Tech Over Tea - Everything Is Going Wrong Today | Ship It
Episode Date: October 3, 2025Today we have Ship It, the developers of the upcoming action tower defense game called Blood Vow: Survive The Night on the show, and this episode was a little chaotic with a lot of things being prepar...ed on the fly.Wishlist the game: https://store.steampowered.com/app/3461150/Blood_Vow_Survive_the_Night/==========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==========Steam: https://store.steampowered.com/app/3461150/Blood_Vow_Survive_the_Night/Tiktok: https://www.tiktok.com/@blood_vow_?_t=ZS-8xubvw5lvO5&_r=1Instagram: https://www.instagram.com/blood_vow/==========Support The Show==========► Patreon: https://www.patreon.com/brodierobertson► Paypal: https://www.paypal.me/BrodieRobertsonVideo► Amazon USA: https://amzn.to/3d5gykF► Other Methods: https://cointr.ee/brodierobertson=========Video Platforms==========🎥 YouTube: https://www.youtube.com/channel/UCBq5p-xOla8xhnrbhu8AIAg=========Audio Release=========🎵 RSS: https://anchor.fm/s/149fd51c/podcast/rss🎵 Apple Podcast:https://podcasts.apple.com/us/podcast/tech-over-tea/id1501727953🎵 Spotify: https://open.spotify.com/show/3IfFpfzlLo7OPsEnl4gbdM🎵 Google Podcast: https://www.google.com/podcasts?feed=aHR0cHM6Ly9hbmNob3IuZm0vcy8xNDlmZDUxYy9wb2RjYXN0L3Jzcw==🎵 Anchor: https://anchor.fm/tech-over-tea==========Social Media==========🎤 Discord:https://discord.gg/PkMRVn9🐦 Twitter: https://twitter.com/TechOverTeaShow📷 Instagram: https://www.instagram.com/techovertea/🌐 Mastodon:https://mastodon.social/web/accounts/1093345==========Credits==========🎨 Channel Art:All my art has was created by Supercozmanhttps://twitter.com/Supercozmanhttps://www.instagram.com/supercozman_draws/DISCLOSURE: Wherever possible I use referral links, which means if you click one of the links in this video or description and make a purchase we may receive a small commission or other compensation.
Transcript
Discussion (0)
Good morning, good day, and good evening.
I'm as who is your host, Brodie Robertson.
And today we are back for, I don't know what number we're on, but it's getting close to 300.
And today we have another one of the game developer podcast.
Today we have, I don't know what either of your positions are in the project.
I didn't ask you before.
It's, we were, pending, we were discussing this today because they're so,
few people on our team.
It's like, what do we call everyone?
It's like,
we'll get back to answer on that one.
We are all directors of various fields.
I guess professional plate spinners.
Yeah, technical director and animation director,
but we both do a bunch of other crap.
Right, right, right.
Yeah, yeah.
Well, regardless of what your actual titles are,
I guess we should talk about the game itself.
I always like to ask Indie Dems this question
because some of them will come up with like
ah yes I am the director of all things fun
and I am you know they'll have like a serious title
other people which is like
I don't
I've never had any reason to think about this problem
yeah it's only be more of a recent thing
where we actually have to put down a very specific role
right right oh shit well
I do
modeling, animation, rigging, effects, a little bit of programming.
How much space do you have?
Yeah.
How many times can I put my name with different titles?
It's...
Anyway, the game, Blood Vow Survive the Night.
Yeah.
That's the game.
That's the guy.
So, it's, uh, we've been working on it for...
Hold on, skip my own.
working out for what a year or a handful of months yeah i think 14 months at this stage
and uh you know it's it'd be easy to sort of throw out the whatever the the log line at the
moment is but um it's sort of top down survival action hack and slashy towel defancy
it's a bigger melting pot of the things we like um from across being like
like console gamers and computer gamers
in something that we can make in our spare time
while we're working, really.
Yeah, the vibe I got from it when I played
was like action tower defense, I think is kind of like
the simplest way to put it.
That's a really good way of thing.
I think that's the answer
was writing the new branding today.
I'm fairly sure that's what he was going with.
How old is action power defense.
Yeah.
I think, yeah, something like that.
Yeah
Don't know your titles
Don't know the genre
There's a new trailer
I think today
Ooh
Is that on the Steam page
Is that the
Because there's two videos on here
There's the announcement
The demo announcement
And then the cinematic trailer
I know that he put
A trailer
On to YouTube yesterday
Uh huh
Okay, let's see if we can find that then.
Yeah, I'll just grab a link for that real quick.
The YouTube's not linked on the same page.
It's on.
Oh, yeah, of course not.
We're a professional operation.
Mary.
The...
Yeah, I don't...
I don't know.
It'd be somewhere.
I'm sure.
I think you finished it.
I'm not sure.
So...
Because, like, what we're, um, we're currently aiming for.
For Wednesdays, big deadline, is it packs?
Yeah, okay.
So we're in the process of getting a lot of things ready for packs, which, you know, I assume, you know, you've been around getting things ready for packs.
It's a, not always, a easy, streamlined, smooth, successful process where you finish everything on time.
as long as we're not pulling all-nighters like last year
yeah yeah yeah yeah I think the fact that we're
this organized this disorganized what like six weeks beforehand
yeah it means we're doing pretty well really
like I don't want to know what doing badly is then
what you were saying last year was a problem what was last year like
I mean
it was a little bit of a problem
it wasn't that bad
it worked the game worked
people liked it
we drove directly
did I sleep before
yeah
two packs
to bump in
he had not slept
yeah
I probably got a little bit of sleep
in the car
yeah
and then you did more programming
that night for the build
to play the next day
for the public
it was fantastic
and it went
really really well
um
I wasn't stressed at all.
No, no, no.
I think you were too sleep-deprived to be stressed.
Yeah, the magic.
Yeah.
So, I don't know.
It's the...
Because we're just a bunch of mates who do contract work,
surrounding games, making game largely in our spare time.
And under our own Steam, you know,
it's certainly a more relaxed environment.
will say, which is
good.
Hence is the organised one.
We don't have like
scrums or stand-ups or anything.
We have to do any serious
kind of toxic
software development things.
You just sort of
just have fun making a game.
Yeah.
So what does...
I mean, our scrums are gone for coffee.
Yeah.
As long as you know that there's like
work being done,
that's good enough.
Yeah.
Yeah.
Yeah, I mean, like, yeah, we, you know, it's still, we've got version control and the holy whiteboard and stuff.
Like, it's still a, it's still a proper project for that, right, right.
Just, uh, nobody's getting paid, so, you know.
So, you're both saying that you do a lot of different things than the project, but what are your actual, like, backgrounds before the game was started?
So I did a deployment of 2D, 3D animation over in Vancouver, and then I came in and did the TAFE Flinders pathway specializing in games specifically.
So very much in optimized workflows.
I've been in Unreal Engine for over a decade now.
And then a lot of contract work takes on animation side, and there's been a lot of virtual production and...
things that are all utilizing the game engine itself so every time we do a project like that it's
like oh i can use that like i didn't i didn't know about this specific feature but that has solved
so many issues that i didn't think about um and so um darcy and i opened up a co-op workspace
um beginning of 2021 um and so we have i think there's 18 of us in the office now and we're
Where he currently is.
Yeah.
Where I currently am.
And so we've got Unreal developers.
We've got Unity developers.
We have people that come in just do contract.
We've got writers.
We've got loads of different artists that come through.
Maybe two big Unity teams at the moment.
Yeah.
But there's so much knowledge share.
It's like anyone runs into an issue.
It's like, does anyone have a good solve for this?
And the communication will just start.
and other people jump in and be like,
oh, I didn't know you could do that.
It's actually one of my favorite things.
I imagine being in a space like that also helps you feel kind of,
kind of accountable to do work,
because there are other people around you who are also working as well.
Yeah, absolutely.
Yeah.
Because it started like not as a,
it wasn't originally a game development office, really.
Like we, you know, we did game development training.
sort of visual arts digital media training um and uh just wound up doing contract work and you
when you're doing contract work it's just easier if you have a office to work out of right um
like in terms of you know your own mental health and organizing meetings just planning things
doing stuff so the yeah that's where it started and the community came came from us doing the
game dev course at
uni and that the way that
everyone shared knowledge and it was a
I don't know like a wholesome
experience
we tried to carry that on into the
like professional
work area that we were building
and that's a yeah
so great
what is um what is your background does we kind of got
sidetracked there as we were talking about other stuff
oh yeah i'll do that don't worry um i uh have a weird one to be a what the lead programmer on
on this um you know a you find yourself doing more programming work the longer you do these things
uh i did 2d art out of you know back in 2012 or whenever at ac arts and then went into
digital media at cdw um after working like a bunch of random
you know, classic cospo jobs and shit,
um,
to try and do 2D digital art,
um,
and then switch to 3D,
but like halfway through that.
And then,
have just been contracting in
the weird adjacent tech space
since then.
So like,
touchscreens for museums,
uh,
digital puppetry.
Yeah, digital puppetry.
um we did the volcap thing um what's that which is uh volumetric capture we mix and i built the first
commercial i have to say commercial because i reckon there was a study one before uh volumetric
capture rig in the country which is like yeah weird stuff um
because like i don't know the more contracts you can say yes
to the easier your job in this space is going to be, really.
So we were just learning new stuff
and doing a bunch of random things
that might not fall under game dev training specifically,
but it's all the same software,
it's all the same skills and stuff.
So a bunch of weird stuff.
I know that doesn't answer your question,
but I don't have a good answer.
That's fine. That's fine. I like the weird answers.
Yeah. We made Google Maps like three times.
three times, two times?
Do you count the...
You'd be surprised what...
The Hans Free Exhibition.
What?
So, during COVID, we did a...
What's called immersion?
Oh, immerse, yeah, yep, yeah.
It was...
Oh, it was called immersion because of this.
There's so many things called very similar things.
It was a...
like 45-minute, how would you describe it?
I was using the volume.
Experience.
A hands-free, immersive experience.
It was called an experience.
It was an experience.
Lots of stories and then lots of interactive environments
where Lassie did all the programming
so that using the cameras,
if you're waving your hands in certain directions,
you'd either be pointing a spotlight
or shooting paintballs or stirring up the fish.
It would just go from story to story.
And it was using the same volume displays that they use in all the Marvel and Star Wars TV shows and stuff.
So the big LED walls that wrap around the studio.
That's a lot of fun.
It's like a big oval.
It was fun.
Yeah.
Yeah.
So like lots of random crap.
This weird tech art adjacent space is what we've been in and out of using game engines to,
not make games.
Yeah.
Yeah, I think a lot of people forget that
like Unreal Engine is used in movie production
and like, it's not just a game engine at this point.
Disney use it for everything.
And it's like just becoming more and more accessible
for everyone.
Especially with the virtual production side of things.
It's getting pretty good.
Yeah.
Yeah, I don't know.
I still, I mean, like, I use it professionally.
Each, Unreal, I have my complaints.
It's pretty good.
Yeah.
So, yeah, that's what we've been doing up until we made the game, I guess.
And as you can see, after doing, you know, so much work in and around the space using the same tools, eventually you're like, man, you should just make a damn game.
So was this like a long, thought-out idea, or did it kind of just, hey, let's make a game?
It kind of started with Ant saying, hey, let's make a game.
He pitched an idea to us, and then we had a very intense eight-week stint to Avcon last year.
I think he'd done a bunch of concept on.
Wait, you're at, sorry, you were at Avon last year?
Yes.
it was out
wait uh
what would no uh
if you saw a booth that was like
just a was it a TV
it was a TV
you're just a TV no branding
um and a bunch of people standing around
with like
a decent product for
what I was sure I could whatever it was
being like is this game loop fun
mm hmm mm-hmm
cool um
don't worry about uh following us or anything
we'll be uh we'll be back to
the next one with an actual thing. That was just how we did the...
Right. I don't know. That's how we treat conventions. Free game testing, that's huge.
Like, so testing that mechanics are fun, testing that the game loop works, like, that's the main thing we're there for.
No, the reason I ask is because I, I did like all this where it's like, oh, go around and talk to the indie devs last year.
I don't... I didn't see you guys there.
Maybe I didn't, maybe I didn't spot the, we were intentionally, yeah, yeah, yeah, yeah, just sort of, your eyes moved past.
Right, right.
That doesn't look done, keep going.
So, what was the state of the, you said it was like an eight-week stint to get it ready for Avcon?
Like, what, what did the game look like at the time?
I, it had a, extremely, extremely, it had a, extremely, extremely, it.
Yeah, I think it...
I think I had, like, one or two of the enemies, the day-night cycle.
Like, the combat, I think you could light attack and heavy attack, and maybe...
I don't know if it had much else.
Yeah, I'm not sure.
And it was just sort of like a...
Because, like, at the heart of it, that dynamic day-night system and the hack and slash combat
and sort of using different elements to move the players around the levels that we have
is the core element of the game.
So that's, yeah, pretty much what we went into it with.
And a level that was full of a bunch of prefab crap.
Right.
That we had to rip out of the project.
So I played the trailer earlier, but I do have to have.
bunch of people that listen to the show. For anyone who didn't see it, just explain like what
the state of the game is, like, as of now, as of, I assume it hasn't had like a massive shift
since Avicon, but I guess that was like a two or so months ago. Yeah, actually, it was like two
months ago at this point, yeah. The stuff we've been working on, would it be in that trailer?
If it was in the trailer, then yes, there has been a massive shift. If it isn't yet, then
no, we've been working
on new stuff, like, quite a lot
of new stuff for the last two
months.
Like,
there was
what, like, three demo done by
I've gone, and there will be.
So, yeah, a bunch of levels
are the lobby, like
a full feature in that lobby.
With, um,
like, you know, your standard four player
join your thing, your
people's all stand in your
Rowan, you've got you, like, bells and whistles.
Yep. Yep. Yep. Um, so, yeah, that sort of stuff.
So what is the, what is the basic, I guess, gameplay loop? Just to be sort of on the
understanding of, like, what you're trying to do in the game.
Do you want to take it? Do you want me?
Yeah, you can do it. I've just crashed.
Ooh. I was wondering why he turned blue.
I look at my sound still works.
Yeah, I can still see with the video as well.
So you get summoned in.
We start off with like, you know, the leftover husks from the previous night.
And then it's basically...
Sorry, I should be able to explain this off the top of my head.
It's real, real easy, but I'm just pooped.
the first night starts and you get your first wave of enemies as it progresses through the level
daytime gets shorter and shorter and the nights get longer and longer and you're trying to protect
the remaining followers basically you want to go set up more defenses because each night there
are even more monsters coming out and by the end of the fixed um
Night times, through the levels, you'll have, like, whatever remaining followers you have, you can put into upgrading your character.
So it is...
Upgrades would entail what?
Different weapon abilities, different specials, different towers, tower unlocks.
So, like, you know, the standard, like, one, two, three kind of tower progression system.
But we also want to make it that you have to do X.
before you can unlock
like Y and Z
right so you couldn't just like
fast track to end game equipment
down like one route and then
cheese everything
not on the first play through no
sure I mean it's yeah it's
I don't think it's it's
I don't know
we're going to be thinking about
our progression
while we're at Pax so this will be one of the things
we're trialling there we'll be going there with
sort of some minimal
RPG systems testing the like level progression thing so we're going with our three
levels that happen in sequence um and yeah we have the holy whiteboard has ideas for how we're
progressing with this um and yeah the general idea because like small team
doing this not full time is that we've and you like to release the game eventually
yeah yeah yeah yeah yeah um
2026? Are we allowed to say that?
I'm saying.
I know that we don't have a, there's not a number with a cue involved in that, but I think we can officially say 2026.
We know how many, like, playable characters there are in terms of animations, how many towers there are, how many enemies there's going to be in it.
What we don't know is exactly how many side grades there will be, because that's how we're going to handle a lot of our progression.
is get these
the concepts that we've done
the most to work on
in terms of fitting them
into how the game works and all that
and then just adjust
those per
different play styles
different play styles
different ways that
we'll see
we'll see
as an example of what you mean there
like what would you be thinking of
so to give you an idea
we've got um uh i think the aura tower or the the projectile towers might be a good idea um
currently the base mode of our area of effect aura tower is that it slows enemies um and then
depending on how we go through the game testing at packs we'll try we'll probably try like dot
so damage over time while we're there see how that feels for players um
see how it feels to, like, how balanced being able to heal yourself is, that sort of thing.
And we, we're, like, you know, we're systems, enthusiast game nerds.
So we'll just sort of be trialling a bunch of interacting upgrade options with the lovely people
that come to play our game at Pax.
Okay.
Thank you.
Free testers.
So that sort of thing.
And then, in terms of the level progression, I think we settled on, like, the stock,
I don't know if it's a tree or if it's a...
I don't have a progress in the last.
Yeah.
You know, you sort of unlock things and then can go back and rank...
Right.
Rank levels to unlock stuff.
So it's all going to be inclusive in the game package, where we're hopefully going to
and it just releases as a game.
And then your progression, you know, you earn through playing the game.
So we don't have to manage live service.
No.
Fiso.
My God.
Yeah.
So the game is also co-op.
And is the intention for single player to be viable?
Or is co-op kind of like...
Yeah.
Okay, so you are going to try to
adjust things based on number of players, I assume, then.
That's what we've been trying to...
That's one of things,
on other things we'll be game testing moving forward
and have been for a while,
is, yeah, how do you balance
for different number of player experiences?
Because, like, you know,
if you've got classic systems like Diablo,
where depending on how many people
in the 1 to 8 player limit,
you had it just got,
the numbers were tweaked
or the intermediate numbers were tweaked.
I think a lot of it will be, like, the enemy spawn counts as well.
But there would just be some levels, which, like, I was going to say that the...
I was going to be playing as much multiplayer as others.
Yeah.
Yeah, there will definitely be levels that are set up more for player, certain numbers of players,
just because level design is going to do a lot there.
And whether or not you, you know, we have...
levels that unlock areas depending on how many people play um because you know it's a multi-lane
tower event system um yeah so we've got a lot of tools to figure that out well i reckon well
currently we're balancing it for two players um which will give us a way to go up and down more easily
hopefully uh but yeah i don't know how do you balance a four-player co-op experience
Yeah, there's a lot of different ways you're going to approach
because you make a good point there about level design
where if you have things placed far apart
like naturally with a single person
they're going to be harder to deal with
so it's just a really tough problem
I don't know if there's a good way
I think the only thing you can do is just play test it a lot
and just see what works and see what feels good
Yeah, yeah, yeah. And that's
sort of the attitude we've had to
most of the things in this, so we're just
going to keep doing that, see what feels good.
Not aggressively,
we're not going to aggressively adjust
like health numbers.
You can,
not that.
Easy way out.
Because like the combat's so finely tuned
to it feeling good as a hack and slash
that like if you took away people's abilities to you know
kill low level enemies in a single hit or that sort of that sort of thing
and you take away the like what feels good
right yeah damage making things damage sponges just never
it never really especially in the type of game where we're building
which is like the you want something to a single hit
one of the enemies at least to explode into like a nice ball of endorphins
Like, sound real crunchy.
Yeah.
Ideally, we're just, you know, double the amount of enemies that are coming out.
Yeah, yeah.
Surely that'll work.
Just scale up linearly.
There's no, definitely going to be a problem there.
Yeah.
I know we can, we can shove out up to, like, what do we test?
Do we, like, 1,200 or something?
Something ridiculous.
So we'll see about that.
We'll see about that.
Yeah.
I don't know. We have this like, we've built a bunch of these systems, and now we're just going to playtest them until we release the game and see how the audience, you know, thinks it feels fun to play. Because we know what feels fun to play. We don't know how to play the game in a way that, you know, currently might make you finish the game with the most followers. I don't know if it's fun, but.
our opinions in this
from the start
are probably the most important
because we're being
developing the game
and playing the game
for the last year and a bit
I don't trust us to make
rational decisions
right
especially not him
he's freakishly good at the game
so yeah
this is the problem with like any sort of
of like software design
where you
you know you you focus so much on the
project and you know it like in and out that you can really easily overlook any problem because you know how to work around them and you're just kind of you just subconsciously avoid the problem areas you subconsciously just ignore things that you know are an issue that's why so like again the free the free tester thing with with cons like it's good to get new eyes on it to see like are we actually going in the right direction here yeah
Has this been moving forward in that sort of stuff?
I mean, it's not just with, you know, it's just with things in general.
Thanks, Anz, for noticing, by the way.
The UI I've been working on for the lobby doesn't have a key piece of a functionality that it's supposed to have.
Not because I didn't want to do it.
I just forgot that it was supposed to be there.
And these things, when you're looking at something for how many hours,
you just sort of forget how it works anyway.
Right.
Yeah, you are supposed to be able to change your weapons.
That's probably important.
Yeah, yeah, that's, uh, yeah.
So, stuff like that.
So it's been about a year the project's been in progress for
how happy are you with the state of things
and how things have been progressing?
I fucking love it.
It's getting to the point where it's just like,
shit me, this is a game.
Even since you left work today.
I've checked it a couple of systems, which you'll see.
Yeah.
Yeah.
Like, reaching the point in fidelity in, like, how everything moves in the animation,
in, like, all the pieces moving where, yeah, I mean, prior to that, it's like, yeah,
it's pretty good, I guess.
Right.
So it's kind of like a bunch of systems.
You see all the cracks way more than other people see the cracks.
I think we're pretty happy
and we should be pretty happy with it where it's that kind of me
so
So it no longer feels like just a bunch of systems you've put together
It's actually starting to feel like
Sort of a complete thing
Yeah like a whole
Polished thing
It's looking and feeling and playing
Lego games
It's really enjoyable
Probably playtesting it too much
I don't know
I don't see that as an issue
but
fun
so we need to go through the
whole
play testing online with everything
which
you know we had the online system
working in its very loose prototype
at stage at the beginning of the year
local
of the new version
it was the first thing that went in
like the very rudimentary lobby system phones
and then the continuation testing that at Avcon this year
but in the past couple of months since Avcon
we've revamped and like completely rebuilt a few of the systems
they're feeling a lot more enjoyable but we just need to make sure that the online
replication is working which is
the funnest thing I don't know actually network
programming is less heinous than ui programming yeah okay okay why do you say that
i feel like with ui programming you can you know make changes
ui programming is like replacing one problem with like a slightly different maybe lesser problem
until you can just ignore most of the problems
whereas with network coding like it eventually works
like your troubleshooting goes somewhere
sort of thing
I don't know if this is specifically an Unreal Engine thing
but it's yeah
I'm also not a train
UI person so
that might be one of the first people
were
were publishers to
give us money
we would
hire to fill out
yeah
yeah when I was
when I was playing the game
like every time I play a game
like at Avcon or any other con
it's usually pretty clear
for like smaller teams
what people are very specialised
on
because I look at the game like wow
these animations are really
good. And then
it's like the UI, it's a UI.
It works.
Yeah.
Funny story about that. We had
I don't know who it was.
Lovely man.
Came up to
how to chat with me at
Avcon while these kids
were playing. I was like,
yeah, yeah, it's looking good. I mean,
you know,
the UI's all right.
oh you're lucky that you're right and we just budged that together so um it might have been
one of the things we're putting off it's looking good now it's looking good now it's just a
it's just painful and that's to like plug into so many other systems and right it's all
little components that you have to make sure are made properly um the other thing but doing
things as properly as possible.
It may not look like it, I know.
And so, when you get to the stage of like,
I'm not really trained to do this, but I suppose I better make it properly.
It could be a bit tedious.
Right. You're not dealing with game jam code you're thrown together in 48 hours.
It just needs to hold itself together long enough.
Oh no, we cleaned that out of the project like two...
complete project refreshes ago.
Uh-huh.
I think we're on our third.
Yeah, we're on the third iteration.
And this one's pretty good.
Pretty good.
Pretty good.
Mookie wouldn't be happy.
He'd be pretty happy.
He's the judge of naming conventions and everything.
We've done pretty, pretty good.
You're a lot better than you were.
Yeah, yeah, yeah, yeah.
So when...
when you're approaching
putting networking into a game like this
like
I'm networking is an area that I've not touched
with any of the game development stuff
I've done in the past
so where do you even begin
sort of approaching that problem?
So in a past life
I did
Cisco at a
I think I was in high school actually
and I like computers and networking and stuff
so that side of things in terms of understanding
just how like the internet and the protocols work
is pretty easy in terms of programming
it is a it's a pain in the ass to learn at least
just because nobody knows what they're talking about
and once you find I found like
I think it's there's one British dude
who just has these beautiful,
I think they're two 45-minute sort of lecture presentations.
It's like, this is how networking and replication
actually works in Unreal Engine.
And you watch that, and then it just, you know,
makes a lot more sense, I will admit.
I don't know, it's a problem largely just because there's so many different versions of things.
In fact, I have a very funny image that, actually, no, you can just go look at what Face Punch's
Steam API GitHub is called, and it might give you an idea.
of these are professional people
these are the people
who have probably been working with
Steam API the longest
so Facebook make
Gary's mod and Rust
for those who are
clear
Another fucking C-shelf
Steamworks implementation
yelp
This is their
legitimate
GitHub
so yeah
the problem is
you just have to like
line up all your cogs
in a proper order
and then actually give
shit about that order as you
program things through the project
especially when you're doing
P to B stuff because like so we're
like in terms of the
functionality of the engine like we could
probably I don't know why
would ship a dedicated server
but we could do one
but we'll be using four-player p to b so it's just a matter of you know keeping track of who's
in charge and who you're sending information to but watch those videos i know i didn't i didn't
tell you where they were but that's your you can you can sort through the
sort through the crap it is it's heinous like i don't know how many hours i would have spent
looking for things and just being like this isn't right why is this person so
confidently telling me to do this.
Yeah.
Is it a matter of the approach they have being wrong, or just suboptimal?
I don't know. I think it's just like Unreal's documentation is getting better, we'll say.
and in the process of regurgitating people's regurgitations of it, it is pretty
substandard by the time it reaches Reddit comments, we'll say.
Ah.
I see.
Right.
That seems like a very nice way to put it.
A very nice way to put it.
Um, it's, yeah, it's getting better.
Hmm.
Yep.
Yep.
Right, you can be one of the crackpots putting a video out soon.
Yeah, yeah, no, don't worry.
I have opinions.
Uh, you know, it's, um, like, the, the, the problem, realistic, like, talking seriously.
The problem is that, uh, the information for these systems gets documented at some point, and
it's correct at that point and then you know the engine version will change or like how
steam works will change or you know fundamentally things will change in the internet and
then what people have said is no longer true but that like that will still get show up in you
know the people discussing the solutions to these problems right and yeah you know it's not
too bad you just have to be like really version specific with what you're the problems
you have
sure sure
you have to enjoy
troubleshooting
I think
if we're going to
just do anything
program related
you have to enjoy
troubleshooting
if you don't
know what you're doing
I don't know what you're doing
I mean
you're not a
mix as a
programmer
but
a lot of
troubleshooting
I think it's just
in the field
of doing
this weird
tech art
software stuff
how can I
make a thing
work where I don't know how to make it work.
That is
the biggest question of like
what we do.
Okay, we have this
much time and
this much knowledge. How can we make
these systems work?
Right.
And it is like, yeah,
so often just like, I had
no idea I could do this, but
it's not creating errors
and it's doing what we
want it to. Like, okay, see if we
can apply it to other systems and
get that to, like, continue through our pipeline as well.
And more often than not, it's like, wow, I had no idea that I could do this little
function and have that just branch out and do everything.
As long as it can talk to Darcy's coding, then it's sweet.
But it is a day-to-day problem solving, everything.
I don't know what ends up feeling worse.
Something working when I don't know why or it is not like it.
I don't know why.
I feel like it working, I don't know why is more of a problem.
I'm very concerned with touching anything at that point.
Yeah, this is, so that's just touching back on it.
That's why I'm suspicious of UI programming because, like, yeah, it works.
Why didn't it work beforehand?
Why does it work now?
Oh.
so yeah yeah yeah but like that's that's why i at least love working in these fields and like
doing the stuff like that we do the contract work fast moving contract work that we do we just
you know you get a project you have to not bodge properly bodge a bunch of things together for
something to work by a certain date.
They might not be
operating for very long, or it might be
a prototype or a vertical slice or something,
and then you, it's done,
and then you've learned a bunch of things
and you move on to the next one,
and then you learn a bunch more things.
Oh, yeah.
I just realized, on one of my overlays,
half this time your names were flipped around,
so.
Ah, I see.
Yeah, well, that's funny.
yeah actually both of them
hold up
I think that was wrong
the entire time
on both
yep you know what
that's fine
whatever
I'm
I am a professional
yeah
yeah yeah
these
the
like recording in a live environment
doing stuff like
well I checked it beforehand
that's where the fun
I thought
I thought it was right beforehand
apparently not
whatever
whatever it doesn't matter
just
yeah
please swap us
yeah
yeah
yeah
yeah I'm sure
I'm sure they'll go well
if I really care
I can fix it in post
but like
yeah yeah yeah
even when we're doing live stuff
That's the, God, that's a good joke.
Doing live, live work.
Yeah, yeah, don't worry about it.
We'll fix it after the show.
So when it comes to the sort of tower defensey part of the game,
like how does that, how does that play in with the action part?
Like, you as the player, you're running around slashing things, the towers are...
Yep.
Are they, like, I, I, I,
assume both parts of these are like a core part to, you know,
making sure things, you know, survive.
I have tried many, many times to finish the levels without towers.
I have tried many times to just finish the levels only using the towers,
and that doesn't work either. You need to have the nice combination of both.
And it's less...
uh kind of set and forget where i find you know a lot of tower defense games you kind of
you work your strategy up and then you kind of just let it play through where this is so much
more involved it's like okay i have a brief window of daytime where everything's turned to stone
and i can move around and not worry about defending these guys um i'm going to go build this i'm going
to go uh you know search for some law notes do whatever but you need to have both um and so that's
where a lot of the testing for multiplayer is going to be coming in as well, because, you know,
some of the levels, I feel that if you were playing four player, you could absolutely do it
without having the towers.
Right.
So we need to put in systems in play for that so that even with your full squad, like, there needs
to be some level of reliance on it as well.
Yeah, because I don't even know.
I know that that's been like our two big pillars, like the whole.
game, but I'm not sure
where, like, it's just always being part of the idea, I guess.
They compliment you to look very well.
Yeah, it's what we built a lot of the things around.
You know, it's where
the idea that you're, we're flipping
between these modes between day and night
and you're trying to get the players to do different
things during their, like,
downtime, so daytime, and, like, the,
the night and
moving them around and
getting them to explore levels and stuff
and the yeah towers are just
like the most useful way to
for us to like leverage
leverage of those things that we want
yeah
we just found the
I assume this
it probably went like
what have we just slapped tower defence
and the original idea I think was a third
person
Harkandcast game
I've been playing
a lot of
Dark Souls
and we wanted
to
you know
combine
specifically
I am
I was a Dota
enthusiast
and
the rest of the
third person
is actually
enthusiast
I'm clean
check my steam
last game
like
2020 or something
Oh, that's good, that's good, yeah.
What about it against bots?
This interview is over.
So, yeah, and I think, like, the, you know,
towers were a way that we could bring the top-down.
RTS computer gaming into this, like, action hack and slashy system.
And like, when it comes to a hack and slash game, I think, like, the most important thing of all is,
yes, how, like, killing the enemies feels, but also how just the attacks themselves feel.
If I recall correctly from Avcon, at the time, I don't think combos were working.
I think you said maybe you had removed them because something broke, or?
we had changed how we were going to implement them.
Ah.
And Muki has been cooking.
Yeah, they were not in the...
We turned that whole system off when we switched to hard two-player,
which is what we took to...
I've got...
Yeah, yeah, I was there and you were there.
just because we at that point
I can't remember
at the stage at the expo did we
I remember
I remember
so much has happened this year
we're essentially I'm fairly sure
we were just wanted to test
the basics of having two players
and combat
in
just, yeah, to make sure we had that feeling right.
Right.
Oh, okay, sorry, Discord.
Give me one second.
Easy, I'm going to grab it very quickly.
Okay, we're back, yes?
Reconnected.
There's this weird thing where Discord will disconnect from my side,
but keep me in the call.
Interesting.
Yeah, I don't know.
internet
anyway
do you want to
keep going
while he's gone
or do you want to
just take a quick pause
okay
well ignore what I said then
it's fine
are you heading
two packs this year
just by the bike
uh
no
I don't have plans to
do
uh
we'll have to get a demo
to you
regardless
um
So we're planning on having a demo release around the same time.
It's either going to be the week before or the week after.
We are still in discussions of what's best for the marketing plan.
Regardless, it will be part of.
Yeah.
So I'm very keen to get people who have actually played at previous conventions,
playing with new combat systems and new levels,
and just see the, like,
oh, it's not a tiny amount of change.
It's like, this is completely different.
Okay, because I saw the game and, like, visually, it grabbed my attention.
I thought the idea was really cool.
And then the combat at the time, like, not having the combo system there,
I was like, something is clearly missing here.
Everything else works so well.
I don't know how there could be such a big oversight
with something this core to the game?
Yeah, yeah, yeah, yeah.
It's, we wanted to make sure the,
because like the combo system sits on top of things, sort of,
in how it works.
We just wanted to make sure that we had the bones of everything for the, like,
and the version we took to that was the, like, the online multiplayer version
for that working, working rights.
And now that everything is, yeah, things are cooking.
It's the Steam Scream Fest, I believe.
It's either that one next fest.
I, we're not, no, we're not doing next fest next year at an undisclosed.
That's right.
Time pertaining to when the game is released.
But we will have a demo for Steam Scream Fest, which I think is the end.
of well Halloween yeah yeah yeah I think it'll probably be out before it'll probably be
up before then um so hit it hits up on you know what do we have discord yeah yeah
discord yeah look at our steam page um yeah go check the page at a wish list gonna help us out
more than in there please am i logged in it does yeah we're logged i think we're
I think we're doing okay.
I don't know.
I have no context.
There's so much time working on other people's games.
Right, right.
Yeah, yeah.
I don't know.
I don't know.
I just build these things.
I don't know how it work.
I think getting a demo out there
and letting people see what the game's actually like.
Because obviously you can take it to cons and all that
and you get like con opinions,
but having a demo out there that people outside of that can try.
I think
And I think
Yeah
Like that
No
Sorry about that
Like
With all the stuff together
And it's not just being like
You testing one specific thing like
Multiplayer or Combat or whatever
But like having all of that together I think
Like that's going to really show
What people actually think of the game
Absolutely
Yeah
And it's um
Just something we've been meaning to
To do
Um
Because, like, we originally did think this was, we were going to put this in early access.
But due to a bunch of reasons, we, like, probably, probably won't.
And what we still want to do, though, is, you know, do demo watches and have people play a slice of, like, what the actual thing will be.
just to
you know
it's pretty cool
just a couple levels
hard lock to
two player online multiplayer
and so
you know
if we can get one person
playing and enjoying it
hopefully they're going to recommend it to their friends
and then they can play it together
and see how that difference
is and then you know
if that can kind of continue
if that next player goes
oh I think you'd really like this game
just the word of mouth
is still very very strong
like half the games I play
these days are because of recommendations from people in the office
it's the
you should really play Clare Obscure
and then absolutely that's my game of the year
have you finished all of it
everything apart from Simon
I beat Simon but
it involved a bit of stend hole cheesing
yeah I did
not have the time to go through, just
make an absolutely broken build.
Yeah. Very enjoyable.
Well, I did it post the Nerf
because you could one-shot
Simon pre-Nurf.
I did not know that there was a Nerf.
Yeah, Stendhal, the devs
like, we want you to be overpowered,
but Stendhal doing
8 billion damage is probably a bit much.
Yep. Yep.
Especially when Simon has like 60 million
health. Like, that's probably a little
excessive.
I feel like you could revert back to the original if you don't have the internet and you have a physical coffee.
Oh yeah, no, if you go to 1.0 build, yeah.
Now, you could still, you could still one shot, Simon, you just had to put a little bit of effort into it.
Yeah.
It was just too easy to deal before.
Nah.
It was just such a nice revamp of such a, like,
good combat system already
and like
honestly the last
kind of a turn-based
game like that I played was
OG Final Fantasy 7
on my PS1
and
remember being extremely frustrated
oh, Darcy will last
your camera. Yeah he went blue for a second
there so I think he might be gone
that's computer crashing again
what is going on with your systems
no it's fine
I um
you good there much
it's funny you mention FF7
because I
I have actually just playing through that for the first time
as of a couple of weeks ago
I'd never played it before
the like the original
yeah yeah
oh classical
yeah yeah yeah playing the steam release of it
but yeah
it's very fun
I love it
I really don't. I understand now. I understand why people love the game.
Yeah.
Yeah. It sucked playing it as a kid without a memory cut.
I'll tell you that.
Oh, that's Jesus. How did you do that?
Yeah, geez.
That's why it was a really hard game.
Yeah. I was going to say,
How many times did you almost
almost finish it
until someone turned the PlayStation up?
That's rough.
So for Blood Vow,
what do you consider to be the
inspirations for the game?
I always like to hear the really obvious ones.
Anyone who looks at the game,
you're going to be able to see inspiration straight away.
But if there's any weird, obscure ones as well,
I would love to hear those
as well as the other ones.
I'm not so sure about weird, obscure ones,
but I've always loved dark fantasy aesthetics.
I love, you know, blood-borne, dark souls, all that.
We can't see it, Darcy.
Diablo, too, for any of the audio listeners.
Oh, yeah, Diablo.
It's only a lot of destruction expansion set.
I don't know what happened.
I had to buy that thing like three times.
because people kept stealing way.
CD key.
Right, I'll come steal it.
Oh, yeah, I remember.
What other inspirations?
I don't know.
It's just like bits and pieces from loads of different games,
but honestly, probably one of the biggest ones was Helldivers too.
Okay.
Yeah.
Yeah.
That brought four-player co-op.
back into our lives
in a big way
and lots of
because you know
you might think
what does hell divers have to do with
like
a
top down
hack and slash
Tadapass game
hmm
yeah
yeah
it's a
we didn't
it might even be on the holy
whiteboard
what did heck divers do
looking at it now
I can't be heck drivers
but
yeah
yeah it's a
because like the
the
way that you
play with your friends
is a big part of
why that game works
and
that was something
that we thought
like
because you know
we've got visual
influences
from like
D&D
games
like, you know, digital D&D games and, like,
gabblos and, like, mechanics that are from
sort of RTS and mobile likes and that sort of thing,
and mechanics that are from the Dark Souls,
down to, like, proper hack and slash,
you know, like old school PlayStation 2,
hack and slash era, god of war sort of territories.
And that's, like, the obvious ones,
but yeah, I suppose the weirdest one is that, like,
And, I mean, you know, looking back, we often thought, like, right, why does this work in hell divers?
And what was similar in Leffoded, that also worked?
Because, like, the four-player co-op era is separated by the golf of, I don't know, there might have been a few, but, yeah, that's sort of, why is this fun to play with your friends?
sort of influences.
So stuff that might not be actual game mechanic systems
or, you know, it might involve them.
And it's not like stylistic influences or anything,
but they're like, oh, because like this,
this little story that goes through it,
that it's interesting to find out about this, like,
in the hell I was scared,
like this parody universe of, you know,
that's fun.
It's like, you know, we're the bad guys,
but how are we the bad guys?
So, like, and I don't know if that's been in any of the public release
of tests and stuff, but yeah, there is a plot to Blood Vow
and you will be able to find out things about these things,
but how you experience it might be a bit different to other games,
especially since, like, we don't have budget for voice actors and stories and stuff.
so we're doing it
maybe in the sequel
maybe in the sequel
I think we are starting to see
a like a sort of
resurgence of
four player co-op games
in the like affectionately named
friend slop games
you know games like
like peak
like a repo
things like that
yeah
yeah
undeserved
um
peaks just a
a very well-done game loop and game system just attached to a, like, four-player system.
Yeah, and it's good.
I think people, like, you know, COVID happened, and people played games with their friends on the internet again a bit.
And it was like, hey, this is pretty fun.
Hmm.
I like having fun with my friends.
Do you guys remember fun?
so
it's a
yeah
it's a nice
return to that
yeah
and the nice thing
about these
co-op games
is
you don't
I think the problem
you have a lot
of other games
is people
try to
hyper
optimize
everything
and you have
this issue
where
gamers
will try to
optimize
the fun
out of a game
oh yeah
shit
yeah
like I'm a
I play a little
path of exile
and
yeah
yeah
yeah
one of the few games
where you can make
a two-hour video
on a spreadsheet
and people will watch it
that and Eve
yeah yeah yeah yeah
no and like
I don't know
that's the
so like
the big part
we take away from that
is we're not gonna do
at least for this
and for the foreseeable future
at least
but we don't
we like playing PVP games
we're not going to make
PVP games
right um
like
you have to do so much work
a very careful
game balance stuff
to make those work properly
or it's just going to turn into
the same cesspool that it always
I think I think the main
issue with any of these
games isn't
the fact that they're not balanced it's
when the game
when you have one sort of balance right
like if every single
patch some new thing becomes
overpowered and there's like you know
three different viable overpowered things
than every couple of months it changes
patching Dota 101
yeah that or league or any of these
like Marvel rivals it's all the exact same
where every patch cycle there's just some
new overpowered thing and I
think that is a much more achievable goal than trying to make a roster of 30 characters
balanced yeah yeah exactly that I think that's a good system and that's how they should work
it's just that like I don't know I love playing PVP games right there's a reason that I
have 5,000 hours in Dota than I don't play it anymore and I'm quite happy playing shorter
games locked in room with mad people but yeah the the the I
I think it would take away the fun of making balancing and building game systems that we have, at least, if they were PVP.
I don't know why that is.
I just like, yeah, it's just a lot harder, I think, to build those sorts of games.
So, you know, we have no...
Not achievable with...
We can't afford to do it for one thing.
especially not
in Australia
like
right
like you know
we couldn't have
any sort of online
communication system
that sort of stuff
because suddenly you have to care about
like moderation
player interactions
all of that stuff
and when you're building
PVP games
that's communication becomes so much
and more important
right right right
it's easier just to let people
play against against enemies
you know
then there might be more longevity in this for this sort of game we're making than for like
whatever the equivalent would be hack and slash boba i know they tried that it didn't work a couple
of times i don't think there's anything like wrong with going and making a pvp game but
like i i think if you were going to do so you would have to sort of approach it
with some, like, weird, unique idea.
Like, I think of Majorina, right?
Yeah.
Like, that's...
Majorina is such a...
Yeah, it's like a unique PVP...
A fair on who knows doesn't know.
Basically, you just...
You run around.
It's one of these proximity chat games,
but you use your spells by saying the name of the spell.
And the problem is it's...
I don't think it's intentional.
I think it's just not great voice analysis.
The spells just don't work half the time.
Which adds to the fun as well.
And just like...
Worst analysis is hard.
Yeah, yeah.
And I think a game like that,
like, because it is such a unique kind of game,
there's actually another game that just came out
that is basically the same idea.
They were obviously developed alongside each other
with no idea the other project even existed.
Yeah, yep, yep.
Which is so weird that two people are the exact same idea like this.
But like...
Sorry?
And Bug's Life.
Oh, yeah, yeah.
Right, that's a really good point, actually.
Yeah.
Well, I think games like that are like super fun
where someone's just, they had an idea
and they're like, okay, what if I just make a game like this?
Like, is it going to work?
Yeah, yeah.
I don't know if it's going to work, but let's just do it.
Yeah.
Yeah.
And that's the...
Yeah.
I think that's the fun of indie games.
Like, you can just take some...
Probably the fun, like...
Yeah, yeah, just find a mechanic and try and get a good game loop out of it.
And it was like how many games came out of Gary's mod?
Like, it's kind of the exact same thing.
Custom games for WalkRour 3 and stuff?
Even to a lesser extent, all the custom games in Overwatch,
I absolutely love all the stuff that's great.
There's some fun ideas in there.
Given how limited that system is,
there's some really cool, cool little things you can do.
We've stolen things from there.
Borrowed.
When you do art, it's called borrowing.
Sure it is.
Yeah.
Yeah.
I don't know.
I think the, yeah, the things that I have,
the issues I have with,
the PVP games
are my issues
but the
I am personally a
I typically avoid
PVP nowadays
I played a lot as a kid
I'm very toxic
PVP player
I look it's bad enough
when I play like a Soulslight game
I don't need to do PVP anymore
I'm good
yeah yeah yeah
it's just we're
we're
in Mukie a happy
30 year olds making PV games
for our friends
late 20s
come on
late 20s
sorry
and that like
comes into the
a surprising amount
of how the
game web building
works
like it has short rounds
for instance
because
sometimes
you can't sit there
online for
an hour or whatever
yeah
yeah
so that's
yeah
I think short rounds
it just generally feels
it feels better when something goes wrong
right like if if you have a bad round
and you lose you know 10 minutes
that feels a lot better than
like
you know some some
um rogue like games they'll have like
40 50 minute runs to do the entire run
and it's like if you get a bad roll
like 30 minutes into that
that feels
kind of bad oh yeah that's why like I mean I suppose that's been around
forever as a like FTL enjoyer but I think the way that the games like FTL that do
have those longer run times where you can just lose is that playing it again is
just it's just fun to start again and see what happens this time something yeah
So, yeah, with the, even with the short runtime, the short level time.
So I think in terms of actual specifics, we're looking at 15 run-up levels and just correct me if I'm wrong on this round there, ballpark, plus, minus, something.
I think maximum of about half hour.
Sorry, you dropped back during that, I think.
Oh, yeah, the ideal is between 15 and max of a bit.
half hour like we cool yeah we want to have some of them being shorter and we want
some of them being longer but yeah it is the we don't want to spend an entire
hour and then walk away defeated yep the I again game you might not think
would influence it I know Hell Divers helped us make that decision because some of
those are they forty four minutes yeah some of those some of those feel too long
and that's the sort of thing we want to avoid.
But also, like, it's hard, not too short, not too long,
it still has to be a, yeah, I don't know.
And this comes down to level design, which I suppose we have really talked about
and don't have a lot to show, but just trust us, bro, it's going to be interesting.
what I might do quickly just before we
like I don't know how long we have but
I know that
you're busy after about 830 aren't you
yeah I need to get going fairly soon
so I'm going to
just
if you just want to keep going with the tours
we can do that otherwise
I'm not of us maybe just to go through like some of the
game edge and stuff
I am allowed to just, like, start screen sharing things from the game engine, right?
If you feel like it, if you're allowed to?
Do you want to do a quick push for you?
I don't know if I can get in it.
I don't have a controller.
If you don't have control of, then no, what?
The, you will be able to play a mouse and keyboard.
The mouse and keyboard, current controls are set up.
for me to be able to program easily not for you to be able to play the game easily
i see i see which is by the word for you she said um but the if i just like go live
okay so this is our old people have seen is park no i've gone people have seen this
is not the menu. This will change. This is going soon. What we have been working on is this.
So none of this is finished yet. We will have an environment, the actual character.
But we're doing a lot of the like, so, you know, the classic four player in the lobby system,
where and I'm good I'm not logged into steam um so you know steam integration uh you have your
your option systems uh your player abilities uh sorry your tower abilities your tower side grades
your player abilities your player ability side grades um um look
one of you people can see the uh level names for the
demo. They are creatively
yeah.
So this is what we've been
playing with and a lot of that is
you know
scalable, scalable building.
This is the
all of the stuff we're building
for that I'll go into
the actual
the finished product. Right, right.
So yeah, testing
players joining
lobbies, the Steam names, getting displayed correctly, storing people's Steam lists, making
sure that inviting people through Steam and through the game work correctly, making sure
that you can join existing lobbies, that sort of thing.
We're chipping away that, I reckon we're like, nearly done.
Yeah, pretty close.
Nearly done?
So, yeah, and, like, that's a lot of the big hurdle.
The stuff that may not be playing the fun hacky-slashy action tower defensive game,
but what you use to, the stairs that you go up to get into the happy fun zone.
Right, right, right, right.
It's all nearly done.
Yep.
Yep, UI programming.
It sounds like this really is just the main of your,
existence, just UI programming?
Not far off.
If things have to work properly in it, then yeah, it's a pain in the ass, because it's like,
you know, it's interacting with Steam, it's interacting with our, like, game instance
that's always running, it's interacting with, like, our network systems, our character
systems, it's affecting, like, what animations the characters will have when they learn
into the level.
so you have to like
in building the lobby
you build the rest of the
damn owl
and we've already sort of
we drew the owl
so yeah
that's what we're tying together
the thing that
that lets you control
all the parts of
drawing the damn owl
and yeah
hopefully it's
well it was meant to be
I wanted it done by Friday
but we can push that
the next week
of that.
Which leaves us,
what,
five weeks to
four or five?
Five, five weeks.
We're going to be at Pax.
It's going to be finished.
Yep.
It's going to be playable.
Yep.
I hope so.
It better be playable at Pax.
It's not a waste of a con.
We've got six weeks from now.
Oh, six weeks.
Yeah, we're sorted.
We're sorted.
Just don't make you media changes
the night before.
Oh, the, um...
They're crucial.
Crucial changes.
We've got to change a bunch of colors for no reason.
Maybe some fonts, like move stuff around to sort of enhance the player experience.
So early, you talk...
Oh, yes?
I am very sorry.
I need to get going.
Yeah.
Okay, okay.
I'll have the last couple of minutes of questions if there are any...
I don't know.
We can just keep going.
If you're still good to keep going, Darcy,
we can just keep going with you.
That works, unless you do.
I do this stuff at night,
but I can probably do,
how long,
would you have, like, enough for debriefing questions, books,
or five minutes?
Yeah, I can give, like, another five minutes.
Yeah, do you want to do that, too?
I just want to, like, try and put it nice,
whatever the last hour and a half of rambling has been
sure yeah we can do that
um so one thing
I did kind of want to touch more on from earlier
you talked about how you're very like systems focused
so
the way it sounds like to me is you've kind of
sort of focused on building out these ideas first
and then expand the game out afterwards,
after you've got everything sort of working together well,
as opposed to building the game out
and then just adding incremental things,
incremental, like, core ideas onto it from there.
Absolutely.
Like, getting the foundations of all the programming and systems
was crucial to the development of everything.
That's all Darcy.
like without his system to play
wouldn't be able to get my bits and pieces
like functioning really
and that was one of the biggest
example for this
sorry keep talking I'm just going to show things
it's just that like very very early on
after Avcon last year
we actually stopped production and had full team meeting
and this is why we can
keep going on about the Holy Whiteboard because that's where we wrote how everything's going to
work in terms of how enemies work, how the character works, how the progression, the levels,
like all of these different systems. And we've done, I think we've done an exceptional job of
not straying away from that. It's like, this is what we're making. This is, you know,
this is how we're going to do it. And that was like a six hour long meeting or something in
itself. It was so important. And, you know, it has been one of the best things that I think
any indie team should really do. It's like, okay, what are our core pillars? How are we going
to get that? And just being really, really clear across the board and across the team of like,
we're doing this, we're doing this, we're doing this. Yeah. And just to support that,
Like, I think, I've just been, like, clicking through all about classes and stuff, I couldn't do.
I think all, nearly, except for the UI, nearly all of this has been, even if these weren't really doing anything, all of this has been in since we rebuilt the project.
um so i'm talking like you know we had our all of our controllers and states and
game modes uh for each part of the experience so like being in the main menu being in the lobby
being in game online or being in like game uh single player um like ready to go all of the
bits made and then you know we knew that we were going to be building these systems in these
little sort of compartmentalized way that all interacted with each other and then you don't
wind up adding a bunch of crap while you're you know making making the game you're um
it's all just there ready to go so like you
know, you know what all the, you know, parts of the house that you're building are.
Because even if they're empty, if they're there and your, like, classes are there and ready to go,
once they're filled and in the shape of a game, then it's a game.
And you haven't had to bolt on any extraneous crap to make it work or anything, that sort of thing.
It's like, yeah.
I don't know, that's a...
well it sounds like that you're both very excited about the game and have high hopes for it
and i hope packs goes well i hope you get a demo out there let me know when that comes out i'll
be definitely want to try it out and um yeah hopefully hopefully you know you said 2026 we'll see
how that goes oh no it's coming out it's coming out 2026 um okay we we may be like you know
pretty
not disorganized
or unprofessional
in a lot of other areas
but a
Deadlight strict
like
we wanted to make a fun game
with our mates
and it's nearly done
and it's coming out
next year because
I don't know
maybe we want to make another game
or like work on something else
yeah
yeah
all right
you need to
to run so I guess
we can sign off
here
no thank you very much for having us
absolute pleasure yeah
we um
we really look forward to like
just having a chance to
chat with people about these sorts of
it's sort of
behind the scenes-y kind of things
with game dev
just because
it's fun for us to talk
to people that enjoy these things
about these things
And it's not that finding people to talk to about, you know,
if video game programming is hard.
So, Steampage, Blood Vowel, Survive the Night.
You guys don't have...
Have a suss?
Sorry?
Wishlisted.
Yep, wishlisted.
Do you guys have any social media people can follow?
We do have the blood vows.
Survive the Night
Discord community as well
so there's updates
pretty much every week
and we have the
we do have Instagram
I'm just checking what it's called
I think blood underscore vow
did we get blood underscore vowed
yeah that one actually is on the theme page
yeah
it is indeed
well done ants
we love you
yeah
so much love
I think that's it
in terms of social media
at the moment
but
I would
marketing people
no
I'm not a social media person
yeah
yeah
yeah
but you know
I'm looking at LinkedIn and following
programming I think so and like doing animations
and stuff so the game will be cool
our social media
presence
so nothing else you need to direct people to is that basically everything
that's it just get up to steam and add it to the wish please
hell so much um okay my main channel is brodie opposite i do tech and linux videos there
six-ish days a week sometimes i stream i've got the gaming channel brodie on games i will
probably be oh silk song
song's out next week so we're playing that um uh i've never heard of that yeah never never
never heard of what's the silk song um also uh we play more yakuza six and if you're watching the video
version dishmine the audio version on every podcast platform that is tech over t uh if you go to
youtube it is tech of a tea as well i have some trashy game jam code to go smash out so uh i'm
to go do that after this.
Wicked. That's the best code. That's
the funest code. Oh, it's a mess.
I'll give you the guys
the final word. How do you want to sign us off?
Um, I don't know.
Where would you do that?
Check out our game
when it comes out. It'll be pretty cool.
Or the demo when that's a thing.
Oh yeah, demo. Yeah, yeah. Steam a scream fest.
I think. Yeah, we should hire. I mean, you can
remember things better than we can.
yeah thanks for having us
absolutely pleasure
thank you very much