a very clear landmark that is grabbing your attention.
So even if you go do something else, you know, eventually that's the place I need to get to.
Yeah.
Something that we haven't done that I really want to do is, like, data of player behavior.
So, like, tracking how long players end in sections, how they move.
And a really cool way to do that, which is something the Breath of the Wild did,
which is they did heat maps for player locations.
So what they did is they had a massive playtest early on
where they tracked the first two or three hours of player behavior
and it's just amazing watching like everyone's going nuts
and the Great Plateau and then the like
the disbursement of where people go and it's like
veins going away from a heart and they're like very clearly like
get people onto these like defined routes where there's like things to see
and it's just genius.
Like, it helps having, like, roads and stuff, but still, it's, it's amazing that it isn't just complete chaos in where they go.
It's very defined rivers that they follow.
Right.
Like, you, you're going to put those things into the game, and then you assume probably people are going to follow them.
But without having actual data on there, you don't really know what is and is not a landmark people are actually going to pay attention to.
Exactly.
Yeah, I'm very excited to do some sort of player data.
there's so many things
the next big thing for me
I'm going to Gamescom next month but once I get back from that
is saving
saving's the next big challenge
because the game's short right now but eventually
you know that's probably going to be a bit long
yeah yeah and like for us
it's at the moment there's a little
like game what's it called debug mode where if you press e you go to like the next available
like progression collider so you can just like skip through the level quickly but even that is
a bit slow and tedious if we want to test a section like halfway through the level you have to
play through the game to get there something that we like like i was saying is the next important
thing is being able to just like load into any section right and if you have that then
I guess if you wanted to later on
you could implement some sort of like chapter select
at some point. Yeah, exactly.
Yeah, yeah. That comes at the end once we've got a game.
But yeah.
We're thinking of doing it very Celeste-like actually
in having like,
because I believe in Celeste you can load in
at various like bits, I think.
That sounds right.
It's like, yeah, because there's like worlds.
And then within those, there's bits that you can load into.
It's not like every,
spot but there's lots of them
so we're going to do something very similar
and I'd love to do like a different
art style for the like level select in the way that
Celeste does as well that's so brilliant
I was gonna say with the opening of the game
I would have to assume it wouldn't just be here's like a list
right like that doesn't align with anything else
it's been done here
yeah yeah
it's been fun as well
hearing all the games that people think it's like.
Sure.
Like, the one we get most frequently is,
oh, this reminds me of that old cool maths game game, blockses.
Yes.
No one says the name of the game, which I find hilarious.
It's all like, oh, that cool maths game where you roll around.
Yeah, yeah, yeah.
And so, yeah, it's funny.
I know that I've brought that up.
I'm going to segue from it.
There's a content creator called,
called Puppa Pup,
that you probably have seen but not noticed,
or not noticed,
but not remember the name.
He does like Cube puzzle games.
That's his niche.
So he's got some clips of him playing blocks
so that have done big numbers.
And the other day I went into his Discord and just said hi.
And the other day he posted,
he's posted two clips on his Instagram now of him playing cube,
which is nuts.
So that's been
It's been a big moment for us
Like
And so the two on
Two on Instagram
And then one on TikTok I think
That has
270K views
Holy fuck
Ooh
It's a bit nuts
So yeah
This is this is
Dynamite's first game
So this is all
Like
The marketing stuff is
A whole new world
to us, we're very much just like, we just want to make the game.
And occasionally I post, I like to, I make an effort to post on the Discord, but it's, it's, it's hard.
Obviously, marketing is hard, but I think having something, like, when you have something that is, that really does stand out and doesn't just, it's not just another indie game that exists.
I think there is, there is sort of a, like, people will naturally spread.
that, right? Like, it's not going to be everything. There are some games that are amazing that
nobody knows about, but games that are truly, like, really, really good, word of mouth,
we'll eventually get to them. I think so. It's, it's been one of the benefits of Cube
is its uniqueness, and it's not like, hi, we're making this RPG with narrative, narrative and
combat stuff and
right there's a million of those
and like there's lots of puzzle games as well don't get me wrong
but um
yeah we're very happy with
the game as a whole and
it's it's we just
hope we get money to make the rest of it
right well our current strategy is
it's coming out no matter what
quarter four next year
the size of that game will depend on
how much money we get to
like it pretty much. Due to it's the like structure of it, it's very easy to add stuff on
and take stuff away. And say we don't get funding, we'll just do early access. But if we do
screen Australia and stuff like that, we'll do like full release. And then depending on how that
goes, then we'll do more on it. Because there's like, it's something that I tell my students
a lot and that is to like make a small good game instead of a big bad game.
Right, right.
And we've been in the planning stage
this last week to get ready for Screen Oz
and it's so easy to be like,
oh, but this would be so good.
I want to do all this cool stuff.
Yeah, yeah, yeah.
What if I build this big world
and those these cool, like, enemies
and all this stuff?
And then it's like, the movement doesn't feel good,
the combat doesn't feel good.
Yeah, exactly.
Exactly.
We want it to be, like, really polished
because, like...
we're competing with Balotro man like every game now competes with Balotro and it needs to
like if you're building a if you're building a road like game you're competing with like
dead cells and Hades it's like yeah how do you stand out in that market exactly it has to be
in some way better than those games which is such a hard thing to do and the way to do it is
you go smaller and more niche and like a specific thing that you can do really
well.
It's not really the right word because it's usually used in like a different context,
but it's basically like your, what you've built is, it's basically a vertical slice, right?
It's, it is the opening of the game, but it's like, yeah, that's how we talk about.
I only say like, I already avoid using that term because, you know, you do have vertical
slice used in a way where it can be like, we're creating a thing that's like misrepresentative
of the game.
Like there's so many cases of that.
Yeah, yeah, yeah.
But it's that same sort of idea.
It's that polish of, here is just a small section of the game.
This is what we want to do.
And we'll build out from there.
That's exactly it.
That's, that's, the milestone that we just hit at Avcon was we wanted a, like, we didn't have an exact number of minutes of gameplay, but we want something that represents what we want to make as a whole.
And due to the nature of the game, it, there's, like, combat.
RPG stuff, you can plonk them into the middle of the game.
And that's why, like, vertical slice, I think, partially comes from, like, it's not
just, like, the start, but it's generally, like, the middle bit.
Yeah, yeah.
Like a section from the middle, but due to the nature of Cube, we've decided to make the
start.
And, yeah, we just, I'm so excited to make the rest of it.
So, you talked about different people having different ideas with the inspiration.
is, from your perspective, what actually is the inspiration that, I'm sure, I'm sure Dan
had different things that would be an inspiration as well, but for you, like, what are you
having the inspiration to be?
That's a great question.
You can even be, like, when I ever ask this, I like to hear the ones that are like obvious
inspirations, but usually people have some, like, off the wall thing where it's like, here's
this random niche little thing that's part of it, which is also the inspiration.
for me it is a lot
the cool maths game blocksers
I am a big cool maths game kid
I love cool maths games
it's the rolling is largely
inspired by blockses
something that I've noticed more recently
is that the structure
is very Celeste
like it's it's kind of a linear experience
that
it's sort of a one
like some people will only play it once
but we're going to do stuff that encourages a second
play-through.
Okay.
The other...
Dan's big inspiration is Fez.
He really likes Fez.
Uh-huh.
I can definitely see that from the camera movements.
Yeah.
Yeah, yeah, yeah.
Yeah.
Fez and Tunic are other big inspirations.
Thankfully, because I'm technical director,
I live a very privileged life in that Dan says,
wouldn't this be cool?
And I say, cool, I'll go make that.
So, luckily, I don't have to think as big picture as Dan does.
But, yeah, Catamari Damasee is another one we get a lot.
I recently played, this is not at all in answer to your question,
but I played cocoon for the first time the other day.
And holy moly, there's a lot of what we're doing in Cube
that is also happening in Cacoon
that we didn't realize at all.
Like, I don't know if you play Cacoon.
It's so good.
It won, I'm pretty sure it won indie game of the year,
not last year, but the year before.
I think.
It's so good.
I feel like someone sent me a link to this and was like,
hey, play this on stream, but I don't think I've played it.
It's, it's, I could not recommend it enough.
There's a section in that where you can carry,
the thing
that makes
a previously invisible path visible
and that's
we've had that planned
that's one of the things that's in the original
cube that we want to do
like a
so like we want to do
you know those carryable blue blocks
we swap positions we want to do
versions of those that do stuff
as well as being picked up
so like one that's a light
that allows you to see in the dark
or one that has like a, what Dan calls a lens of truth
that allows you to see invisible blocks.
So it'd be very difficult to navigate a path without it,
but you could, but like you use it to do that.
Or, I don't know, there's like heaps of stuff
that we want to do with those.
But yeah, for me, yeah, the main inspo's been blocks.
Oh, actually, there's another one.
This is the niche answer.
So when I was a kid
I, me and my mate Henry
really like this game called an untitled story
Now it turns out
that an untitled story
is one of Maddie
Celeste Maddie's first games
who was
they had a different name at the time
but Maddie made
an untitled story
years and years ago
and in an untitled story
there are these cool
Sokaban puzzles
we have to move blocks around to get
to cover X spots
it's a fantastic little
metrovania that I highly recommend
but it was
just such a crazy moment for me
after I'd played Celeste
and was just completely wowed by it
I went and had look at their other stuff
and like could not believe it
that an untitled story was sitting there
this game that I'd played as a kid
and just loved and then I'd come back
all these years later to find out
they'd made like it because an untitored story
is very similar to Celeste, it's slide on screen base
to be type of one line and I can
it looks like Celeste as a flash game
Yeah, that's pretty much what it is.
It's so weird.
You start off as an egg, and then you hatch, and it's...
But it's got narrative stuff like Celeste does.
It's got these weird characters that exist, and it's just...
I have such fun memories that game.
But yes, the niche answer is the Socorban games in an untitory.
Wait, I just got to one of the shots
And I think this is literally a shot
That was remade in Celeste
Oh yeah
Um
At
Let me see
Current video time
1638 in that video
1638
It should be the actual
It should be the timestamp
Already worked
Oh yep
I'm pretty sure this is literally in Celeste
Yeah probably
Yeah
yeah like in summit there's some bits of summit
yeah yeah and you got like jump under there to get to the thing
yep yeah yeah
and I'm pretty sure she made like the screens in paint
and just like exported them out and then gave them collision
and that's just it and that's all you need it's brilliant
I'd love to talk to Maddie that's one of my big
goals is to somehow get in a room with them
Mm-hmm, mm-hmm.
Yes.
Celeste's goaded.
Celeste is very goaded.
I do love Celeste.
And it is sad here of what happened with the next road show is going to happen.
Don't get me started.
Yeah, yeah.
It's so sad.
I, ugh.
Like, shit happens.
Like, it's, it's, it's, people, like, that's, that's one of the issues with games taking too long
is that you're different people
you're a different person to when the game started
and like it's just it's so sad to hear that that project has died
yeah yeah you have different creative directions you want to take it and yeah it's it's
I'm sure though I'm sure that look the people involved in Celeste are not going to stop
making games there's going to be more games inspired by that direction so I completely
agree um yes i was very much looking forward to that it's very sad that that has died um i'm very
interested to see the game i forget their name but the guy that's split away from the original
three he's got a game that he's working on i'm pretty sure there's like a 2d horror thing okay
they look sick um but yes tragedy
So you've talked
It looks so rad
Sorry, yes
No, no, it's still good, so good
So you've talked a number of times
About like ideas that you have for like
Hey, here's like different mechanics we introduce
All of this stuff
Yes
What
I don't know
It's sort of dependent on like funding right
Like what do you want to make the scope for
Like how big do you want to make the game
Assuming let's just assume you get no funding
And you've got to go like early access
and, you know, go down that route.
What is the, like, minimum...
What is the MVP for the game?
The MVP is...
We haven't fully scoped out a non-funding MVP.
The version that we scoped out
was assuming we get Screen Australia money.
But just off the cuff...
I mean, because I don't know how much I want to say.
But the idea is that...
The game is always bigger than you think it is.
Sure.
And so we want to do a few times where you become the landmass that you're on.
So if you played the original demo, the demo ends with you becoming the planet.
And what we were going to do that we ran out of time in those tiny four weeks is that you then roll around in space.
and then get sucked
by a black hole
so what we want to do
is
you know how the vertical
slice takes place on like a water plane
we want it to be
so that you like
do some sort of
a puzzle that will hopefully
best case scenario is a
like
what I'm calling non-cube
puzzle, which is where you become like a rectangular prism and you roll around like that.
The puzzle related to that, which allows you to complete the landmass that you're on.
And then what I want to do is a big pull out and a fade to white.
And then we fade back in and the water cube that previously has been enormous
shrinks down and down and down back to the sky size of an original scale one.
And so we do like a scale reset and realize this thing that you thought was massive is
actually tiny and then now the plane that you're walking around on is like made out of sand
for example um so it's always bigger than you think it is and so we want to do that a few times
and that that'll be our like level our world breakup so there'll be like a water world a sand
world a goop world and a fog world those are the current ideas um and then best case scenario
We get money.
We want, after the fog world, we want to have a, like, mountain world where you, there's, like, it's very journey.
If you play Journey, where there's, like, a big mountain off in the distance with a bright light at the top.
And you want to get to the bright light.
And the way that you do that is you scale this mountain, again, Lex Celeste.
where you need to shed your layers to get up to the top.
So we'll have pressure plates that, like, decube you or cube down.
I think cube down is the nomenclature we use.
And so we get to the top.
You've gotten smaller and smaller and smaller.
And at the top, there's just like the lights coming out of this little, like,
one-by-one hole that you fall in.
And then you complete, you fall down, you fall into the heart of the mountain.
And there's a little hole in there that you,
fill and then you become the whole planet.
It's always big than you think it is.
And then you roll around in space
and you notice that the star,
like the sun in that galaxy,
has like a chunk eighth missing from it
and you complete the star
and then you become the star
and you can roll around as the star
and then we go into the black hole
which I think I want the black hole
to be a cube. A cube black hole
I think would be very funny.
Sure, sure.
Um, and then there's a few ways that we can go from there.
Um, something that I've been playing around with is like, you like hold the interact
button or, um, mash the interact button to like absorb the universe.
So you like get bigger and bigger and bigger and like absorb everything.
And then we'd like zoom out from that and we go into this like subatomic world where everything is white
and rainbow and like weird
and we want to do some like temporal cube
mechanics in there
um
and
yeah
that's a little I won't go too much more
but there's we want it to be like
it's always bigger than you think
it's something that we we want to explore as much as possible
this is all really cool
that's just it's all I can do
this is all really really cool
and it's we have some big ideas
it's it's very clear that like
yeah as you say you've got some big idea
it's very clear that you're very passionate about this game
this is something where
I can tell just from what exists
so far that this is something that you really care about
this is something that you really really believe in
it's it's been
I I completely agree
it's
I care about Cube
kind of secondary to my new
partnership with Dan
it's been he's
I cannot stress
how genius he is
and he's also just the nicest guy
which is so annoying
he's just it's so annoying
because he's got so much going on in his life
he's got two kids and he's just
always busy but he's
just the sweetest man
and it's so annoying
we've got this great
relationship that started
at AIE
because we both did the design course together
and pretty early on
we like kind of real recognises real
there's someone else in this class that
challenges me sort of thing
and our instructor
who's a dear friend Reese
noticed that I
like am very competitive
and he did this thing where
at the end of each module he would rank
the best project
which just drove me nuts
because every single project was
Dan Rue
Dan Rue
So it pushed me really hard to try and beat him
So we had this really fun rivalry going
And
And then we got into second year
And the first couple modules are a bit dull
But eventually we got into production for clients
And we're like, all right
Finally we get to work together
And then Cube happened
so it's it's
there's a tendency for indie games to get stuck on game one
and we're really excited about Cube
don't get me wrong but we are
we want to stick around
right
you don't this want this to be like a you know
five year project that never gets released
look
yeah absolutely not
like I said it's coming out quarter four next year
come hello high water
I would love to work on it
more than just next year.
Like, if it sells well, then we'll do
Hollow Night best release stuff.
Sure.
But, yeah.
Yeah.
It's a joy working with him.
So...
Particularly because he has so good ideas and I can just go make them.
That always does help.
It really helps when, like, it really...
Just knowing what you want to do with it, right?
It's not just, hey, we have a game.
Are we...
What do you want to make?
I want to make a puzzle game.
It's like, okay, what do you want to do with it?
It's like, yeah, that's fraud.
You've probably got a bunch of ideas that like, okay, yes, we could do this, but also,
I just said, you want to release the game.
So it's a matter of how much do we want to put in the game, where do we want to stop,
what do we want to do in a further game or further content or something like that.
Yeah, exactly.
And like, we've joked around with the idea of like, we'll do a sequel called Cubed,
which is like local co-op, which I would love today.
to do that so bad i think that'd be really fun um but like yeah dan dan loves card games as well
so we we might do like a card game for game two we'll see um but yeah our our uh eyesight is
to the horizon not just a cube but like yeah we're super keen to make cube so you've talked
about how the oh sorry were you going to say something there no no no that's it go okay uh
You've talked about how the...
Like, you've always had a lot of people at the demo
when you go to cons, whether it'd be have cons, say...
Yes.
Yes.
You haven't been there yet, but I assume for the next con,
it's going to be...
It's going to be...
There's going to be people there as well.
If every other con you've been to,
there's been a big crowd of people there.
Assuming they're not, like,
everyone there suddenly has a whole different taste in video games.
I assume the same thing is going to happen there as well.
That would be so terrible if it's just suddenly a bomb at cons.
Ah.
But no, no, hopefully it does well.
So, what has the feedback been like?
Like, how, what have people said about the game that you expected them to say?
What were the things that you heard that just sort of threw you for a loop?
Like, why, I didn't even realize people cared about this part.
The thing, as a game developer,
something that I, one of my core kind of beliefs is,
the most important feedback is very rarely verbal.
in that
something that I care
way more about
is how they play the game
and what they find fun
what they don't find fun
like
the crushing cubes
we had no idea
that people would get
such a kick out of that
but in terms of feedback
that
because often they'll just say
like oh what if it was like
online multiplayer and I was like
cool do you want to make that
because I don't
I don't have the time, bud.
It's a cool idea, but...
A lot of people ask for a jump.
A lot of people say, why can't I jump?
And I think when people say that,
you've probably seen that picture.
I would be very surprised if you weren't shown it
of what the client says they want
versus what the client actually wants
versus how the engineer implements
it and yeah oh yeah when you have a lot of people saying the same thing there is something there
but yes to sort of work out what is it that what is it they're actually asking for and not
necessarily them wanting a jump button you're exactly right um it's it's in the world of short
form content we are constantly competing with instagram reels and ticot and youtube shorts
we want you to play our game
rather than just sit there on your phone
and something that I think may be a product of that
although it may just be me reading into it
is that people expect it to be fun
like very fun instantly
and Cube at least at the start is a little bit of a slow burn
it's like
oh there's more
we try to like very gradually
kind of pull you in
because of the like calm
ASMR vibe we're going for
like you can't really smack them in the face with it
right right so I think
exactly in the way that you're talking about
and that like you need to get to like what they mean
rather than what they want
a lot of those sorts of like have you thought about adding X
from a place of either
it's just a cool idea that they've thought of based on
the current systems
or they
want a bit more
a bit sooner, which is very understandable.
There's not been
very many
it shows that like
there's not been that much verbal feedback that I've really
taken on board that much. It's been
I've really
the things that I take away from cons the most
are like who enjoys it, which is
thankfully most people that play it um it's very very interesting where people stop of course there are
other factors like oh my family's been waiting a while and i like my brother's eating someone we
should move on um but yeah it's it's fascinating to me when someone on their own just like randomly
puts down the controller and i'm like no you're the one that was very fascinating
they didn't be is people there's there's one spot near the end um just before you get the last
set of crystals to open the last pressure plate a bunch of people stopped like before you do that set
of crystals and i was like you are like 20 seconds away from finishing it just do it um yeah yeah it's
something that i do in my teaching a lot is um
Actual proper playtesting is really hard.
And by proper playtesting, I mean shutting up.
And watching someone play the game without giving them direction.
Yeah, that is something I do, I did find quite a bit.
And I get why people have done it if they haven't built a tutorial yet.
Yeah.
And that's the thing.
But if you have and people are not understanding the game,
like that is a problem with the tutorial system you've built.
And you're not going to be there to handhold them.
when they're playing in the game themselves.
Exactly.
So the way that I phrase it to my students is play it how it's going to be,
which is if the thing that really annoys me with my students is when they play it,
when they do playtesting in the Unity editor rather than making a build.
Because what they'll do is they'll play it in the Unity editor,
and then they'll make changes.
So they'll move the player around to reset stuff.
And they'll like do so.
No, you won't be there to do that when.
they buy it on Steam
theoretically
so like do a build
and then like stand behind them
and watch them without saying anything
right
so yeah
and that's that's one of the great benefits
of Cube is that it's because of its
intuitiveness
we can like save our voices a lot
like I rarely tell people what the game is
so people that that's actually
that's a good point
people ask me what's the point
like so like
or like how do I play or like what
do I do and I just say
cube and give them a controller
and it's like I don't know
find out that's the whole point
which is something
I don't know it's just maybe
it's the setting
like it's a con like maybe I'm
probably supposed to be like selling
it to them but
I've just found that fascinating
just like people expect to be told
how to have fun with the thing
sometimes
no that's definitely a good point
a lot of people don't really know how to
how to give themselves to a game
right like you
a game
people will talk about
oh this game isn't engaging
this game isn't fun
but then you look at the way
they're playing the game
and they've got like
a twist stream open on the side
and they've listened to music
my house
oh my god my hell
he's probably going to hear this
I've told him about it
so many times. So when I watch him, I'll occasionally walk by, he's playing, I don't know,
I wouldn't ring or something. He's got, I don't know how he does this. It would drive me insane.
He's got one Twitch stream open on one monitor, another Twitch stream open on the same monitor.
Two Twitch streams. Yes. And then sometimes music playing as well. I don't know how he doesn't
go insane hearing this. That's nuts. That would drive me insane. I can't handle like two voices
talking to me at a time, much less two Twitch streams. Two, two like different music, like songs at the
same time drives me nuts yeah that's uh yeah so that's that's you're exactly right you're
speaking to the context of the current like home playspace and it tends to be a crowded space
like you're competing with everyone everyone has a phone 90% of people have a short form content
app on their phone that's pretty stiff competition um and so like something that we are
constantly keeping in mind is
when we structure the levels
keeping what I like to call
the serrated edge of engagement
which is you want it to be like
easy, hard and then
like a sort of like jagged edge
that goes towards like more exciting and
engaging but like isn't
just like you want to constantly
be doing things that they don't expect
and then being like expected
unexpected expected unexpected
I played the new donkey
Kongwood apparently they do that a lot in there that sort of thing so you sort of want to when you
introduce a new mechanic correct me from wrong here but you would introduce new mechanic and then
you want the player to get used to that and then use that in some new way maybe exactly so
it's it's giving them something new just as they settle into what they've already learned
so something that Dan did which I thought was really clever
which is the like
like the second carryable puzzle
is there's like as soon as you've
as soon as you're confident with one
he gives you another one and you have to like use both to beat that puzzle
it's something that he does really well that I am nowhere near good enough to do
but it it's it's very tricky
Yeah, I can definitely imagine so.
Puzzle design seems like one of those things where it's, I don't know, a challenge, maybe is maybe not the right word to say, definitely.
It's hard.
I assume, I would assume, you said Dan's the one doing level design, yeah?
Dan's the one, but like I, if he's the writer, I'm the editor.
Right.
So it's...
So do you both have quite a big experience with puzzle games then?
Yeah, yeah, yeah, yeah.
We're both big puzzle fans.
And it's...
The way that we approach it is, like, what are we trying to teach?
So, like, with that first carryable puzzle, we're teaching you that you can use it to traverse two high walls.
And then that is the same puzzle kind of again in the second one.
but we're teaching you that you can make it so that you can build paths with carryables.
And it's, it's a very easy way to do puzzles when you're just like,
okay, this is the thing that you can do with this mechanic.
How do I teach them that they can do that?
Right.
Yeah.
Now, I would assume that later on you would want to use multiple of these mechanics in the same puzzle.
But, you know, the demo is quite sure right now.
Yeah, yeah, yeah, yeah.
Yeah, that's the secret source that we haven't added just yet, which is, like, mechanic
A in isolation, mechanic B in isolation, A, B.
Right, so each of these mechanic introductions are kind of like the mechanic tutorial,
and then you want to integrate that with the knowledge you already have and expand upon
that.
Exactly.
Mm-hmm.
Yeah.
It's...
Uh, it's...
something that I'm really looking forward to doing once we've like filled out the mechanic library a bit more
is like pulling things together and seeing how those things interact and like building a matrix of like
what works with what in which way right and that sort of thing right I could very easily imagine
some of the mechanics would be weird and confusing if they were motor exactly yeah yeah we
we've got most of the stuff down but like there's because we haven't made it yet
the like exact specifics some of those specifics are yet to be ironed out and we're very keen to do that
do you have like even if they're just like paper demos of how so you want some of these
mechanics to work sort of not so much paper demos we just kind of talk them out and and like
the way that because we're both designers were very much like documentation focused and so
I feel like if you can explain it
that's 90% of the work
sometimes
just like figuring out specifically how a thing
should work once you've done that
they become quite easy to program a lot of the time
but yeah
so you did bring this up before we got started
I kind of do want to talk about it
the name the name is
the name honestly while we're at it
R&D department is another name right I know it's
funny, but, like, I look at R&D
department, it's a nightmare to find.
Well, thankfully,
we have a little bit of SEO there
in that it's called,
um, it's spelled with an N
instead of an amp-sand.
Sure, but
people, too, yeah, yeah, you're not wrong.
Um,
uh, look,
I do need to get my
charging cable, because my laptop's going to die.
But when I get back,
yeah, easy, easy.
Um, we will talk
cube names.
because it's stupid
I'm going to say one to leave you with
Grom
is a serious name that we've talked about
right
it's very official
and professional here
at the R&D department
you are the second person
I've had it in a week
who just decided to not plug their laptop in
was it Jacob
I bet Jacob was the other guy
I saw I'm getting his thing the other day
I don't know
um that's fine um so the name grom was one of them it's grum is one of them it's grum is on the list it's
it's not seriously on the list but it's on the list that's right okay so cube is has terrible
SEO terrible terrible when you google as i said there's literally another game called cube yes yeah
exactly there's there is the cube and there is the cube which is coming out soon yeah and
And on crazy games, Cube's 2048.
It's a bit different, but still, you'd probably SEO that as well.
And there's also a thing called a Rubik's Cube, which is a problem.
Yeah, yeah, there is.
I could probably get your two cents on some of these ideas, actually,
because we're still very much open-minded to ideas and stuff.
The first one I have on my list is because it's like a GUI cube, so it's Guib.
cube
cube
I don't like
yube it's terrible
yeah it feels a bit weird
the
our current leading favorite actually
at the moment is toya
toya
toya
what's the deal with that one
it's just
it's got good mouth feel
basically
it's just like
we've been like
I made a little chat GPT
agent to just like spit out
four letter
new word combinations
So would that be, I assume, T-O-Y-A?
Correct, which is a great sign, because you've spelt it correctly.
And so if I told you the game was called Toya, you would Google it correctly.
The other ones, like, it's, it doesn't really have meaning.
In Japanese, it means some things, like, like Valley Art, after a mountain and one other thing.
Like, there's a bunch of Japanese fictional characters, Japanese fictional.
characters named Toya.
Like, I think there's a My Hero Academia character called Toya.
Some other names that we've thrown around are like Tubey with a Y, which I don't hate.
It feels like one of those, it feels like the Cube needs eyes and like...
That is what everybody says.
It needs eyes and it needs to go, oh, when you fall on a face.
So it's a different game.
That's the problem that we've run in.
to a lot with these, like, trying to find another name is just the names that we've come up with
are a different game.
Cubiquitous.
Cubicitous.
It's not a real one.
Some of these are very silly.
I quite like cubed up.
Cubed up, I think it's quite fun.
Okay, I could see that.
Or cubing up.
It's kind of only upish.
Maybe my brain is just
Maybe my brain is just too cooked
When I hear cubed up
I think bricked up
Yeah
I don't know if that's the
Sort of feel you want to go over
No well maybe
It's like
This is the problem
But when we play around with this too much
We're at risk of going back to cube daddy
Which is
We're not going to cube daddy
If you avoid that one
Yeah
Yeah
Cublet
I don't mind cubelet
Cubell I can see
Yeah
Yeah
Because it implies like it's small
It's a smaller part
of a hole um i had written off cube a little bit i might add that back up there um a humble cube
it feels like you need a story mode like a yep yep it feels it that's you're on it man
it's that's exactly what dan said he said it felt like a like a children's bedtime story
like a fictional sorry um simply cuby again that sort of falls in
to that like mascot
trap
um yeah
those are those are the kind of front runners
I think I might add kublet back to the list
I like kublet a lot
yeah that or that or toy I do think
I think you're onto something with that
it's like not
I know it right like immediately reminds me
you know as I said one of the inspirations
fez things like that where it's
it's just a very simple name where fez does
actually mean something if people want to go find it out they can but yes to most people it
doesn't and it's just it's just a thing that points directly to that and you
there's something i don't know there's something about toya which gives like a it's like what
is this it's like a wonder sort of like yeah yeah yeah the the unknownness is sort of a part of it
because we want people to try and figure out it.
Someone,
there was another meaning of Toya that I liked
that I've just forgotten.
Yeah, door into the valley in Japanese,
which I quite like.
Yeah.
So that's our current problem.
That's kind of the only thing stopping us from getting the Steam page up.
Right.
Yeah, because you have the itch page right now.
We do have an itch page, which we've been using to, like, distribute.
But, like, yes.
I was speaking with a mate of mine the other day that was, like, challenging me on why we were going to change the name.
And I was like, oh, because it's got terrible SEO.
and it does.
But the marketplaces in which we're competing on,
there's not that many cube games.
Like, itch.io is fantastic.
It's a fantastic thing, and I'm glad it exists.
But that's not where we're looking to make the majority of our sales.
Sure, sure.
Like, on Steam, for example,
I'm fairly confident we could cut through that market.
I think there's like five or six cube games,
none of which have our visual style
yeah we have one called cube
another one called cube all capitalized
then there's cube with the capital C
but lowercase the rest of it
correct
there's also every possible variation
with different letters that you can think of
of like Q
capital like the letter Q and then B
which has a
logo that is very like the game
cube logo
I'm sure that's not skirting too close
to what you know yeah yeah
A bunch of games have cube in their name, but not necessarily just being cube.
Yes.
There are.
Oh, my God, yeah.
We do want to do something like a joke about the 64, not seeing the GameCube intro.
Doodle do do do dole do do do.
And do a cube up there.
I think that'll be fun.
Even if something you put like,
it's like one of those things that could be missed
it's like a little Easter egg
if you do a thing down a certain path
yeah the way that we
or I had planned to do it
is that like
it plays a note
when you do it in the correct way
and then like if it doesn't do it
it like resets and so like people who don't know
about it could still figure it out
so make it like an intentional part of the level
oh okay yeah
Yeah, yeah, yeah, yeah.
I'm just going to try cublet, because I haven't, yeah,
cublets not taken in either kind of spelling that we've thought of.
I might do a couplet.
But on this friend who was sort of questioning you on changing the name,
what was their argument for not changing it?
The argument that he had for not changing it was,
it suits the game.
So just be the best cube game.
That's fair
It's fair
Which I think is not ridiculous
It's just
I don't know
It's something that we're going to debate
For a little bit longer
Before we have to make a decision
Right
There is literally one called cheese cube
Sometimes
Because like from that vertical slice
There are sections of the level
where Dan didn't have the random rotation ticked,
so you get the same cube with the chunks taken out of it
over and over, and it looks a bit like cheese,
particularly if they're yellow.
Yeah, I'm just going to grab my water bottle.
But yes, we're actively thinking about the name.
Yeah, I do...
I do understand why you'd want to change it.
Like that... I see what your friend was saying about not changing it.
Yes, I'm, I'm 50-50.
I think at the moment it's like cube, all caps with a full stop,
Toya or Kublet.
I think those are...
Yeah.
At the same time, it's like, yes, you could try to win that battle,
but is that worth trying to deal with?
Totally, it's fighting upstream.
Yeah, it's like...
Like, it...
Yes, you can...
Look, from what I can see, I've not looked at all of them, but yeah, you've got like a very polished cube game here.
Like, I could very well see that being something that is done.
But at the same time, it's just, it creates unnecessary tension to get eyes onto the project.
And even when, let's just say it does become the best Q game, it's always going to be a problem.
There's always going to be like, oh, wait, I tried to find it.
It was this other game.
landed on or yeah you know somebody else has talked about a cube game in the
past or anything else like that and it's just yeah yeah where we're constantly
would be constantly fighting that yeah hmm I'm I'm I'm I'm getting quite
warm on Kubelet frankly okay I'm gonna message down later and be like
should we reconsider kublet you might you might have played an integral role you
never know I like both Toya and kublet are both
really, really good options.
I, if I saw either name, it wouldn't bother me.
It's not what, yeah.
And like, that's the thing.
That's really the bar we're aiming for.
Right.
It's just like not bad.
Yeah.
And also, you kind of have to decide on something, right?
Like, at the end of the day, it is just the name.
And yes, that's, that is important.
It is certainly the identity of the game.
But it's also not the only thing.
thing that you need a thing about.
Like, what, what, the one that just popped into my head is tunic.
Like, yes, it's like very iconic, but tunic, I'm sure is one of many names for that game.
Like, it's not called a game where you can't read the manual.
Right.
It's, it's just, it's just a word.
And it's a great game.
And people know about it because it's a great game.
Right.
And hey, look, you could go, you could go the complete.
the other direction with it
and give it like
an anime title
a game where you roll around the world
as a cube and pick up other cubes
you could
you could another one that was quite funny that I didn't mention
was cubes all the way down
which I think is quite good
I think that's
there's also not just another cube game
which I think is too cute
it's a bit it's a bit
shitty
Yeah, it's, I
That feels like
It feels like a joke that's been kind of overdone
It does, it does, it does, exactly
It feels, yeah
Cubious
I'm back on the silly ones
Cubious
Cubious is quite fun
It's like Curious and Cube
But yeah
Yeah
Cubius
Cubius
Cubing up into the Cubaverse
there's another one I like
Cube gets bigger
I think Cube gets bigger
is quite cute
okay
but yes
those are our current
other than Screen Oz
and like some client work
that's my current
dragon
it's this damn name
I keep I should really memorize
who said this quote but he said that there are two
hard things in life. Rocket science
and naming things. And rocket science isn't that
hard. It's something like
that. Yeah, and this is why
whenever I go look at some project
I look at the name, like, ah,
the software engineer named this, because it'd be
like, oh, it's the
software update it and the name is like
SWP-U-P
or something. It's like, ah, yeah, okay,
yeah. Yep.
Yep.
And it works, right?
Yeah, it does work. It does work.
And at the end of the day, there's always cube daddy.
Yeah.
It all goes to shit.
Maybe.
No, I think, I think anything you could go with is probably going to be better than Cube Daddy.
Probably, particularly because we want kids to buy it.
How did, how did that name happen?
Was it just a name that existed?
I've probed down on this a few times.
I think it's, because like, it's sort of like a funny game dev.
term because it's like it's parenting the cube's getting parented to the bigger cube
so it's cube daddy okay okay that's stupid but I see the logic now yes it is it is stupid
um we we've got a little nudge to that nod to that even in the discord in that my
title is like cube uncle because I'm an uncle and dad's the dad Dan's cube dad
but yeah
it's very silly
yeah
no but
I
no it is silly
but I think there's
some of that does
sort of come across in
in the game itself
like the just like you know
going back to what we'll talk about earlier
with like the cube squishing
and it's just like little
little things like it being a
gelatinous cube right
Like, yeah, the game would work just as well if it was a solid cube, like gameplay-wise, mechanic-wise, but there's something about it being this, like, this gelatinous cube that makes it feel a bit more appealing.
It does, it does later play around with, like, how, how it looks a bit more, like, as you interact with things.
Absolutely.
And the, originally it was just a cube.
And Dan changed it to the, like, rounded beveled cube a couple months ago,
several months ago now.
And originally I didn't like it.
Because in my, like, the thing that affected my work was that when the cube rolled up a step,
there'd be a little bit where you could see that the cube wasn't exactly touching the ledge
because of the beveled corner
but
but now that
it's been that way for a while
I can't go back
I love the little beveled guy
and it works so much better
with like the yeah
like you said
like the gelatinousness
and the splat
than the yeah
we'll go with that
yes yes yes yes yes yes
so
what what have we not talked about
we're coming up to the end
like 10 or so minutes
but
Um, well, is there something that you've, that we haven't really touched on that you think is kind of important?
Well, I was going to bring up price point, actually.
Okay.
That was, that's, that's my next thing.
Lawyer thinking five bucks on Steam.
That was my, was going to be my price point.
Um, it's been something that I've been, like, a mentor of mine got me to just, like, say a price.
Because I'd been uming and aering about it forever.
And I threw out like, 30 bucks.
And he was like, wrong.
And I was like, yeah, you're right.
and since then I've been thinking about it a lot
and something that I absolute best case scenario is we get
on screen funding as well as a publisher and the publisher can handle getting it
onto like mobile and switch for us if we were to do that I would love to launch
in quarter four on Android iOS switch and PC five bucks
Aussie
simultaneously.
That's my
best case scenario.
I kind of want to
lowball it and go quite cheap
because I've been talking with
lots of people
we've noticed something in that there's sort of like a
bit of a Bermuda triangle
between 10 and 30 bucks.
It's like a little bit
particularly at the moment where everyone's a bit
it's just strapped for cash.
Like, yes, people are buying expensive games
because they're expecting super high quality,
like Mario Kart and Donkey Kong have both sold like crazy.
But in that weird, like, not a lot, not heaps range,
it's easy to get lost.
So I'm quite keen to go, like, sub 10 and probably sub 5,
like around 5.
Right, because when you're in that, like, $10 to $30 space,
you're also competing with
like older games
that go on sale
yep
yeah
you're also competing with
Holo Night and Celeste and Ballotro
and just like
what is Holo Night going for
I actually don't know this
let's find out
I think full price it's like 25
Ozzy
but it's like always on sale
for like 1510
2195 right now
yeah which is insane
there's so much content in that game
for 20 bucks
and like obviously partially
some of that's due to post-release stuff
but like
I would feel
horrendous asking for more money than holiday night
yeah and Celeste right now is 2950
yeah
I was another one you give an example of
um
balatro
balatro okay yes
and that is 1975
oh sorry it's on sale
uh it's 2199
25 at full price.
Yep, yep.
So, like,
those are outstanding games.
Right.
That,
and this is another one of the reasons
why we want to publish it
is because they know way more about it than I do.
And I've got some contact that we would,
if we didn't get a publisher,
I would consult endlessly about this
before we put it up.
But just my initial thought is
five bucks.
Right.
I've got vampire survivors open right now.
that is 749 right now.
Yeah, exactly.
And Vampire Survivors is an insanely good game for that price point as well.
Yeah, yeah.
Yeah.
That came in when, when it first released in 2022?
Yeah, it's an old game.
I remember seeing that for the first time being like, what is this?
And it's just, it's such a gym.
I made, it's a, a little project called Chess Survivor.
That's new players like a pawn.
and you like take pieces and you move around on a grid and like the enemies move in between your turns
and you can like unlock moves and then upgrade those moves with like additional abilities
i want to go back to just survivor man it's a great game i that doesn't like really cool concept
actually but yeah it's a bit of fun i could definitely see something like that like that's a that's a
cool concept and it thanks man
it's clear that
everything from you said about Dan
I haven't met him yet
so I can't really say it but like
I'm assuming everything
like both of you
clearly seem to have a lot of ideas
for game development
and game design
it's yeah yeah
like I'll
like not to
not to like trash anyone in particular
but like I've spoken to people in the past
where
they have an idea for the game
but they're not really
sure about the idea
they don't really know how to
how to sort of talk about the game
and it feels like they're not really confident
in the idea they have
oh yeah that's never a good sign
yeah
um
hmm
it's it's an interesting thing
we're both like
deliberately enrolled in like
the design course at AIE
and like
when people ask me
do you regret doing design
I say no because I'm at damn
but like
the smarter choice for me
would have been to do programming
because programming is 90% of what I do these days
but
I quite like being a designer
who programs out of necessity
and in the way
that Dan is a designer
that is a technical artist out of necessity
and like make shaders and stuff.
It's very, very nice
that it's where
designers kind of first and foremost
and then we do other stuff so that the games exist.
Right.
So we're not just talking about a thing.
Right.
Like going back to what was said about Celeste before,
like Celeste is very obviously a game where
it's made by artists,
it's made by people who have animated.
backgrounds and the coding is kind of just there
to pull it all together. I think another great example is Toby Fox.
I knew you were going to say that. Under Taylor's Garbage is a horrendously...
Everyone goes back to that dialogue.
One of the worst programmed games you will ever see.
Ever. It is... It's why the game's a nightmare port.
Yeah, I bet. But it doesn't matter.
It doesn't matter. Not one bit.
And it's just, it's, it all comes back to...
the game like with this screen os stuff there's a part of me that just like stuff this
just make the game i'm i'm wasting so much time doing all these documents and stuff i had so much
i would so much rather just be making the game um but that's that's that's that's what game
Yeah.
Yeah.
And we're very lucky to be, to have these roles at AIE now so that we can like semi support
ourselves and like plus the client work that we do.
We are able to like sort of be game devs, which is crazy in this current age.
It's like it's been such a like insane turnaround for me because I was I was working in hospitality
in 2022.
I just moved back to Adelaide from Melbourne after.
flunking out of
a computer science degree at Unimau.
And
yeah, it's been an insane journey.
Do you have plans to show off the game?
I know you already said the con coming up,
but do you have plans to do Sage next year
and Avcon next year?
Oh, yeah, yeah, yeah.
We'll do, we've currently,
we've got the full, like,
crazy lineup happening in that
I'm taking it to Gamescom in August,
which is crazy.
SAFC, South Australian Film Corp are doing some, like, sponsored tickets.
I was very lucky to, I probably shouldn't talk about this, but I'm very lucky to get one of those.
If you need me to cut this, I'm happy to cut it.
That might be good, actually, because the announcement hasn't come out yet.
But we are also doing packs in South by Southwest this year, which is fantastic, very much looking forward to those.
And then, yes, we'll definitely take it to Sage next year.
We want to be on the main floor this time instead of the elevate section.
I've got that way we're a real boy now.
I didn't go this year.
I really should have.
It's a great gig, I love it.
I was going to go the year prior, and then the same problem happened,
where I forgot it was happening, and then the day or the week after,
I was like, oh, yeah, that's a thing.
Oh, yeah, that's fun.
SAFC are great in lots of ways.
They, I dislike how little press they do within even the Adelaide scene.
Like, it should be massive.
And, like, it's getting bigger and bigger in it.
Like, the more it becomes a thing, the more people will know about it.
But, like, I don't know.
I'm always wanting it to be more selfishly.
Well, I'm sure we could just keep going and going, but I...
We could.
We probably should end this off.
This has been a lot of fun.
I really did...
I'm so glad.
I really do enjoy talking to people who are, like, very passionate about what they're doing
and clearly have a vision for what they want it to be.
And I, uh, I, uh,
wish the best for you and then and hopefully the uh the project goes well and hopefully you can
decide on a um on a name on a name i'll let you know when we when we get a name and hopefully we can
find a time to get dan on um but like yeah yeah it's uh thank you yeah we've got a lot of work ahead
of us but we're really excited to do it so since the there's no steam page just yet if anyone
wants to keep an eye on the game um yeah each of i is the best place um also on the link tree
there's a mailing list that currently has two people signed up to it, myself, and one guy that we got at Avcom.
Okay.
But, like, following the Itch page is probably the best place to go.
If you have an Itch.io account, also please join the Discord if you want to see my insane ramblings on the devlog channel.
It's mostly just me tearing my hair out and then being like, never mind, I'm goaded.
Perfect.
But that's programming, baby.
Yeah.
Yeah
We've also got all the other socials as well
But like, yeah
Okay
Nothing else
You want to mention
That's pretty much everything
No, no, that's it
Okay, cool
My main channel is Brodie Robleson
I do Linux videos there
Six-ish days a week
I sometimes streamed there as well
So check that out if you want to see rambling
I've got the game channel
That is Broody on games
I stream twice a week
Right now I'll be playing through
Kazan the first
Zerker and
probably
maybe finish
split fiction by now
I don't know
we'll see
both good games
I've heard
very much so
and after I finish
split fiction
I'll probably be playing
at Metal Gear Solid
because I've never
played Metal Gear Solid
I don't know why
what of my students
keeps going on about
Delta
and says I should play
some stuff
to get ready for Delta
cool
you got a game
to work on
yeah I do
I do
and for anyone
wants to hear
the audio version of this.
It is available on every podcast platform.
There is an RSS feed.
It's on Spotify.
Spotify has video, which is neat.
If you don't want to do Spotify video,
there is YouTube.
That is Tech over T.
And, yeah.
So, I'll give you the final word.
What do you want to say?
Cube.
Perfect.