Tech Over Tea - Breathing Life Into Evocative New Worlds | 100 Stones Interactive
Episode Date: August 23, 2024Today we have Ben Droste from 100 Stones Interactive on the show, a small indie studio that so far has been focusing on puzzle games with their newest title taking a more metroidvania style approach. ...==========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========== Website: https://100stonesinteractive.com/ Memory's Reach: https://100stonesinteractive.com/memorysreach/ Memory's Reach Steam: https://store.steampowered.com/app/2126810/Memorys_Reach Eyes Of Ara: https://www.eyesofara.com/ ==========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 Supercozman https://twitter.com/Supercozman https://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 always your host, Brodie Robertson, and today is episode...
Four of the post-Avcon interviews.
Today we have Ben from 100 Stones Interactive, the developer of Memory's Reach on the show,
and I guess the easiest way to do this is just have you explain
who you are and what the game is at a high level and then we'll get more in depth on
you know general things about it. Sure yeah so I'm Ben, my background is in environment art
and level design so I tend to make games about environments, exploring environments, exploring cool worlds, and that's kind of what Memories Reach is.
It's an adventure puzzle crossed with a Metroidvania.
So a big focus on puzzle solving and exploration in a large, interconnected, Metroidvania-style world.
So that's very brief about me and the game, in very short.
I'm a big Metroidvania fan myself.
The puzzle stuff, I don't tend to do.
I'm not generally big on puzzle games.
I'll play them here and there.
Most of the time, I'll play a puzzle game and it's like,
I have no idea what I'm supposed to do.
And I guess that is sort of a issue with trying to design puzzles like what is
what is your like goal with the approachability of the game do you want it to be where
most people have a general sensible way to get through it or do you plan to have certain parts
of the game where you really need to think about like very heavily to actually access a certain place
there's a mixed approach to it for sure so um to take a step back a bit um for a start i
i'm not a huge puzzle game player myself i enjoy puzzle games i enjoy puzzles in games
but i tend to enjoy games that uh have puzzles in them alongside the main content
rather than being solely about puzzles uh so i liken i liken the puzzles in this game
more towards games like legend of zelda like a zelda puzzle box dungeon type design so it's it's
less like a game like old like mist or something where you might have to like do some
really intricate very difficult uh thought-provoking puzzle solving and more about
uh manipulating the environment moving things around shifting boxes raising learn bridges
and that kind of more interactive puzzle solving so i think makes it a bit more approachable. There are some more logic puzzle type stuff in the game, but you can bypass that if you want to. But hopefully they're not too difficult and people can get into it.
about that kind of interactive Zelda-style puzzle
solving than the more hardcore
puzzle game. But
when it comes to puzzles,
they
come in a variety of types
from sort of like logic puzzles
where you might have to move things around
on a screen and line up
certain things or whatever, which are
in the demo.
Then you get more environmental style puzzles
where you move like a Zelda puzzle room
where you're moving boxes around, raising lower bridges.
And then at the high end,
you get the sort of level scale meta puzzle
where the entire environment becomes one giant puzzle.
And that usually involves understanding
how the different parts of the level fit together
and manipulating it or navigating it in order to reach your goal. So there's kind of like different tiers of the level fit together and manipulating it or navigating it
in order to reach your goal.
So there's kind of like different tiers of puzzles there.
So that demo that you had at Avacom
was sort of a pretty good slice
of what you're planning for the full game then,
where you had that sort of,
I don't know how it's described in the game,
that sort of hacking interface
where you have to move around little orange hexagons. Yeah.ons yeah hexagons i think they're hexagons um yeah and line them up so it could like
get the power through the the thing and then there was a bit where you had to use that and lower
or you had to go around that like circle area and raise a bridge or no it was raise the the tower thing so you could get across that out
that bridge um and doing that allowed you to get to this higher puzzle that would then unlock some
further thing i think it let you get through the the the radiation thing if i remember correctly
yeah yeah so that's yeah so the demo is designed as kind of a short slice of what the full game is going to feel like to play.
It's actually a custom-built environment.
It's not actually in the main game.
I was going to ask that, if it was like a vertical slice or if it was like a piece of the full game.
It's kind of like I took puzzles from around the full game and crammed them all into this custom-built environment.
And the art is from one of the levels of the game as well.
So it's all bits and pieces of the game, but together into a what's designed to be a very short experience people
can play through at a trade show like pax or avcon and get a taste of what the game is about
so if i were to give a chunk of the actual game it'd be much longer and probably a bit more drawn
out in how you have to explore and do whatnot,
which is not an ideal experience for a trade show.
So it's a deliberate attempt to try and squish it down to something a bit more
succinct for the purpose of the show.
So, yeah, but it does demonstrate that you have those holographic puzzles,
which are more of the set piece logic puzzles.
And then the thing with the elevator
is that exploration-based,
environmental, knowledge-based puzzle.
And then the item you pick up
at the end, which allows you to get past the renovation,
is kind of where
the Metroidvania-style progression
comes into it as well, where
the different parts of the game are locked off
behind different obstacles that you'll need to find
new abilities to bypass.
But unlike most Metroidvanias, which are usually action combat games, since mine's a puzzle game, the abilities have to be more puzzle and exploration focused, not combat focused.
So there's no new attack or anything, because you don't attack anything.
But I can give you different tools for navigating the environment or different tools for solving different kinds of puzzles.
So that's been an interesting challenge as well.
Well, one thing I also really, I thought was kind of neat is when you're going around the zone,
there's like things you can examine on the ground. And I guess that sort of leads into a question
about like the, how the lore of the game is going to be told. Is it going to be through just those,
hey, there's like a bone on the ground here hey there's a
plant here hey there's like this crystal thingy and you can examine it or is there going to be a
more i guess established cut scene system alongside that as well uh no cut scenes except for well
they might be like dialogue or something like that and ending but uh no dog no the the narrative in the game is is delivered through uh two means there's there's the
narrative pickups you can find uh which give you like explicit narrative information about what's
going on in the story these are like uh written notes left behind by the civilization that used to live here,
often talking explicitly about the events that we're concerned about for the story.
In addition to that, you can also scan different objects around the environment,
very much an homage to like Metroid Prime kind of scanning.
And in doing so, you can learn about the world,
different objects, different creatures you might find, and that sort of thing.
So that'll give you more of a general background knowledge on the world you're inhabiting.
And then the pickups give you the explicit narrative storyline.
And together, those should give you a really good feeling for the world you're in and what's going on and what kind of culture lived here.
That's the goal, anyway. So you're sort of piecing together the information so you don't
have like a it's not like hey you go from beat to beat to beat and it's like hey here's cuts in
cuts in cuts in like you have a very clear story it's more like you're going around this world
you're trying to see what information you can pick up and understand what really was going on here yeah
so it's very much you piece it together like that at your own pace that's uh a large part it's about
the exploration so you explore the world you find these different bits and pieces and the more you
explore and the more little secrets you find the more of these little narrative bits and pieces
you'll be able to put together and get a more complete picture of the story. My goal for it, and actually this comes back a bit to the puzzle part as well.
So the main path through the game, through the ending,
is the goal is to deliver enough narrative information along the critical path
that by the time they reach the end, you'll have a pretty good idea of what the story was,
but there'll be holes in it. It'll be incomplete.
But then if you go back
and you really take the time to explore
and you find all the hidden secrets
and you solve all the bonus puzzles,
and that's what I didn't get to mention earlier,
playing through the main storyline
should be not too difficult,
but a bit of a challenge.
And if you want to complete 100%,
that's where the most difficult puzzles come into it.
So if you're not much of a puzzle gamer,
maybe you just do the main story
and you ignore the hard extra stuff.
And likewise, if you play through the main story,
you should get a pretty good idea
of what's going on in the story, what happened.
But if you really want to know the complete picture
and find all the secrets
and unlock any sort of bonus hidden secrets
that may or may not be in the game,
then you'll have to go and find
all the additional storyline there as well.
Well, with a lot of...
It's flying in my room.
With a lot of Metroidvania games out there,
they have this very interconnected world
where you will go from...
You'll be in this starting zone
and there'll be this wall that's blocked off
that you're like, why is this wall here?
I don't know what to do with it.
And then sometime like way later in the game,
you will circle back to that area
and end up being able to make your way through there.
Is there going to be that sort of interconnectivity
or with going back to old zones like that,
is it going to be more of that like,
hey, I have this thing.
Oh, I remember there was that
thing like a couple of areas ago, let's
check back there and see what was behind that area
over there. Well, it's a combination
of both. So the world is
one large contiguous
world, like a Metroidvania map.
That should also mention for
people who haven't seen the game yet, listen to this. It's
a first-person exploration-based
game, so it's more akin to a game like Metroid Prime
in the Metroidvania genre
than it is to Super Metroid, a 2D platformer.
So it's a first-person 3D exploration.
And it's one large contiguous world
separated into multiple distinct levels or environments.
And they interconnect,
sometimes through direct means,
sometimes through hidden passages.
So sometimes you will find yourself looping around
and coming back out in an area where you have previously been,
but from a different direction.
And sometimes you'll complete, say, the main puzzle level two,
get a new power-up and go,
oh, now I've finally got this thing.
I remember I saw something back in level one i can
now go back there and grab that so it's a combination of both things to make it make the
world feel very expansive and interconnected like that yeah yeah having an internet interconnected
world like that is always like really exciting to me i always remember the first time i played
through something it's not a metroidvania but but I played through Dark Souls, and you'll go through
some like random door, and then you wind up down in the forest area, like how in, wait, that's what
that door did? Like, I, I've never gone this way before, and you get to like that area way earlier
than you thought you would have, and then you can explore that bit, like it's always really cool to
have a world where it, it really, not only...
I guess there's a difference between it being interconnected and feeling interconnected.
Like, in Dark Souls 1, it felt like you would go from an area,
and it made sense you would wind up somewhere.
Whereas some games, you know, you go from one bit.
It's like, oh, this nice forest area, and then suddenly you're in a volcano.
Where, yes, it's connected.
It's one big world. But it doesn't really feel like a big world it feels like different levels that are just have secret
like paths to get between them i suspect uh memories reach is going to feel a little bit
more like the latter um in that the the different levels are sometimes spatially quite different for instance
like well thumb makes sense like you go underground okay well you go down elevated now you're underground
and you're in that new environment but for instance one of the environments is set in orbit
around the planet so you know that's not going to connect via, like, you know, a pathway.
That's going to be a teleporter, right?
And there's another area where there's cities,
like a city up high in the clouds,
big towers perched on top of raised cliff tops,
which can't easily connect to, like, say, the facility in the forest,
which is, you know, hundreds of meters below it.
I'm not going to have a player ride an you know hundreds of meters below it i'm not going to
have to play a ride an elevator for hundreds of meters to get up there so some of the environments
will be connected through yeah like you might find a secret teleporter which takes you from
point in in the forest level to a point in the the sky level um but then there are other parts
of the game where it is more physically connected right where you're taking a literal elevator from the forest level down into the caves and then from
there probably down further into the underground facility level and so forth so you do get a bit
of a break from there yeah what i was meaning is when it feels like it's not logically connected
like okay so the teleporter makes sense right like you're going through teleport oh i'm in this crazy different location um i'll go to dark souls 2 and uh there's this
area where you're in a forest and then you walk through like it's raining you're in this dark
forest you walk through a cave and you're basically in bowser's castle there's lava everywhere and
like yes it's connected but you're like why Right, it doesn't feel like a natural transition of the environment. Yeah, yeah.
Yeah, I understand what you mean there.
Yeah, absolutely.
Okay, so what can you say about the premise of the game without giving away, unless you want to,
without giving away too much of what the general story is about?
Sure.
Okay, so essentially you play a freelance space adventurer or space explorer
um you've you've acquired the coordinates to this planet um this this long lost alien planet
and you've come in search of a rumored alien treasure so the location the of this planet
was lost a long time ago but it's always been rumored there was some treasure there
that people are after.
You've managed to acquire their coordinates.
You found it and you've landed on the planet.
You get there, you discover the remains
of this alien civilization,
but the inhabitants are no longer there.
And the story really revolves around exploring this planet
and learning about who these people were
and what happened to them.
And one thing I'm really trying to do with this
is not go down the route of making a big mystery
of why they disappeared, because that's done a lot.
That's very much a cliche.
So the reason that they're no longer around,
you'll actually discover fairly early on into the game.
And then instead, the story then focuses on
what they attempted to do about it.
And so the mystery really is,
what was the ultimate solution to this impending crisis?
And were they successful or not or to what
extent and that's that's kind of what you'll um discover along the way but but the the the great
catastrophe they face will actually be revealed quite early on okay okay that's interesting
because you say it's like this there's like no one here. So you say, but like whether they're successful or not, like that's a, I'm curious to see
how that, how that plays out then.
Hmm.
Yeah.
So you should get hints along the way that they knew this was coming and they were, they
were trying different solutions to either stop the catastrophe or to avoid it or to flee the planet or whatever.
A variety of different attempted solutions were taking place at one time.
The story is very much around the different factions in society and how they work together or against one another,
the different approaches they had, the different ideas, the sort of infighting and cooperation.
It's very much the exploration of this culture and this society
and what they did when faced with this crisis, essentially.
So it's really about learning about who they were as a people,
what they valued most facing such a crisis.
And what happened to them
is kind of an interesting sci-fi mystery to discover.
Sorry, give me one sec.
Sorry, my housemate's nephew's over
and he wanted to say bye to me.
He's like three years old.
Anyway, you were saying about the...
What were we going at before I...
We were talking about the plot, I guess.
Right, right, right.
And how you discover the story.
Was there anything that you wanted to say more to that before I cut you off?
No, I think I basically just finished my point as we were talking.
Okay, okay. there was something i
was going to go to after this oh right i know it's hard to estimate considering that you know
how all the puzzles work but assuming someone doesn't like how long are you trying are you
aiming to target for someone to get through the main story? I'm aiming for around six to eight
hours to go through the main story and then several more hours to get a hundred
percent completion. How many additional hours is a little uncertain
at this stage because it depends on how difficult it is to find all the
hidden secrets and solve the difficult puzzles. And since
not all of them have been designed yet or tested with actual players, it's hard
to judge just how difficult that is going to be. So who knows?
So with that content you had at Avcon, what would be the relative
difficulty of that compared to some of the other content in the game?
Well, the Avcom one is pretty easy.
I know some people have a bit of trouble with... Well, okay.
Let's back up a second.
So because it's designed for...
It was first designed for PAX
and then designed to be taken to other trade shows as well.
So it's designed to be playable in 15 minutes on
a very busy noisy trade show floor where you're distracted by all the noise and potentially other
people around you and your friends bugging you to like move on to the next game so it i didn't want
it to be too difficult and i didn't want it to be too open-ended so it's also why the demo is quite
linear in the way you solve the puzzle. You basically go from one to the
next until you reach the end.
The level that
exploration puzzle is taken from
is much more open, and you can pretty much go
any direction from the start.
But for the PAX demo,
the trade show demo, I deliberately
gated it off, so you have to go through it in one direction.
Again, it's all about
trying to make it a lot more straightforward and a lot more manageable in a noisy distracting environment
right that's noisy and distracting is a good point with uh where you were set up because there was
that edm going on like right behind you where oh yeah people thought that was the um the soundtrack
for your game because it was that loud from the other booth. It's like, and the opposite side, it was like mine, right?
Because like the speakers are in the backs of the TVs.
And so I was getting all their sound
and they were getting all my sound
from the, by the trailer looping on the TV.
They had their game playing on the TV.
So I would get like this,
like this like 30 second loop from the game
that would just play over and over and over.
And it's just, oh my God. I mean, don't get me wrong. It was a nice 30 second loop from the game that we just play over and over and over and it's just oh my god i mean don't get me wrong it was a nice 30 second loop um but after you've heard it
a hundred thousand times it was the worst thing ever
and it was quite loud as well yeah yeah well to be fair everything had to be loud because
everything else was loud they had the main stage that the
main stage speakers were way too loud you could hear everything all the time but it is what it is
so oh you deal yeah and it's their first time in that uh in that um area as well so i assume
they'll adjust things for next run and see how it goes Lower some sound maybe try put up some barriers. I don't know what their plans gonna be
Yeah, probably just need like a backing board or something and the TVs were placed in gaps between the boards
So if there was some sort of board behind it potentially then it reflects the sound back
I think it was pretty good for a first first go in that venue they really
filled it out which is good yeah absolutely um so when you're dealing with designing these puzzles
like what what do you actually what goes through that process because like I as I said I'm not a
big puzzle guy myself I don't even know where I would begin to start with making a puzzle that actually seems engaging.
And I guess, what other systems exist that you might want to mention?
I'm sure there's some things you want to leave up to exploration, people find them. But if there's anything else you want to mention that wasn't in the demo that might be interesting to talk about.
Okay, well, I'll focus on the puzzle design process.
to talk about? Okay, well, all right, I'll focus on the puzzle design process. So a lot of it comes down to just play testing and experimentation. Like most puzzles, when I design one, it usually
starts with me scribbling ideas on paper until I figure something out. This could work, that could
be a, you know, you know, I'm a very visual person, so it helps me to draw it on paper
and figure out how it might work.
Okay, this could be an interesting idea.
Let's try that. I'll then go
into Unity. I'll prototype up a
very rough prototype in code.
Make sure it actually
functions and not just I'm imagining it.
Because sometimes
I'll, oh yeah, it's a cool idea for a puzzle. I'll put
that in code. I'll do it in code
and actually have it function.
Actually, logically, this doesn't work.
When I was looking at it on paper,
I thought it would,
but logically the mathematics of it,
it ends up not working or whatever.
So yeah, get a little functioning,
get a little working, great.
And then basically it's then just make it,
once I've got the core system working,
make a bunch of different variations of it.
Talking about, say, the holographic puzzles.
Yeah, I'm going to picture that one open on the screen right now.
Yeah, so in the demo,
there's like three versions of that one, right?
And throughout the game, there is obviously way more than that,
and then there's different types of puzzles.
That's just one type.
I'm aiming to have four.
There are two and a bit built at this stage.
So yeah, and every time you encounter an instance of that puzzle,
there will be a different version of it.
It was a different twist to it, a different mechanic to figure out.
So yeah, once I've got the core base design of it coded up and prototyped,
I then make a bunch of different versions of it.
And I basically just pick the ones I think are the best ones.
And that one's fun.
That was fun.
That was not very good.
That one's too confusing, whatever.
And then I,
what I have been doing is in sticking those in just a little gray box test
environment,
take it along to the local dev meetup here in Melbourne and that we have that every month
With other developers come along and I just bring a log a laptop and I say
Hey, you want to play a game and you have people play test them all and gather feedback like that I can
generally from that discover a
Whether it's actually fun or not uh
but b discover where all the usability problems are with it uh whether the the concept is being
communicated well enough whether whether i'm obfuscating the challenge too much or not enough
that sort of thing uh there's a... It was at Avcon.
I had, in addition to the main demo,
I also had two test environments from the main game
I brought along to do some playtesting on.
One of those had the other type of puzzle
that's currently in the game.
I don't know if you played that one, but...
I think I just played the short demo.
Okay.
Yeah, so the other one,
the puzzle type that's in that
was kind of...
It was kind of like a subtraction style puzzle
where you basically look at two glyphs
and combine them to make the glyph in the middle.
And the idea is that if there is...
Is that that one where there's like...
There's one of the...
There's a picture on your website. I don't know if this is the same one. There's like a three- one of the, there's a picture on your website,
I don't know if this is the same one, there's a like a three-prong thing on the top, three-prong
thing in the bottom, and then there's like a thing in the middle?
Um, what?
I'm sorry, I'm bad at explaining things.
I'll just send a link.
Um, this one.
I believe there's a picture of this type of puzzle tool on the...
That should be a link directly to the image, I think.
That's a link to my website. Oh, my browser's not open, so this is going to take
a little bit of time to open up. Oh, it's all good, it's all good.
A bajillion tabs. Um, if that one doesn't...
In a bajillion windows. No, think about it. Wait, wait.
That should... Yep, there we go, now it's in Discord. Cool.
Oh, ah, right, yes. Okay. So, cool. Ah, right, yes, okay.
So looking at that,
that's an early version of that one, actually.
Okay.
So, but, well, it's an early,
this is good, though.
This is a good indication of why
the prototyping and the feedback was necessary, right?
So,
the idea behind that, and that's a bit more complicated
because there's three different ones to choose from there. The easier versions, there's just
two dark glyphs on the outside and the one orange glyph in the middle. And you take the
two outside ones and you combine them to make the middle one.
Okay.
So in the case of what we're seeing here,
where there are lines in the left glyph
and there are no lines in the right glyph,
they combine to create a line in the center.
Okay.
So it just adds, right?
But if there's a line,
say there's a vertical line at the top in the left glyph
and a vertical time in the top of the right glyph, they cancel each other out. So when you
combine them, that line goes away. But if there's a line on each side, they stay
there. They add nothing or they cancel or it subtracts. So in the
case of that picture you just linked there, you can see that the inside spokes, the six lines radiating out from the center, would add together because there's nothing
to subtract them.
Whereas the outside ring is present in the left-hand glyph and also in the top and the
bottom, the top and the bottom.
So those lines would cancel out.
So that particular glyph that's currently selected in the middle is the
incorrect one.
That won't work.
And so you'd have to,
you'd have to choose the glyph that matches what the combination of all
three would make.
Right.
Okay.
Now,
if that was complicated to understand as I explained it,
because it's hard to explain,
imagine trying to make it intuitive without using any words or text to the player yeah i was gonna ask how do you
plan to introduce different types of puzzles because what you have at avcon that that one i
i don't know if that was like one of the earlier ones you had because that felt really intuitive
even without any sort of explanation like i i was confused initially but after spinning things
around like oh you have
to make the single line line of the single line double line line with a double line and you have
to like make a line to connect them okay that makes sense so the yeah that one was easier that
one is just naturally more intuitive i think because it's basically a jigsaw puzzle and
everyone knows how to do a jigsaw puzzle uh this one is well even so later versions of that jigsaw puzzle style
like the second one you do in the demo
where it has the lines connecting on the outside
and it requires a bit of tricky
repositioning using the different
rings because it's not just a jigsaw puzzle
it's a jigsaw puzzle where you can only move
a selection
of pieces at any one time
basically so you have to move pieces in and out.
Yeah, so you...
For anyone just listening,
you have an out...
At least on what I did,
you have, like, an outside ring
you can rotate around,
and you can bring pieces into the middle
which stop them rotating,
and then you can rotate the ring around that
and bring them back out
to put them in a new position.
And then you want to, like,
line them up with the outside power things.
I'm not really sure what they are supposed to be, but line them up with the outside power things i'm not really sure what they are supposed to be
but line them up with the outside lines to make a connection all the way through
yeah so uh yeah so like so that's a slightly more advanced version which requires kind of requires
you having played the earlier version first you understand the basic mechanics and the basic goal before layering on that more, that little twist.
And so that, as I said, that one is basically
jigsaw puzzle, so it's kind of naturally
fairly intuitive for most people.
Whereas this other version in the image you linked
was a lot more complicated,
because it's not really a intuitive concept to understand.
And the first time I took it to a dev meetup to have people try, no one had any idea. Well, one person got it
pretty intuitively and he was clearly a programmer and he understood it as an XOR kind of concept,
which is a programming concept and he was fine with it
but a lot of people
playing it were like I don't understand what I'm doing
and they would like
and I tried to make them easy where you'd have like
two to combine and three different things in the middle to choose from
and people would just try all three
until one of them worked
and like I don't know why that one worked
I'm going to do the next one, don't know why that worked
and then they do that and then they get worked. I'm going to do the next one, don't know why that worked. And then they do that.
And then they get to the more complex version,
which is, you know, stage the next puzzle,
which is takes that concept and then tries to make,
build on it, make it more complex.
And they've got no idea how to approach it
because they don't understand the basic underlying principle
of how the puzzle works.
So I had to go back to the drawing board
and there was a lot of changes to make.
So there was a lot of changes made to the visual feedback on the puzzle
about how I presented the information,
how I demonstrated that lines were adding or being cancelled out
when they overlap, which was not clear in early versions.
So now, originally, you would...
I think in the first prototype version,
you'd cycle through different types,
you click OK, and it would light up that it was correct.
Let me go to the next one.
I think in that version,
I might have actually had the pieces come into the middle
to show they're actually combining to make the middle,
but they would just, like, slide in,
and it would light up, and you move on,
and people didn't quite get it.
Later versions, I ended up having like,
they would slide over and if their lines overlapped,
they would like, particles would explode
and they'd disappear to show them canceling out.
And various other tweaks to the visual design of it as well,
which I can't remember now, but I made a lot.
And I also redesigned the progression of them as well.
So I went back and made much, much simpler ones
that were, where honestly solving them was not difficult
because it was like, imagine there's like,
on the left one, there's a triangle.
On the right one, there's another triangle.
And in the middle, you've got three to choose from.
Two of them are clearly not right.
And the third one is basically
like a butterfly the two triangles so you know that's the correct one so it's kind of like it's
a gimme but then in picking that you can see the two bits come in they combine they make that
and you might do that you know two or three times very very simple and then i'll throw in
the cancellation where it might it might look like the same thing, but now there's like an additional whatever.
So if you try and do additional line around the outside,
say,
so if you try and do the,
the same combination again,
it won't work this time.
So you have to pick one which cancels out the lines or whatever.
So it forces you into doing the cancellation mechanic,
which is the part that really dumped
people.
Simply adding two together, that was fine.
A plus B makes AB.
But as soon as you have to overlap lines, no one would understand that.
So easing you into that in a very simple way where that was the only concept to understand
and the rest of the puzzle was basically like
super simple uh was was important uh so yeah and then just try to wrap it up from there i suppose yeah so you want to explain how the puzzle mechanics work without having to do any sort of
text dumping to the the player you want it to be intuitive or at least uh intuitive enough where
after a couple of attempts,
like you sort of get an idea of what it's trying to make you do.
Yeah.
Like I don't want to have to tutorialize stuff with text in the game.
This is a problem I had last month, actually.
Well, earlier this month, this month's game dev meetup.
I'm explaining another mechanic
I had a lot of trouble with.
And a developer friend was saying,
oh, just put some text on screen
and explain it.
Like, no, no, I don't want to do that.
I don't like tutorials that pop up text.
I like tutorials that teach you through doing,
through playing the game
and just by playing with mechanics
and experimenting with
them, you come to an understanding of how they function. With puzzles, that can be quite difficult
sometimes because you're also trying to make it a challenge to solve. So I guess what I'm finding is
that the first time I introduce these concepts, it has to essentially not be a puzzle. It has to be,
time I introduce these concepts, it has to essentially not be a puzzle. It has to be, here's how the concept works in a very basic way. Now solve a puzzle with it.
What I had earlier this month was one of the abilities you pick up. It's actually the first
ability you get in the game. And I had this in one of the environments playable at Avcon.
It was playable there as well,
but it wasn't used much in that particular environment.
It just happened to be set later in the game,
so you happen to have that ability by that stage.
But trying to teach people how to use it
the first time they pick it up was tricky.
So actually, in the AvCon build,
you'd start that environment,
and a text screen would pop
up saying, you're at this stage of the game, you have these two abilities, here's how to
use them.
Which is, it's a text tutorial, but it's for the demo.
It's just like, I'm not going to try and build a custom tutorial section when I want you
to play test this level.
I'll just tell you how to play it and get on with it but this the build I took along to the dev meetup
this month was essentially
going to be the section of the game where you
collect this ability and the first time you use it
so it's the player's
first encounter with this ability
and the first time they have to use it
on specific puzzles to interact with
and teach them how to use it
and nobody understood it
um so yeah uh and again that's one person say just just pop up text it's fine like no no i don't i'm
worried you have to probably have to pop up some text to tell you what button to press to use the
ability because i'm not quite sure how to say You've got a new ability without telling you what button on the controller uses it.
You can do it like a PS2 game
where randomly the controller button just appears in the game.
No context for it. It's just there.
Well, in the prototype, that's basically what happens, right?
It's just like physical 3D text appears.
Press B to activate this. Which is not how it text appears in the press B to activate this,
which is not how it will be in the main game.
It's just like,
you know,
I just like hacked something in there for the sake of playtesting it.
No,
in the main game,
it'll probably just pop up like text along the bottom of the screen or
something.
And,
and it will stick there until you use it a couple of times and then go
away.
But yeah,
like after that,
I want you to be able
to experiment
with the ability
and figure out
how it works
purely through experimentation.
And the problem
I was having
was that people
weren't realizing
that it had
multiple functions.
There's one
very obvious function
that it has.
Well,
to explain the ability,
it's kind of like
this
power, energy charger very obvious function that it has. Well, to explain the ability, it's kind of like this
power energy
charger thing.
Right, right.
Actually, it doesn't have a name yet, so I don't know what to call it.
In code, it's called the energy surge ability,
but in the main game, it needs an actual
narrative name, but I don't know what it is yet.
The way it functions is you hold down the
trigger, and it builds up a charge. And you see
a little bar at the bottom of the screen fill up.
And once it's full, if you release it, it does
this AOE blast.
And you can
use that for a variety of different things.
One of them is you can
stand on these little conduits on the ground,
these little platforms. And if you use a blast
on that, it'll power it up and activate things around
the environment. And you can also use a for more uh interactive type things where you're
actually blasting near certain objects to knock them over or uh explode things and whatnot but
that wasn't in the prototype area uh the other function it has is there are little nodes around
the environment on walls and if you're pointing at one of them when you release the
charge rather than doing an aoe blast it'll do a direct line shot straight at the thing like it'll
it'll power up that specifically so there's two functions right there um people had trouble
realizing that they had to point at the things to activate them.
And even when they did,
I don't think they realized that pointing at the thing was a component of activating it.
I think they were just charging the full, standing near the thing,
happened to be looking at it because they could see it on the wall,
and it was bright green because it was a gray box environment.
So it's like everything's gray and the interactable things are green. So they kind of knew it was a green because it was a gray box environment. So it's like everything's gray
and the interactable things are green.
So they kind of knew it was a thing, right?
That's going to be even more difficult in the main game
with actual art.
So they would stand in front of it.
They'd happen to look at it.
They'd release the charge
and it would turn green and activate.
And I don't think they always noticed the beam
that would shoot out directly at it.
I think they thought it's still just doing the blast and it happens to be nearby. And so they get confused when
they do a blast near one and it wouldn't activate. It's like, okay, it's a different type of
thing. It activates in a different way with a different component of this ability. And
then the third thing, which I had to explain to every player because no one noticed, was
that the charge actually has three different stages to it so you charge to full and
it does like boop boop boop and when it's full and you release it does the aoe but if you release at
any of those stages before then it is sufficient to do the nodes on the wall now you have to charge
past 0.1 to do the node on the wall and there are certain nodes which have say three different
outputs on them and which one activates will depend on what level of charge you use on it. But
of course, the first thing people have been taught when they pick up the ability is how
to do the AOE, which is part of the design problem there, actually. They learn to charge
at full and release, it does a blast. Cool. Then they walk up to these nodes on the wall,
they charge at full, release, and it shoots out a beam. And then they
had a huge amount of trouble trying to figure out how to solve
this, what I thought was a very simple puzzle,
where you have to shoot a single charge
on this node and a double charge on this
node. And if you do three charges
on both, it's incorrect.
But nobody knew they could release
after only a third of the bar was charged
and to do a level one
blast. Okay.
So there's kind of like three different functions to the ability then.
You've got AOE blast,
you've got the ability to charge a node,
and that charge has three levels to it.
I don't know how you would approach this,
but the way I would think about it is
you would have some sort of visual indicator
on your body that indicates some sort of charge level, have some sort of like visual indicator on your body that
indicates some sort of like charge level
maybe like some sort of like charge bar
and as like it
flashes every time it goes
between different stages and I would probably
introduce mechanics with the
short
charge first and go to
the bigger ones after that rather than starting with the
big one and then going the other direction yeah and that's that's pretty much going to be my approach um i haven't
had the time to go back and redesign that section yet but that's going to be my attempt i'm going to
effectively flip it around like that there is already a ui element that you see the charge
going up so you know it's fully charged it does have markers on it and there is a sound effect
and a vibration effect when you hit each of those points but clearly it's not it's fully charged. It does have markers on it, and there is a sound effect and a vibration effect
when you hit each of those points,
but clearly it's not clear enough.
It's not obvious enough that there are three markers.
It just feels like part of the charge.
How do you visually indicate it?
What are you doing with the UI?
It's kind of like a sloped...
It starts out small and gets bigger and bigger and bigger as it gets to the end.
Like just a series of lines and there's like a marker at each of the thirds.
Maybe.
Sorry, it needs to be probably more obvious.
It was a temporary UI element to start with.
It was never meant to be the final one.
It was just I need something in there to test with.
So I will definitely have to refine that, make it perhaps more obvious.
Maybe the different stages have a different color like the marker changes yeah that's been suggested as well
though i'm not a fan of that because i've got a particular aesthetic for the ui i'm going for
which is all mostly one color so i'd probably indicate it with a different some kind of shape or
something obvious there's a marker there right um might have to do something with the audio to
make it more obvious uh but i think the big thing yeah we'll just because once you know there are
three it's fine sure right so like it's just the first introduction it's exactly it's gonna be how
i teach to people that's gonna be the the biggest driver of hell of understanding it you know i think
i can fill with the ui till the end of days and it won't
be as impactful as just teaching it in a better way uh so yeah the redesign will will flip it
around so that you'll you'll learn the the shooter the nodes first before we even introduce the aoe
potentially i lock it between high end stages which there's some issues with that, but maybe.
So maybe if you pick up the ability, you only get a level one.
And you solve a puzzle with it, and then you get the level two charge.
And you solve it again, you get level three in the burst.
So I could do it that way.
No other ability in the game is picked up in stages like that,
which feels a bit weird.
So I don't know if that's the optimal solution.
But we'll see if i have to do it that way then you know i'd rather people understand the mechanic i guess than get
stuck because i'm a stickler for having each pickup be a single pickup i really do appreciate
the way they're approaching introducing new mechanics um as much as a
there is value in having certain things be textual and just here's what you do like if it's a button
to press like hey here's how you attack here's how you dodge things like that like that makes
sense to be just tell the player how to do it, there's no other clear way to really indicate that.
But I really like when a game slowly introduces mechanics
in a way that just feels natural in the world.
One thing I think of is there's this
Metroidvania action game called Ender Lilies,
where between each of the bosses,
the enemies in the stage have like a miniature version
of one of the boss's abilities.
So by the time you get to the boss,
you've experienced basically
all of the abilities they're going to have
except for like one big new ability they have.
So you already have like a general idea
of how to deal with it
without even getting to that bit altogether.
And it feels like a natural progression
of the mechanics you
were already playing with earlier now in this big like final culmination that feels a lot more
exciting yeah i haven't played that game specifically but that does sound like very
intelligent design out there and and yeah like that this this comes down to like a game design philosophy, I suppose, at this point.
But games are supposed to be interactive, in my opinion.
They are supposed to be about playing with systems and learning how those systems work.
And if I have to pop up a text box or I'm playing a game and a text box pops up to tell me how something works,
text box where i'm playing a game and a text box pops up to tell me how something works i often i like i just usually just like glance over it really quickly and then and close it
and then i'll start playing go what did that say that might have been important
like i i want to play with the systems i want to learn how the systems function
and that's and that's fun you know that that's imagine that imagine having fun in a video
game okay so this is comes back to uh there's a there's a there's an old game design book called
a theory of fun by ralph costa um and he talks actually haven't read it in like 20 years so i'm
probably getting it wrong but um he talks a lot of that book about the learning element of games being a large part of where the fun is.
It's a very, very good book.
I do recommend people interested in game design check it out.
I don't want to talk too much about it because I haven't read it in 20 years, so I'd probably misrepresent it if I tried to.
But I do remember a big part of it was talking about um that the learning of those systems is is what kind of creates fun because we are not
human beings are learning machines right we we our brains are designed to learn new skills and
new things and our brains reward us with you know little dopamine hits for doing that and games can
tap into that and so when i get a new mechanic or i
see a new mechanic in a game i want to experiment with it i want to play around with it i want to
learn how it functions because that is fun um that is naturally fun for human beings um and
intuitively fun and i think you undercut that if you start throwing up text prompts to tell people how something functions.
Yeah, it might be that the mechanic is fun itself just to use.
Cool, that's great.
But I think if it's not fun to learn how to, if you're skipping over the fun of learning how to using it,
then potentially you're cutting out some of the fun from your game right there
okay no that i a bit of a tangent there no no i i get what you're saying there um
i don't really have anything to add to that i i completely agree with you
yeah like as much as i enjoy games where you know like I'll play a game and it's like hey here's a wall
of text here's how everything works and like
then you just
the problem with like a wall of text
right is often times
you can have everything explained
to you but you're not actually going to understand it
until you use it anyway so instead of
just dumping all that information on you
it's probably better to introduce it in a way
where you actually learn it from doing it.
Yeah, and understandably, some games can be quite complex
and there's just no other solution other than to explain through text.
Sure, if you're playing a game like...
There's a great example of this.
There is a game called 5D Chess with Multiverse Time Travel.
of this um there is a game called 5d chess with multiverse time travel um it's chess but you can like you play moves across different across a timeline so moves can affect things that happen
in the past and then there's also different like dimensions where the game's happening at the same
time so your move can like affect things at different points in time across
different like dimensions of where the game's happening.
And there's no sensible way to introduce this just through the mechanics.
Like it's just complicated.
It sounds horrible.
Potentially a lot of fun,
but it sounds horrible to try and like
to try and explain to people
yeah I don't know
I'll have to check that out
it's interesting
I think it's like $5 on Steam
I was thinking more of
more like complex
like strategy games
or city builders
or something
where you might have to explain
that you need to build...
Every turn will do these things and you might require some kind of text.
But those sort of games, people kind of expect text to guide them through.
It's almost like reading the rulebook of a complicated tabletop game or something.
You're not expected to do it intuitively.
Right, right, right.
But in games that I think focus more on simple interactions
in their world, I think there's an opportunity there
to teach those interactions through just playing around with them.
Yeah, and I think my game falls into that kind of category,
that field of games where the interactions in the game are simple
enough that you can just figure them out by using, given the introduction to them is designed
well enough to do so.
Well, regarding introduction, how do you ensure that people are clear on what is an object that has a mechanic attached to it,
as opposed to just being part of the environment,
but then also still having a way to hide secrets in the world that might not be instantly evident?
Yeah, that is and has been a challenge um the way i'm mostly approaching it is uh the most
interactable objects in my game are glow with orange light so if you look at the screenshots
it's this kind of like glowy sci-fi environment there's a lot of glowy lights all over the place most of
the environment the static environment lights are just this greeny blue color and that's just your
general background anything that's orange is usually represents something interactable um this
is this i don't want to get too much into like the yellow paint controversy that people would go on
about um but it is effectively that right it's like i mean at least in the aesthetic of my game it works right it's a weird alien
environment where everything glows with different lights you know it i can perfectly go you know
perfectly fine to say the ones that glow orange or you know yellow um that's the one you can
interact with and it makes sense it's fine no's going to complain about it. But it is effectively that. For anyone who might be unaware of what he means by yellow paint there.
So a lot of, especially a lot of AAA games,
the way they will indicate something is climbable,
something is grabbable is no context for it being there at all.
It's just randomly painted yellow.
So there'll be like a ledge yellow paint and you're
in like the middle of a forest that no one's been to in a thousand years and there's just yellow
paint there for no reason or like it games do that the game's been doing this for a while and
people only suddenly started realizing it uh sekiro for example actually does this as well
um but it also does some other some other like basically yellow paint
systems where anything that's grabbable has like these marks on it that are always there where it's
like why are these marks on everything don't question it that's what you can grab onto and i
get why it's there because especially if you think a game like assassin's creed for example where
you're going to be climbing a lot you need some way to indicate
what can you grab
what can't you grab and
doing so in a way that feels
consistent
is difficult
I know a lot of people
complain about it
there's a few things at play here
so as
first of all these are AAA games generally that do this and AAA games need to sell There's a few things at play here. So as...
First of all, these are AAA games, generally, that do this.
And AAA games need to sell to massive amounts of audiences to make their money back
and make the kind of profit margins
that the big AAA publishers demand
in order to make these games in the first place.
Which means really sanding off any rough edges whatsoever.
Any kind of friction the player encounters
gets sanded away.
So they're usually...
They're not difficult games to understand, generally.
And that's where a lot of it comes from.
It's also where you get helper companions
that explain a puzzle to you
if you take more than five seconds to figure it out.
You know, it's like, thanks, thanks, buddy.
I was going to try and figure it out,
but you just told me what it was going to be.
Hey, have you considered hitting it with a hammer?
Exactly, yeah.
That's where that stuff comes from,
because, you know, someone got stuck
and didn't realize they could hit it with a hammer.
And it's like, you know,
we can't have players getting stuck there,
have the character say hit it with a hammer.
And, you know, it's disappointing, but that's why.
They're trying to make it as broad appeal as possible.
They don't want anyone getting stuck anywhere.
They want everyone to know you can smash those barrels.
That's why there's yellow paint all over them.
They want everyone to know you can climb that wall.
That's why there's yellow paint there.
The other side of it, I think, comes from modern games, especially AAA games, being so high fidelity in their visuals
that if there is a ladder against a wall,
you may not notice it amongst all the rest of the details
in the environment.
So in the early days, it was enough just to have a rally against
the wall because the wall was like a really low res texture and the ladder was the only prop in
the room because that's all you could render right you know and then as we got as games got
more complex we got more you know uh more effects and more uh uh detailed lighting models we could
say you know shine spotlights on the ladder and really draw
your visual attention to that place. And we still do that a lot in today. But now, now the wall is
like a complex brick wall and there's cobwebs hanging off it and there's shit on the floor and
it's the whole room is disguised. So you really have to do a lot of work to draw your attention
to that ladder now. And, and that's, I think a lot of them just draw your attention to that ladder now and and that's i think a lot
of them just go fuck it we've tried everything else just slap yellow paint over it bright yellow
paint so everyone can see it yeah um when you get a point with realism then you lose out on
those gamifications that exist in older games because every game like for the until the end
of time like games have had some sort of yellow paint system, there's always been a
the well made games had
some sort of consistent
thing you would interact with
to do some sort of mechanic
it just, it wasn't always yellow
paint, but as things moved towards
more of these realistic graphics
you lose out on a lot of those
gamifications that just made sense
like if you have a game that's in a more cartoony style,
no one's going to question some cartoony thing that you interact with
that is always there that does the thing.
But when your game is trying to look photorealistic,
it's harder to come up with things that make sense
for those kinds of interactions well it's particularly
egregious when certain elements are interactive and other ones are not yeah and you can't tell
the difference without the yellow paint um i recently played uh horizon zero dawn on pc
and this is that game is i love the game it's a lot of fun but it's particularly bad for this kind of thing
where there are there's
like scaffolding
like your enemy base is scaffolding up the
wall and everything and I'm just like
leaping trying to climb it I cannot climb it I can
see there's stuff up the top of it I know I can get
up there but I have to
find the one part of the scaffolding with the yellow
rope around the logs
that I can climb even though there's an identical part next
to it, but doesn't have the yellow rope on it, you can't climb
that.
Likewise, they do similar things with cliff faces, where
there's like this, I remember this, this is actually one
part of the game, it does both these things. It had
like this low, low set kind of cliff
edge around this kind of arena.
And it's all the same
height the whole way around.
And it's just above head height. So way around um and it's just above head height so
you'd think the character could just like grab it and climb up you can't except for one portion
which has a little white marker on it that's the part you can grab right and it to me that kind of
really that broke the illusion of the game at that point yeah it's like you know i understand
the need to like draw out what's interactable and what's not but if if everything in the game at that point. Yeah. It's like, you know, I understand the need to, like, draw out what's interactable and what's not.
But if everything in the game looks interactable and isn't,
I think that actually feels quite shallow as well.
Right, right.
This was coming off the back of having just played, like,
Tears of the Kingdom.
So, I mean, it's not really a fair comparison
because I'm playing, like,
Horizon came out just before Breath of the Wild did. Right, right. One of the last big open world games that came out pre-breath of the
wild which i think changed everything when it comes to open world games after that um but i
had just played the tears of the kingdom which was of course evolution of breath of the wild
and then i've gone and played horizon on pc and well this game feels so in its environmental
exploration feels so artificial in comparison and
so limited compared to what was possible uh in a game that says you know what fuck it if you can
if it looks like you can climb it you can climb it because you can fucking climb anything um
uh whereas horizon was very much felt like a a stage in which certain elements were to be interacted with and the rest
was just there to look pretty right right no i i i do get that um and we've got a bit of a tangent
from yellow paint tangents are totally fine it's all good um no i get what you're saying about um
about uh tears of the kingdom there where like there's a mountain there it's like can you get
up there probably i don't know try it see It's like, can you get up there?
Probably.
I don't know. Try it. See what happens. It's not going to stop you.
I think the thing that takes me out of any game when it comes to
exploration is
a game that has
some sort of platforming system, but
then randomly there are invisible
walls where it's like, okay,
I could jump over there.
I can clearly see I have the height could jump over there like I can clearly
see I have the height to jump over there my abilities get me there no problem but
it's like nope you cannot do that and the instant that happens like okay I am
playing a game right now.
Horizon does that as well where the character will jump different lengths depending on whether you're
allowed to jump it or not. It's terrible.
I don't want to
heap shit on that game, because I really enjoyed the game.
I actually really liked it. But there's a lot of
stuff like that in it.
Yeah.
Invisible walls
make children cry.
It was something I was told by my art
director back at Chrome Studios
up in Brisbane.
He used to say, invisible walls make children cry.
And he would say that because in playtesting some of the games there,
they would bring in kids, including the art director's kids.
They'd play the game, they'd run into visible walls,
and they would start crying because they couldn't go that way.
Now, presumably they don't make adults cry when
they're playing games but i don't know i've kind of taken that as my guiding philosophy when it
comes to invisible walls in games from now on yeah like if i can run into invisible wall i
shouldn't be able to get there yeah yeah i say that i say that making a game where there are
invisible walls everywhere because i don't allow players to fall off edges.
I think edges are different.
Any time you walk...
Yeah, I mean, I think I get away with it
because once you understand you can't fall off platforms in my game
because there's no jumping.
Part of the puzzle solving is navigating the environment
without just, like, jumping down and cheating past it.
Once you understand that, it's fine,
and it doesn't become an obstacle.
It doesn't become an
incongruity.
But yeah.
But in general, if you're walking along a slope,
whatever, you're going up into the mountains
and then suddenly you hit a wall.
I encountered this a lot in Skyrim
playing that and it's always
disappointing. It's like, oh, playing that, and it's always disappointing.
It's like, oh, I want to explore what's up this valley up here.
There's trees and rocks that look interesting.
I'm trying to get up there, and then suddenly you're hitting a wall.
It's disappointing as an adult.
It makes you cry as a child.
Yeah, I'm thinking back to when I played Sekiro recently.
So at the start of the game, you can swim above water, and it's fine.
But later in the game, you get the ability to dive. Now you're supposed to use it to get through a zone later
in the game where you're in this cave and you get through this underwater passage.
But there's water in other areas. So I'm like, hey, what happens if we go back to the first
zone that had a river in it? The river runs around the entire zone. I wonder if I go back to the first zone that had a river a river in it the river runs around the entire zone i wonder if i can swim to the other side no you go through there and it's like okay
randomly hit a wall but like i i get that you know you're not supposed to go there and sure but like
at least put some rocks there or something that kind of like stops you from going any further where, you know, it's weird that it's there.
Why is it there?
I don't know.
Don't question it.
But at least it's not nothing.
I guess it kind of pick your battles, I suppose, with it as well.
Like if you don't get the swimmability until halfway through the game and you're not expected to ever go back to the early areas, then, you know, I haven't played Sekiro, so I don't know how it's structured.
Then maybe you go, look, you know,
some players are going to run
back to the start of the game and try to split up the river.
Bugger it.
We haven't got time to fix that. Focus on
what's important.
And you do run into troubles, like, you know, if you have an open world
game, somehow you have to put barriers
around it.
You know, the world map in breath of the
wild has invisible worlds uh you know eventually you reach like sometimes it's a very high cliff
but you can actually you know climb up it a bit and eventually there's a wall that's kind of
disappointing um they've also got like a really deep canyon around one side that if you fall down
it you just die i I think that's...
Which I think looks really weird to be honest.
I actually would almost prefer just like a larger cliff or something around the outside rather than a massive
massive right angle chasm around the corner of the map.
I'm not quite sure what happens if you try and sail off into the ocean far. Usually games are where you sail off it.
A lot of games I find just like turn you around and send you back so i don't look my whole breath the wild handles it but a game at some point of world games have to figure out how
to deal with barriers when there is no physical barrier in the way a game that does that um really
well with like having a water there where it looks like can go forever is um the jack and daxter games
so in jack three you go to this desert city at the start of the game,
and there's this big ocean.
It's like, oh, I can just swim out there.
And then you go out there and you get eaten by a kraken.
Where it's like, there's no wall there,
but if you go too far, you just die.
It comes up with a reason why you die.
Yeah, that's funny.
Personally, that's how... I don't like it where there's a clear wall,
but it effectively acts like a wall.
It just feels more natural and part of the game.
And it feels like you can get away from it, right?
It doesn't have to be realistic or anything either.
I really don't like when people make the argument that something has to be in a game for the sake of realism.
Or something can't be in a game because of realism.
It's usually a
disingenuous argument for a start, but let's not even get into that. They're usually whinging about
something else entirely. But what's important is that I think it doesn't feel discontinuous
with your experience. It doesn't pull you out of the experience. An invisible wall often pulls you out of the experience
because you're walking along and then suddenly you come to a stop.
It's like, ah, ah.
And then suddenly you remember you're playing a game
and you can't go any further.
And that's always just kind of abrupt and disappointing.
So, you know, it can just be a simple thing.
It could be like the wind blows you back.
It could be a kraken comes out and eats you.
Whatever.
It's something that doesn't draw you out of the experience.
It doesn't have to be realistic.
Then it just has to feel a little bit more natural than an abrupt halt.
Right.
And it's one of those things where if something weird does happen,
you're like,
Oh,
well that's something I can like talk to someone about.
Like,
Hey,
do you know if you swim out too far,
like this thing happens?
Like,
Oh no,
I didn't know that.
I'm going to try that.
Like,
Oh,
that's cool.
And it gives you this thing to remember that game by.
And that's something that I haven't played the Jak and Daxter games in a long time, but it's something that I always think about whenever I think back on those games.
Yeah, cool. Yeah. Well, yeah, that's, yeah, opportunity then to do something memorable,
making people, yeah. Which kind of brings us back to the discussion about teaching players stuff. If
you can figure out a way to make something a learning experience or fun, then there's
an opportunity there. If you figure out a way to use... To see a problem and rather
than going for the simple solution like pop up text on screen or throw up an invisible
wall, figure out a creative way of dealing with it that is allows a player to learn a new system or surprise the
player or or you know create something that enhances their enjoyment of the game rather than
just you know yeah whatever this is how the thing functions don't worry about that get back to get
back to the other part of the game get back to the manufactured fun is it is fun time now have fun yeah go back you you're not
the other fun go away yeah yeah no that you're saying before about the the your game not letting
you walk off the platforms i initially didn't realize you couldn't walk off platforms so i was
like avoiding the edge like the second i realized you couldn't like okay i i've played games like this i think that's the
one time that people just forgive invisible wall because your game doesn't have a jump button
so it it makes sense that you can't interact with ledges in that same way that you would be able to
in a lot of other games yeah um it was something i was i was toying with for a while, whether I would actually include a jump button and allow people to fall off edges.
And I was very uncertain about whether to do it or not.
Because a lot of, many of the environment puzzles I had designed up to that point relied on the fact that you would not be able to fall off.
off um uh and i mean from very early on in the game uh in the design process i knew i wanted to have environments made of like weird floating platforms and shifting and moving things um
and i decided early on not to add a fall off so that it was a lot easier to navigate because
often these are very small platforms and i don't want people just like falling off all the time
because they don't take the corner sharpen up or something
and also then it allowed me to design puzzles where you couldn't just cheat it by like leaping
down to a lower platform and bypassing a section um so i designed the game a lot large parts of
the game like that and then when as we were play testing people oh what a jumper why can't i fall
off i'm like oh should i go back
and introduce that should i allow you to walk off the edge should i you know do this thing
and ultimately i decided not to simply because i'd have to redesign all of these puzzles for
one thing i would have to handle there's a whole bunch of additional code considerations there as
well how to handle that because you know if you fall off then potentially you can get stuck in
areas and there's a lot more of you know there's a lot of qa that has to happen then to make sure you can't
get stuck or how i handle um what happens if a player lands on like a slope and slides somewhere
and gets stuck in a little crevice like what do i you know do i have to like place collision to
get you out of there do i have to like i don't know you know place respawn volumes yeah give
some sort of like cheese thing to like teleport back up to the top or something.
Yeah, so it introduced a whole bunch of...
These aren't unsolvable problems.
There's plenty of games where you can jump off and get stuck in places
and you get out of it, so, you know.
But that's a whole lot of additional considerations
that I wasn't planning on initially.
Plus having to redesign all the puzzles is like,
you know, nah, screw it.
You can't fall off edges.
You can't jump.
This is the game I'm making.
You explore the game
using the abilities I give
you, and one of those abilities is not
a jump. So if you want to traverse to
a platform up there, you have to
use the translocator ability,
which allows you to grapple to
a point and teleport to that point.
And that sort of thing. So that's kind of
my substitute jump, I suppose.
Yeah, I'm thinking on the demo you had,
and if there was a jump button, I'm thinking of
a number of places that you could
very easily softlock it.
At the puzzle
where you're supposed to go around and
raise up the tower, you could probably jump
down to that ledge where the
bones or whatever were, and not
have a way to get back from that?
Well, there's a platform there that moves,
so you'd be safe there.
The place you wouldn't be safe is if you jumped off a ledge
before solving one of the puzzles.
Because you solve the puzzle and it turns on the elevator.
If you had jumped off before turning off the elevator,
then you'd be stuck.
Right, right, right.
But in that case, well, I mean, in the full game um with the level that's that puzzle
is taken from those elevators are on anyway so that wouldn't actually be a problem so but yes
like but the point your point is right like um once you can start jumping off edges you just
have to start doing a lot more extensive qa and you have to start as qa you have to start then
actively trying to break the game and getting to places where you shouldn't and trying to softlock it like that.
It's what, that kind of softlock is what we would call a non-progression bug in that you get yourself into a situation where you're unable to proceed further into the game.
I'm one of those people that the second I see a game has a jump and then maybe like an ability that raises you a certain height I'm the kind of person who is going to look for the place where I
can clip out of the map because oftentimes a game has somewhere that you can like jump onto a ledge
and there's like a pixel you can stand on and then you can reset your jump and jump higher and eventually break
something that was never even thought about trying to do yeah and most players won't do that um a lot
of some developers will do that when they try and break each other's games i did that to some to some
people at avcon that was fun um that's okay probably the same as mine uh and obviously like speed runners and
stuff and glitch hunters will try and do that sort of stuff as well and and you know you'd
you do the extensive qa that you can you fix the ones that you think are the highest
highest priority you know the ones that most players are likely to encounter by accident
um you don't want people having a bad experience getting stuck by accident
and then if you know if a speed or a glitch hunter wants to go through
and discover these little edge cases
more power to them, they know what they're getting into
they get themselves softlocked
they knew
the stakes going in
so yeah
but by not having mechanics like this, by having it
you walk around and there are puzzles
it gives you a lot less to worry about and a lot less ways that things can go really wrong it does uh it has its own problems
it's not foolproof like there are certainly areas where you can if i don't set things up correctly
you can soft lock yourself or whatever and you know i just have to be careful i have to so i
still have to do a lot of qa to make sure um you can't you know solve a puzzle and then quit out before doing the next part and then
maybe you haven't saved the state i didn't save the state of the puzzle correctly or
you know whatever it might be a bug in the save system where you save that you solve the puzzle
but didn't save that the elevator was in position and now when you reload it the puzzle but didn't save it, the elevator was in position. And now when you reload it, the puzzle's solved, the elevator's turned off, and you can't progress.
So there's still a lot of QA that has to be done.
I still have to make sure I extensively test it
and look for all these edge cases.
But I think generally, yes, it does simplify a lot
in terms of the QA I have to do.
And especially as a one-person
development team, that is a huge
bonus.
I say one person. I
always mention that I have got
audio and a writer doing
part-time work on it as well.
And at some point, I'm
probably closer towards release. I'll actually
hire someone to do QAI as well.
So I have someone doing full-time QAI on it for a while uh so yeah so but the game is certainly simplified a lot
by by just completely removing certain mechanics well yeah obviously there was still going to be
qa and you need to make sure the puzzles work and all that like but my point was like do you have
less moving parts so there's less that can go wrong yes yes i have i have a different set
of moving parts yeah yeah but hopefully they're less prone to um weird edge cases if something
goes wrong with the moving parts i've got in my game it's generally because i haven't set it up
correctly right right it's usually a fairly obvious problem.
Yeah, like you have. The more...
I think this comes down to how...
how dynamically interactive the game is.
So in a game like mine,
it's the...
it's less dynamically interactive.
It's still very interactive.
You interact with a lot i'm using the
word dynamic as in how how free form the interaction is with the player so if you think in a game like
uh like a first person shooter it's it's very dynamic they can move around any direction you
can jump sometimes you can climb ledges you can shoot a variety of guns and explode things
and monsters run everywhere. There's a lot
of interactions that can take place in very
unique and
dynamic ways. Whereas
in a more
strictly designed puzzle game like
mine, the interactions
are fairly limited to what
you do when solving the puzzle.
The different buttons you press
to cycle through the different glyphs
or turn things around.
So that's not to make like a judgment call
on what's better or what's not.
They're different styles of game.
But I think that by making it less dynamic experience
and more sort of almost pre-programmed in a way,
then it potentially makes it easier
or potentially reduces the number of edge cases
and makes the solutions potentially easier to find.
If you encounter a bug,
you can probably isolate exactly what caused it.
Like, oh, I forgot to enable the Boolean on this thing.
That's why it didn't activate properly.
As opposed to, I left up this wall, slid halfway down here, enable the you know the boolean on this thing that's why it didn't activate properly as opposed
to i i left up this wall slid halfway down here fired the grenade which launched me backwards a
bit which made a clip to the wall and you know who knows what else so yeah well one thing i was
thinking of by not having a jump button is it introduces a very different set of environment
design issues so in the original version of Final Fantasy 14,
they didn't have a jump button in that version, but anytime there was a slight
lip on the ground, you had to walk all the way around it so you could actually
navigate to get to the level above that. And they fixed that by just adding a
jump button in the updated versions because they needed something there. It
just felt bad to not have that so you
need to make sure that you don't have those bits where it just feels weird to navigate around a
zone because that jump button is lacking yeah that i mean that comes down to level design
in a bit there it's like you know making sure that you don't place obstacles that just get in the way and in a way that feels
tedious. And I do that
when I'm designing my game
and blocking out the levels
and I build a path
like, is
this path too long? Does it feel
like too much of a nuisance to have to walk around
here?
If there is a slight ledge,
generally,
if you're not supposed to get up there i like to separate it dramatically and that kind of works for the aesthetics of my game it's supposed to
be like this this massive feeling not necessarily massive in scope because again one person team
but massive feeling alien environment with these giant like mega structures and huge alien
buildings so if there's a ledge you can't get up to the ledge is up here it's like a huge ledge
if there's a gap is it to cross then it's like it's a chasm you know so that helps a lot in my
game and if it's a small little lip then generally i'll just i'll place a ramp there or i'll just
slope the collision up so you
can just walk up it if it's that low that it looks like you should be able to step up it then i allow
you to step up it because i don't want it to get in the way if it's impossible it looks impossible
right right and because of the well yeah it doesn't feel weird when there's just random
walls around the place because of the the setup you have it's like okay well yeah this alien planet okay yeah they're doing things here why why are they glowing orange things that's just as weird
there's um well there's as an example there's one part in in one of the environments i designed
recently where it's a lot hard to say so the path joins onto this sort of like hexagon platform. It comes up.
It hooks a little bit to the left, to the right.
I'm not sure what direction I'm on screen here,
but hooks a little bit off to the right
and then into this corner of this hexagon platform.
And then from the adjoining side of it,
another path comes up that way and it goes out there,
which means if you walk straight
ahead you have to hook a little to the right and weave around this little gap and what i found was
before i even play tested with other people just play testing with myself i'd walk up and you'd
want to cut the corner because but you'd constantly hit this little invisible wall
which is it's only a very small little little triangle that gets bigger and bigger as you get
further away, obviously. But
if you start trying to cut the corner
a little bit too close, you
can't walk past because there's an invisible wall there.
And what I ended up
doing was just pushing
the wall back and placing the visible
ground collision in that gap.
Basically out in space to a point where it felt
it wasn't too large
um which allows you to basically cut the corner and walk over empty space
um but now nobody when i saw people play it nobody hit that wall and nobody i think walked far enough
out that they noticed they're walking across open air so it's it's a real kind of like finessing the
level design um around it to make sure
that being able to navigate the environment feels natural without things
getting in your way,
unless they're supposed to.
Right.
That's a very specific example in that one little case,
but yeah,
that's the sort of thing I have to do.
I did the same sort of thing in the,
in the,
the demo you played as well.
There's,
there's certain areas where I just
built custom collision around
certain parts of the environment
to make navigating it feel more natural and smooth
than if I just used
the geometry collision that's already there
Yeah, I'm picturing in my head what
that would be and I see where you're coming from
with that
From what I can tell, you clearly have
a lot of experience
with game design.
I know there was a game that you have released previously.
So it's clear that from...
I've not had a chance to look at that.
But it's clear that you have a lot of experience dealing with these problems.
It's not like this is your first attempt thinking about these issues.
We didn't go over this earlier but like what is your background in game development like what what is your like i don't know brief history here or full history whatever
how much you want to talk about it sure okay well i've been making games for about 20 years at this point. Right. Long time.
I studied art and animation at university
at one of Australia's first game development courses.
I don't know if it was the first,
but it was one of only two available at the time.
Wow.
Now every university's got a game design course,
game art course, game program, everything.
At the time, there was like two places that offered game dev courses when i left high school and and
only one of them was in brisbane so so i did that and um even then it wasn't really a game
development course it was in order to get accredited with the government, because no such thing existed at this point, they basically took a collection of different art and animation units and tried to fudge them around to make them game orientated so they could still give me a degree at the end of it, or a diploma at a degree.
It definitely wasn't the best.
I learned a lot. don't get me wrong but um certainly the the courses are out there now i'm sure are much more specifically
targeted and much better at teaching design and game development than the one i did back then
um but yeah i studied art and animation. I found that I had a liking
for level development,
level environment art.
So most of the course focused on, say, character art
and character animation.
But there was a couple of units
where we did environment stuff.
And I found I really enjoyed that.
So when I left university, when I graduated, I focused on that.
So I went for – I actually went in for a job interview at Chrome Studios
up in Brisbane on the very last day of my degree.
So I basically went in the morning, did the job interview,
got off for the job, and then went into class to do my last class before end of degree. So that
was kind of fun. Yeah. So I got hired at Chrome as an environment artist. I worked on a Spyro the Dragon.
So it was a new beginning.
It was the Spyro reboot.
Okay.
The very old viewers might remember, say, Spyro on the PlayStation 1.
I made the Spyro, or worked on the Spyro reboot.
Oh, that one.
Yeah.
Yeah, I do remember this one. Yeah, it came out on xbox gamecube and i think
we're in ps2 at the time yes yes so i got i was a junior artist i got hired on that i was on that
for like the last six months of its development so it was largely complete by the time i started
um but i got to play i got to build a little bit of that, which was fun. I then worked on a bunch of other games at Chrome,
various different license titles.
Usually I didn't do any of the in-house IP titles.
That was usually a different team did that.
So, yeah.
Got a bit of work on a Star Wars game, which was fun.
That was nice to have on the resume.
Then the global financial crisis hit back in the 2010s,
where suddenly all the money dried up
and the Australian games industry collapsed.
Everybody lost their jobs.
Everyone, all the companies shut down.
We were working
on the happy feet to the video game at the time mm-hmm so happy feet directed
by George Miller of Mad Max that's what best known for Mad Max but also made
happy feet and he was making happy feet to the movie at the time and we were
making the video game for that.
And that's when Chrome shut down at that point in time.
But my understanding was, this is my understanding anyway,
Warner Brothers was keen to see the game actually get completed to tie in with the movie.
So thanks to the work of the producer on our team at the time,
working with Warner Brothers,
they managed to organize a new studio,
which became called KMM Games,
Kennedy Miller Mitchell.
So that's Miller as in George Miller, the director.
And I actually don't remember the other two,
but it's their film studio.
It's Kennedy Miller Mitchell's film studio.
We became KMM Games, their game studio.
So basically
I was kind
of in limbo
for a week
or two
until that
all got
confirmed and
then I came
back in and
I found
myself sitting
right back in
my same seat
at Chrome
where I just
was two
weeks ago.
But now I'm
working for KMM
games, not
Chrome,
working on the
same game as
I was at
Chrome.
So that was a weird time.
No, that was...
That's what it's saying here.
No, there was some like...
Did something on it? I don't know.
I forget
how that worked out.
I think there was
some sort of ownership
change hands or something at some point
I'm not sure exactly what it was
Okay, this is confusing then
L.A. Noire was
Team Bondi
and they got eventually bought by
Rockstar
Rocksteady, no, yeah, Rockstar, sorry
Yeah, you're right, I think
Warner Brothers or KMM, or someone was involved
in it somehow, but no
We were the KMM studio
and yeah, we made Happy Feet, we were told
Oh, we're totally going to keep you on, we're going to get another
project for you, we're going to do more
I don't think anybody believed that we were going to keep
us on afterwards, and lo and behold we shipped
Happy Feet and they shut down the studio
At least from what I'm reading here,
it says that some Team Bondi people were transferred over to KMM,
a subsidiary of it or something.
I don't know.
It sounds confusing.
I thought the name Chrome Studios sounded familiar.
I love the title.
It has many Tiger games.
I knew I recognized the name for some reason. Right. title, it has many Tiger Games. I knew
I recognized the name for some reason.
Right, oh okay, yeah, cool. Yeah, so that's what they're most known for, obviously,
Tiger Games. Which, I don't know if it's still the case, but it was like the highest rated
game on Steam when they did the re-release of it. Which is hilarious and wonderful. Yeah,
I never worked on any of the Tiger Games, unfortunately. I started there, I think, just before or after TIE3 launched.
I think it was just before, so yeah.
Yeah, and that was the last one they did until they did the 2D one years later.
Yeah, yeah.
2005 they released TIE3.
Yeah.
Yeah, I started in 2004,
I believe.
So,
okay.
So it would have been like most of the way through production,
but you're on a different team.
Yeah.
Chrome had quite a lot of people.
There was like at its peak,
it was like 400 people across the country.
Cause we had Chrome at like multiple studios at one point,
but even in the building where,
even in the building where we were situated in Fortitude Valley,
it was like a four story building and there was like a different team on every floor right so you had like the
engine team that built chrome's proprietary engine up on the top floor the next floor down was the
team i was on um then you get the next level had we we often call them the hellboy team because
they worked on the hellboy game and they went on did others but we always just call them the hellboy team um and then you had a lower floor as well which i i don't remember who
was down there um i know i know half brick was down there at one stage before half brick when
half brick was very very new half brick made fruit ninja and and jetpack joyride and stuff
before they went on and found that kind of success, they were working on the GBA versions of
Tasmanian Tiger and stuff. And before they had their own studio,
they worked out of the basement of Chrome.
That's so sad
what happened then.
I didn't realize
how big Chrome was
before the global
financial crisis.
Yeah, it was huge.
One of the designers there he would relate a story where he remembered um
when when chrome shut down and lost a lot of people um the same day that that happened some i don't know what it was
it might have been like a another another company uh we had a business not games related coming up
entirely where maybe like like 100 people lost their job and and politicians were all over it
at the time but not a word about the 400 people that just, or even more than
that in the Australian game industry, because Chrome was like the last one to shut down
before that you'd lost pandemic.
You'd lost freaking THQ and a bunch of others as well had gone.
I think Chrome was the last to shut down before Sega went a few years later, actually.
It was creative assembly.
But here's the go.
Yeah. And then he was likeaker went. He would basically say that
from that incident,
he came to realize
how little
the Australian government
cared about games, basically.
How little the industry meant to them.
Because when a company of
80 to 100 people shuts down,
they can put on their high-vis vest and their hard hat
and go to the site and be outraged about it
and cry crocodile politician tears.
But when 400 people working in games
lose their jobs,
yeah, not a peep.
So I think things have changed a bit since then.
They care enough that we now have grants,
which is great.
That took a long, long time
and a lot of hard work by people
to make them happen.
And I'm thankful for that,
partly because I'm the recipient
of one of those grants.
So, you know, can't complain.
So yeah, definitely things are better than they were,
but it still does seem like that, you know,
unless a politician can stand somewhere with a hard
hat and a high-vis vest uh they don't care right so i'm looking at another tangent but yeah
totally fine sorry yeah i'll quickly wrap up the rest of my history then i went from from kmm to
sega where i worked for about six months until they shut down
sega so that didn't last very long and that's where i thought bugger this i i'm done with with
just getting fired from companies i'm gonna start my own studio and and the next studio that gets
shut down i lose my job from is going to be my own so yeah hopefully that won't happen but hey
uh yeah so i taught myself how to program.
I made my first game.
Oh, so you were just like an art guy before that?
Yes, I was totally environment art.
I had dabbled in design in my own time,
but hadn't done it professionally,
had never programmed before.
And I was actually very worried about it.
I was very worried that I wouldn't be able to do it
because I did a programming semester at university,
and I understood nothing.
I did not get it.
It made no sense to me,
and I was like,
I think they gave me a pity pass, I called it.
They don't want to fail anyone,
so we'll give you the lowest possible mark
just to get you over the line.
When I thought, okay, the tools now, because Unity was just becoming quite big at the time.
Unreal wasn't really at the point where it was viable as an indie at that point, as a solo indie.
But it would soon become that a couple of years later.
But at the time Unity was really coming into its own, C-sharp I had heard was fairly easy to learn.
And there was also a lot of visual scripting tools and stuff available as well.
So I thought, okay, I can at least try this. And so I did some online courses to try and learn
at least try this and so i did some online courses to try and learn c-sharp programming and i actually found it like actually not that bad yeah and quite you realize quickly that the issue is how we've
been taught to you not exactly that's exactly what it was and what i realized like back at uni they're
basically teaching a pseudocode where we have to like we'd write out in pseudocode what we wanted
the functions to do and it made no sense i did not get it and even to this day i don't do that it's like no i just i just write the code you know like
anyway so no the course i did basically explained it by having you write code and explaining what
an if statement was and what a loop was and how these things function and it's like oh okay that
makes sense cool all right I can do that.
Yeah, that's why I went to UniSA.
They originally did a Python course as their first course and then migrated into Java and other things.
Now they do an entire year of Python just to teach fundamentals
because there's no point doing the pseudocode nonsense.
Python is basically pseudocode, but it does things. It's an easy
language. You don't need that much to understand. There's weird, like, the Python people are going
to explain some weird, complex Python things. But the basic stuff to teach you how programming
works, if statements, loops, all that stuff, very, very simple.
Sure. And that's like, I tell other artists that want to get into games, like, oh, should I learn programming? Is it hard? Can I make a game myself if I don't have a program? Like, yeah, you can. Because like, 99% of what you'll do is if statements and loops. Once heart attack. But, like, it's true.
Like, until I built my first game,
it's basically if statements and loops.
That's it. That's it.
Once you got that, you're, like,
90% of the way there.
So, that first game,
that is the Aizavara, yes?
Yes.
So, that's... It's almost like a simplified version
of what I'm building now.
So, it was my first game
as my first solo project i tried deliberately to keep the scope really manageable so we were
talking about how there's no jump button and no falling off edges in the current game you know
as a vara there's not even any movement like you don't even walk around okay um it's it's purely
point and click so well partly is because it was designed as a mobile game first i ended up
launching on pc first and then going to mobile just because it ended up being easy to develop
in that direction but originally i was designing it as a mobile game which i would potentially
later port to pc so it was entirely around designed around touch touch base controls so you would
drag the screen to look around um and you would tap on
a door and the camera would move and fade out and fade into the next room you tap on a puzzle the
camera zooms into the puzzle then you like drag things around touch tap twist turn very very like
tactile interaction um again yeah basically designed to be played on a phone right um but
i end up releasing on pc first just because I was developing on PC anyway
and it was just easier to get it out on PC first
and then downscale it to mobile
rather than go the other direction.
But as a result,
a lot of the design sensibilities of the game
were catered around that.
But also, I chose that path
because I wanted to keep it simple for myself.
Because again, I wasn't a programmer. I was learning how to program as i built the game so i wanted to simplify it as
much as possible and remove as much complexity as possible from the the programming so it's all
very simple interactions um in terms of in terms of code it's like click the thing animation plays
drag the thing you know opens the door whatever i, you know, opens a door, whatever.
Right, I'm seeing the trailer here,
and there's like a bit where there's like a paper with cutouts on it,
and you like line it up with the numbers that are on the other thing behind it.
And like, there's another one in here.
There's another like a line one,
where you like, you have to like select the different lines that are visible.
And yeah, clearly like, it's very simple stuff.
Here's a lot of like rotating an object, um,
much the same as like what you have in, in this game, but it's, it's a different aesthetic here.
I can see how a lot of what you learned from that game has been applied to this
one as well.
Well, that's kind of where this game, where the new game comes in, right?
So I built Eyes of Arah and I learned a lot doing it.
I learned how not to program for a start because the programming, the code in Eyes of Arah
is awful spaghetti code.
It's just awful, it's atrocious.
The new game is much, much cleaner.
I'm very proud of the new game.
And that's what you're going to think when you go to your next game.
You're like, wow,
what the hell was I doing on the last one?
Oh, I'm sure.
But I already know it's miles better
than the last one.
So, you know, hopefully the next game
will be miles better again.
But yeah, so like in terms of the design,
this new game,
I basically wanted to wanted to
take what i built the first time and expand upon that so last it was a puzzle game um but you
couldn't move around so okay i'll make it i want to make a game that focuses more on exploration
and is more free form so you can actually walk around the environment um one thing i wanted to
change from the first one is that there is a large number of
puzzles in the game um quite quite a large number of puzzles in the game um every one of them almost
every one of them is unique um and i think as a result of that the quality overall tends to drop
right i think there's a few really good puzzles in there i'm quite happy with but i also feel
the quality suffered in a few areas as well
which is because the sheer number of them
I couldn't give them enough attention
or I needed a puzzle
to fill up a part of the game
and had to come up with something
so I was like, okay, that's
and people seem to love the game
it's still like, on Metacritic
it's got the highest rating than any game I've ever worked on,
so, you know, could be proud of that.
But, you know, there were parts of it
I wasn't happy with personally.
So the new game, I was like,
okay, I'm going to have fewer puzzles in the game,
but I'm going to spend more time on them
and make them better and more interesting puzzles.
So that was kind of my two pillars going into it
from the old game,
was fewer but more interesting puzzles and more exploration built into the environment.
So it is very much just an evolution of what I was doing last time.
So it's, I guess, technically the same genre of game.
There's a bit of adventure puzzle um but blended with metroidvania elements
in this case but so it's a very different take on that genre so so you know i certainly wouldn't
say they're similar uh in in many ways but there's definitely an evolution right so does this mean
your next game is going to have a jump button and you're going to have platform puzzles it might it might no promises we work on one dimension at a time right right
no i think that's a that's a good way to do it instead of trying to you know you see a lot of
indie game devs where it's like hey i want to make a game what do you want to make oh an mmorpg is like no stop don't do that i mean even this game even this game is too big like it was supposed to be smaller than
eyes of ara it's shaping up to be larger and take longer which was the two things i didn't
want to do but here we are so you know i'm terrible at estimating scope everyone's bad
at it especially if you've never done it before so yeah do not make an mmorpg you will not finish it you know i'm making what is supposed to be a six hour
exploration puzzle game and it's already taking me close to three years and and ongoing so you know
go small people right go small yep and then cut it in half. And half again.
So what has been the response you got at AvCon?
Like, obviously, people can't really comment on the audio
because they couldn't hear it.
But from the game itself, how did people respond to it?
Did people notice any issues that you didn't know about?
Or was that demo you had fairly polished for um for
being at a con like that uh yeah so the response was pretty much what i expected um which is to say
people like the demo um which is great they like it they play it and they go and wishlist it which
is fantastic that's what i want them to do by the way for your listeners and viewers uh the
demo we're talking about is up on steam as well awesome so you can actually download and play it
at home as i mentioned it was designed as a trade show demo so it's quite short um and everything
we've discussed it's not an ideal steam demo i am planning on putting out a longer more in-depth
steam demo in the future which will be a bit of experience for playing at home. But if you do want to check out the game that
was at the show, either
come along to PAX at the end of the year, I'll be there,
or check it out on Steam
and give me a wish list.
So
what do people take back from it?
They like it, which is great.
Didn't really find any bugs or issues
in the main demo because it had been fairly
well tested at that point. I took it to PAX.
I took it to South by Southwest last year,
PAX East in Boston this year,
and other shows as well.
So it's been well and truly road test at this point.
I'm not really learning new information from that demo.
What I was very keen to do
was bring along the two levels from the main game
and have people play those.
Because I felt that Avcon being a smaller show,
but still open to public,
was an opportunity to do some good playtesting.
So a bigger show like PAX,
it's kind of like a massive marketing opportunity.
I just want people playing the demo,
getting a taste of the game, and giving me a wish list.
But for a
smaller show where
first of all, there's
less press there, there's less attendees there,
there's less PR
opportunity involved,
that doesn't really have a big impact
on the number of wishlists in the end.
If you look at the Steam wishlist chart, it's like this
little blip from Avcon. It's like nothing.
So I kind of
anticipated going in, the value I would get
out of Avcon wouldn't be in trying to promote
the game. It would be in
potentially in playtesting
the game. So I brought along
in addition to the Steam demo, I brought
along two levels from the main game
that I could have people play test.
And they were much longer. They took like 30 to 40 minutes
to play through.
So it really was a time commitment for people to sit down and play.
Some people played through all three, which is fantastic.
They must have loved it.
But yeah, I learned a lot
more watching people play those two levels.
Because they're the sort of ones that have only been
playtested by other developers at this stage.
So I already knew where most of the issues were,
but it was good to just get the general public playing it,
people who potentially never played the game before,
coming at it with fresh eyes and sort of seeing
where the stopping points are with that,
what works, what doesn't, that sort of thing.
So I took a bunch of notes, got home,
and yeah, I made changes to it as a result.
So yeah, I already made some adjustments to the levels and whatnot
based on what I saw people getting stuck on or feedback and stuff.
That's really good.
Some weird issues maybe with puzzles being confusing initially, I guess?
They're mostly to do with the level design. So there were two environments to playtest. One was
still very much in grey box format. So actually that screenshot you sent earlier with the trees
and stuff, it's actually that level. So there's a couple of outdoor sections which have been dressed to a certain extent with props, with lights and the trees and whatnot.
But then all the interiors are still in gray box form, which is basically they are literally just gray boxes.
They're just like a blank wall with a grid pattern on it.
And it's just me like, it's like doing a sketch in a notebook before you do the real real painting you're just sketching out the rough idea yeah and it's a similar sort of thing um
you know i've seen screenshots online of like uh valves prototype levels where that for like
half-life and software they're like basically orange boxes and cubes and stuff everywhere
the same sort of thing um uh so that's that's the format that that level was in.
So that was more, it was testing a very early
in development, very rough kind of level.
And then being able to make, well,
it's at a stage where it's very easy
to make changes at that point.
It's like, oh, that room doesn't work.
I can completely redesign the layout of it.
It's quick and easy to do because it's still very rough.
So there was that one.
I didn't have to make too many changes to that. That one had also
been tested at the dev meetup quite a bit, so I didn't anticipate many changes for that one.
But it did reinforce a couple of concerns and things I kind of knew, so that was good as well.
The other one was an underground caves area, and this one was a lot more final.
All the rooms had not final art,
but close to final art done for them.
So there were fewer changes I would want to make at that stage as well.
But nonetheless, I had people run through it,
and I did discover a few areas,
mostly in the way the level was structured,
that people were having trouble with or getting hooked up on um so i went back and made some tweaks to shift things around or added yeah going back to an earlier conversation about the yellow
paint and highlighting parts with lights and stuff um doing stuff like that i couldn't i couldn't
really justify redesigning large chunks of level given all the the art had been put in there but i could you know i could shift a few
rocks around nudge a few rocks add some lights to like highlight a path better that sort of stuff
and and those sort of tweaks basically to like make the experience a bit smoother and
helping people along if they're getting stuck where they shouldn't be getting stuck that's the
thing so you already had a lot of a lot of chances a lot of chances to show off big parts of the game.
So it's not as much that...
A lot of the devs I've spoken to already,
like Avcom was the first time
they showed off their game
in front of a convention like this.
So they had a lot more
that they could take back from that.
But you've already had
a lot of these experiences already.
So there's less that you were going to get out of that experience it's more like
it's a chance to play test it it's so might as well play test it basically yeah and that's
i think that should be should be a developer's approach when they come to a show like avcon
where it's where it's a smaller show in scope It's either going to be the first time you're showing your game
and you're going to learn a lot from it,
or I think that if it's not the first time,
then I think it's a great opportunity to do playtesting of stuff.
Because as I mentioned earlier, a show like PAX,
you get way more people, you get way more press attention, it has its own
Steam event associated
with it
which drives a lot of wish lists. It's
very much a marketing opportunity.
But before you take your game there,
before you take your demo there,
PAX should not be the first time
you show your demo.
Maybe it's the first big public event you do
but it shouldn't be the first time people other than your development team are playing it
um like even even like pax australia last year was the first event um that memories reach was
playable at but prior to that for like the six months prior to that i was taking the build along
to the local dev meet up every month and having people play it. And so by the time it got to PAX, it was very well refined and polished.
There were very few surprises discovered at PAX in terms of bugs and stuff.
There was one very critical bug, which was annoying, which for some reason never showed up in any of the playtest sessions.
But that aside, because it's extremely rare,
it's an extremely rare bug,
but when you've got hundreds of people
playing it every day,
suddenly it's occurring rather irregularly.
But yeah.
But yes,
so an Avcon is a great opportunity
to show your game for the first time.
Hopefully you've had playtesters prior to this,
because you shouldn't be going to any public show without
having taken it to devs to play at least.
But it's also a good opportunity to
playtest your build, refine it, so
that in anticipation for a larger
show, you can have a much more polished experience.
If you're in a
position like me, where you've already gone to several shows,
then it's a great opportunity to show something new
and to get those playtested as well.
I think you get a bunch of gamers coming through
that aren't necessarily developers
that will give you a different perspective on things.
And it's a small enough show that's manageable
to have longer demos without people waiting long queues.
Whereas at PAX, people line up for games.
So you don't want them lining up for a long time,
which is why I kept my demo at like 15 minutes
to minimize the number want them lining up for a long time, which is why I kept my demo for like 15 minutes to minimize the number
of people lining up.
But Avcon,
like I could have
a 30 to 40 minute play session
on one of the new levels
and there'd be no one lining up
because it's a much smaller show.
And there'll be times
where there's just nobody
at the booth, you know,
which is a little disappointing,
but also, you know,
otherwise I wouldn't be able
to do it.
Well, it's an anime
and video game convention. So, you know, there's going to be
people there who are big anime fans who are never going to show up to that
part, and that's why
I'm really happy that
I think, it started like two years ago, we have
like a dedicated game
exhibition now
in South Australia, we have SAGE, the
South Australian Game
South Australian Game Exhibition
it's I haven't gotten a chance to go yet but the South Australian Game Exhibition.
I haven't gotten a chance to go yet,
but it's like fully dedicated games.
Obviously, it's a lot smaller than PAX because PAX is this whole big worldwide thing,
but it's more of a focused game development,
game showcase thing with just indie game devs there
and i'm curious to see how that's going to play out in the local adelaide scene as well
oh yeah that sounds good i did hear about that while i was there so yeah that was the first time
i'd heard about it at avcon when someone mentioned it people asked if i was there like no i'm not
actually from adelaide yeah they didn't do great marketing for it. So I keep talking to people who went to Avcon
or they like video games
and most people have no idea it happened,
no idea when it happens
because it's in like February or something.
Okay.
Yeah, they just didn't market it whatsoever.
It's an awkward time of year, but...
Yeah.
I think I'd like to try and get along to it.
I'm not sure I'd get along next year
but maybe yeah it's growing every year so you know at some point in the future if you yeah want to go
another one then check i probably wouldn't take the game to it um but i i well maybe i would i
don't know um i'm not sure if they take out of state games or not but um i'd at least like to
just come along as an attendee
and just check out what everyone's working on.
That's one thing I didn't get a lot of chance to do.
I'd never get a chance to do at shows
because I'm always on the booth, right?
As a solo dev, I'm pretty much at my booth
90% of the time.
Well, you're going to drag a friend along.
Exactly.
If I'm lucky, I can drag a friend along
and usually it's the same friend
and she helps out, which is
great.
But like, you know,
she's just there to
like drop by
occasionally if I need
a break or whatever.
I guess that is more
of a problem with
coming from out of
state as well, if you
are coming to
something like Avcon
where it's like,
now you've got to
get your friend on
like a plane to get
over here unless you
got like a local
friend to do it.
Well, I was able to
convince her to go
because she had a local friend in Ad it. Yeah. Well, I was able to convince her to go because she had a local friend
in Adelaide
which she had been
promising to visit
for a while
and never getting around to
so I kind of guilted her
into coming by saying
you have to visit your friend,
you know.
So,
she got a free ticket to the show
and sent her to her friend
and then they,
yeah,
so she straight up
a little bit
helped me out a bit
and then, you know, went off and spent the day with a friend.
So, you know.
I got my helper.
He got a visit.
Everything's good.
Well, yeah, like.
I think I would say, I'd like to go to a show and actually be able to play other people's games.
Yeah, yeah yeah yeah avcon was quite enough at times on the on the sunday towards the end where i could actually just leave my friend at the booth and just go for a wander
and check out a bunch of them so i did actually get a chance to play a bunch this time which was
great uh but usually most shows i don't have a chance to play any games while i'm there so i'd
like to go along to uh sage and actually see what people in adelaide are working on and actually get a chance to really
thoroughly play them all yeah no that i i can definitely see that especially if you're at
pax right and you're saying there's lines there like you can't really disappear from your booth
for that long unless you've got like some other people that you can have doing it and then you
don't have anyone there who has like a deep knowledge of the game so you have make sure
they have like an understanding of what's going on it it's like a whole process
i would imagine to get someone actually like able to man your booth in a way that
is reasonable instead of just standing there looking pretty exactly i mean like if it's
well my friend has a pretty good knowledge of the game at this point she's helped me out so much on
it she's done several shows for me, so she's got it.
But even so,
if you're a solo dev, then chances are you're getting friends to help out or something, which means
you pretty much have to be there. You have to
promote your game, you have to talk to the press,
you have to fix
if something weird crashes, you probably have to restart
it or whatever.
So, yeah, like,
if you're on a team great then you can take shifts
and you can go wander games while you're a teammate like you know is it but you know as i
see it i feel like pax is you're there to work right like you know your job is to be there and
promote your game and if you have a team great because you can take shifts promoting it but if
you're a solo dev then i think you should not waste the opportunity you should be there promoting it but if you're a solo dev then i think you should not waste the opportunity you should be there promoting it right no take breaks for your own health and well-being but
don't take breaks just so you can wander off and play games like that's yeah that's my opinion
no i get that uh well we're coming up on the two hour mark so i guess we should probably be
wrapping it up um let this fly still bothering me um let people know where they
can um find your game uh where they can find your previous game if they want to go play that and
anything else you want to direct people to oh yeah well you can find both games on steam so one of the eyes of oh you barra that's e-y-e-s
no
um that's also available on
android and ios and switch
nice
um and
the new game memories reach
uh first person
exploration based adventure puzzle
cross metroidvania
that sounds interesting to you no i'm not that's. Did you just read the Steam page? That sounds interesting to you.
No, I'm not.
That's what the first line
of the Steam page says.
That's because I've given that
one-line pitch like 100,000 times.
Fair enough.
That's the one part I remember
about the game more than anything else.
Right, so yeah, you can find that
also on Steam. Memories Reach reach go check it out go play
the steam demo give me a wish list because wish lists really help especially as a small indie
solo dev wish list numbers are critically important um and yeah my website is 100 stones
that's 100 the number 100 stones interactive.com if you want to check out the webpage, but they'll just link you
to Steam in the end anyway.
But yeah.
And that has all the socials linked there
as well, so like the Twitter and all that stuff.
Yep.
Mostly active on Twitter.
Occasionally on some of the others.
Easy.
Nothing else you want
to mention? That's pretty much it
any events you're going to be at anytime soon
I'll be at
PAX Australia in October
and
that's
the only one coming up that I know of
I won't be doing South by Southwest
this year
that's too much and too short a time
fair enough
it's now the week after PAX this year there's that's too much and too short a time fair enough this is now the week
after packs this year there's only a gap between them so yeah okay not doing those back to back
um yeah no otherwise otherwise the next big big thing that come out will be an extended steam demo
i don't know when that'll be um i do want to get something out for a future Steam Next Fest. So that won't be the October one.
Maybe February.
We'll see.
But I will do a Next Fest before I launch it.
And there'll either be a demo out for that or before that.
So, yeah.
Okay.
Nothing else you want to mention?
That's pretty much it?
Yeah.
It's been fun awesome uh i'll
do my outro and then we can uh we can sign off so my main channel is brodie robertson i do linux
videos there six-ish days a week um check it out see what's over there i've got the gaming channel
brodie on games i'm probably still playing through devil may cry 4 what's in the other slot i don't
know check it out this will be out whenever this comes out,
um, yeah, I don't know, maybe I'm playing Kingdom Hearts or something, I don't know, check it out,
if you're listening to the audio version of this, you can find the video version on YouTube at
Tech Over Tea, if you want to find the audio version, uh, that is Tech Over Tea on all your
favorite podcast platforms, there is an RSS feed, so go grab that. It's on Spotify as
well.
So, yeah.
I'll give you the
final word.
What do you want
to say?
Oh, thanks for the
opportunity to come
on the show.
It's been fun
chatting about all
random topics
relating to game
design.
I enjoyed getting
sidetracked onto
things that weren't
about my game for
a change, which was
nice.
Being able to talk
about game design
philosophy and
it was great fun
yeah absolute
pleasure
see you guys
later