Tech Over Tea - Flip Your Way To Victory | Turtle Flip Studio
Episode Date: September 13, 2024==========Support The Channel========== ► Patreon: https://www.patreon.com/brodierobertson ► Paypal: https://www.paypal.me/BrodieRobertsonVideo ► Amazon USA: https://amzn.to/3d5gykF ► Other Me...thods: https://cointr.ee/brodierobertson ==========Guest Links========== Steam: https://store.steampowered.com/app/2318660/Which_Way_Up_Galaxy_Games/ Website: https://whichwayup.info/ Twitter: https://whichwayup.info/ ==========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.
I have lost track of what number of the post-AvCon discussions this is.
I want to say...
six.
Yeah, that sounds close to right. It's either five or six.
Anyway, we have Nick from Turtle Flip Studio on the show.
How is it going?
Hey, Brodie. Very well. How are you? Thanks for having me. Yeah, I'm doing pretty good. This is actually my second podcast recording
of the day. I had one at 11, then I did some regular main channel videos in between, and now
I'm doing this. So we are going to be like six hours into talking by the end of this which is not that crazy for me
but for a normal person it's probably a bit um too much but yeah that's impressive yeah i feel
like for uh maybe a developer slash software engineer such as myself that does sound like
too much talking i'd rather just be in a dark room.
Well, right now you're sitting on the floor.
People can't tell because you've got the nice blurry background,
but you are on the floor or on a stool on the floor.
You said there was a stool as well.
So what's the actual go there?
Well, just based on my setup,
this is a little bit maybe thrifty, a little bit ad hoc. I have a 4G router connected to my laptop
which is going through an
Ethernet cable which is very short.
I put the 4G
router in the best place where I am
right now to get the best signal.
I'm just on the floor
next to the couch
with my one headphone as I've mentioned to you.
So when my battery runs out, I'll have to replace it with my other headphone, if it does, but hopefully not.
And everything is going to run smoothly.
Well, you know what?
That connection you have is perfect because Which Way Up is a four-player local co-op game.
I know how to do segues.
four-player local co-op game.
I know how to do segues.
So before we get sidetracked on random stuff,
what is Which Way Up?
And generally, what is the premise of the game and why would someone want to play it?
Well, Which Way Up is a multiplayer party game.
It's for two to four players.
I have a little sticker here if it decides to not go blurry.
That's nice. I think we were giving these
away at AVCon as well.
Maybe you were able to pick one up yourself.
But
the game is
inspired
by Super Mario Galaxy,
which is a game
that I've always really loved
and held close to my heart.
I really loved the feel of the gravity mechanics,
being able to kind of long jump around planets
and then kind of float around.
And I just wanted to prototype that at some stage.
After I prototyped that,
I was inspired by another developer friend, colleague of mine,
who made a game called Boomerang Foo, which is a multiplayer party game.
And he's an amazing friend of mine who's given me lots of advice.
And so I thought I would try to make something somewhat similar in the party game genre,
but with this kind of gravity mechanic.
So the game is a collection of mini games if you like or i refer to them as uh we refer to them as galaxy games i don't really
love using the term mini game um because i kind of think that they're a little bit more than that
when you talk about mini games people think about mario party, which are extremely bite-sized and sometimes those
minigames are just, you know, spamming a or something like that or ruining your palm with a
joystick. So yeah, we've got, we're releasing this game, Which Way Up? Galaxy Games with 12
Galaxy games and you'll be able to kind of play with your friends across random mini games across
multiple rounds to see who is the best at doing various things in space i don't recall all of
the games that were present i don't know if i even played all of them but i do remember there
was the um the infinite runner where there's like the black hole that's slowly getting bigger behind
you and eventually takes up
basically the entire screen and you can knock people back into it and i think it's like if
someone is knocked out twice then they're out of yeah i think it's twice correct me if i'm wrong
there but once they've fallen back twice then uh they can no longer get a point for that round
uh there was the golf mini game or the golf galaxy game, the way you had to basically knock the ball around the planet
and the planets would have like a gravity around them,
would like go around and you wouldn't get into the hole.
There was the one way there was like bombs
where you had to knock the bombs onto the other people's planet.
And if it stayed on there by the time the timer ran out, you would get a point.
There was the soccer game
where you were trying to hit the balls into your goal
so you could get an additional point.
And what other games were there?
I know it might be hard to rattle all of them off your head
and you're probably going to forget that some of them exist.
But yeah, what other ones were there that might be of interest
yeah can i screen share a little visual uh you can try i'm not sure what will happen to my overlay
let's see what happens if everything breaks
okay um i will just yeah yeah, it's, we'll make it work.
Uh, yeah, okay, we see, we got it here, cool.
I'll fix it up afterwards.
I can always send you a little screenshot later.
No, no, I got it on the thing now.
Okay, so I thought I would provide a little visual aid.
We've got these little kind of video game cartridge slash cards
that we've been developing the visuals on.
This wasn't in the game when you were at AVCon,
but we're going to be putting it into the game soon.
So there are 12 little cartridges, we're calling them.
And so you mentioned an infinite runner.
So that's kind of like running away from a black hole.
That's called Event Horizon.
So that's second from the left.
I'll go left to right.
Yeah, that's probably the easiest.
So I'll start again.
Constellation Catch is furthest from the left.
Constellation Catch is kind of like a King of the Hill type mode
where there are a bunch of stars all over the map.
And what you're doing is it's kind of like a...
It's a game to test your platforming skills.
So you have to go around, collect a star.
Once you collect it, it starts a timer from about nine seconds
to count down.
And once that timer goes down, you
get the point for that star.
And the star turns into a little constellation.
We put in real constellations all over the map,
so it kind of transforms into a constellation.
The way you play it is that you try
to steal people's star before their constellation
gets caught. So you're constantly chasing people around, changing stars back from other people's
colors, and protecting your own. So it's like a territory war, almost inspired by Splatoon.
Event Horizon, like I said, it's pretty self-explanatory You just try to survive, run to the right of the screen
We find that people seem to be
They find that quite an intuitive game
So there's not much to explore or explain
There's also the ice asteroids that you can slip around
And that become harder to jump off of
Yeah, we've got all sorts of kind of
like mechanics um throughout the game like you said slippery planets just make you slide around
really quickly um and then there's like bouncy planets which are made out of jelly and then
there's also like uh little springy planets which kind of um just interact with the force
um with you with which you land on them.
So yeah, in this game, you either just keep running to the right
or you can kind of push your friends into the black hole.
It depends how mean you want to be to your friends.
Next minigame is Gravapult.
Gravapult is kind of like protecting your base.
So there are little bombs all over the map
that you have to go around and pick up
you can only hold one bomb at a time
and what you do is you
throw a bomb at another person's planet
it has a little timer on it
so people can defend
their planet by knocking the bombs off
but if the bomb goes off then
the person who threw it
gets a point.
So you're defending your own planet and attacking other people's planets with bombs.
Common Collect is inspired by Rocket League, except we kind of call it reverse soccer.
So we wanted to be able to kind of have a soccer game that's not team-based.
We'd love to actually implement teams in general to have
like a team round but just based on the variety of the games and the mechanics we're doing we
just haven't gotten around to it yet. So Comet Collect at the moment you kind of push these
or hit these soccer balls using your little kind of comet push ability
into your own kind of little area. So it's like you're collecting them. You're collecting these
little asteroids or stars. That's one of the ones where I noticed that there was a bit of confusion
every time I played with new people. I played, I don't know, like probably like 10, maybe like
five different runs of this, like,
throughout, like, an entire game, different people every time, um, whenever that one came up, I
noticed a lot of people, they understood it was soccer, but they didn't understand they were
supposed to get it into their goal, they were trying to get into other people's goals, and,
yeah, I, I'm sure if, did it say in, the the the when you go into like the each game there's
like a pre thing that tells you like the rules of like how it works does it mention in there
that you're supposed to go into your goal or is that people are just not reading
yes well first of all people don't read that's definitely something we've noticed
from play testing and i think it's a general ux thing a user experience design rule um but yeah it's a it's a problem that we have
with this game mode and um it's it's tricky because i i wouldn't mind changing the mechanics
so that you defend your own goal and score in others but i think the dynamic that
it created in terms of scoring was just not as desirable as the other one um as the current way
that it works um so it's something that we'll probably keep looking at and and the it's a good
question to kind of say that the whole process um for our game is very iterative like
we're constantly um taking it to play testing events and every kind of mini game like we have
this kind of bar graph is constantly in our minds going up and down in terms of their relative
quality or how they're performing or various problems so it's kind of hard to to juggle it's
almost like spinning plates.
There's always going to be one that's like the worst
or has the most bugs or isn't as fun.
And they vary a fair bit in terms of their gameplay.
Siri is listening to me.
Sorry.
So, yeah.
Anyway, I think
that one actually is also
a little bit tricky for people to pick up,
but something that we like to balance
is that a lot of the games
are really easy to pick up
and really kind of easy to master,
and there isn't much of a kind of skill gap, I suppose.
But we've also wanted to have many games that are the other way,
that they still have a large skill gap
and are difficult to kind of get quite good at.
So in my mind, Comet Collect is one of those
where if you play a lot, you can actually get quite good.
So yeah, and it was one of the first mini games
that we created.
So I kind of hold it close to my heart.
Right.
And I enjoy it quite a bit.
So yeah, shall I continue?
Yeah, yeah, keep going.
We've got plenty of time.
We've got, I definitely want to go through all right so star ring uh similar i guess to um constellation catch in that it's it's almost like
uh maybe not capture the flag it's it's a territory thing so you maybe not a territory
thing you you basically just have to stay in this moving bubble.
And I don't really know how to relate it
to any other minigame.
I think it's pretty much inspired
by a minigame in Fall Guys, where
I think they did do something very similar,
where they have something, a little area on the map which
is moving around, and everyone tries to stay in
there as long as possible um and in our game um the dynamic that that creates is that everyone is
constantly well hopefully not always but hopefully everyone's trying to come and push each other
into space so those valuable seconds you get when you kind of throw someone
or hit someone to go off the screen and then get destroyed,
that's where they have to respawn.
You get to stay in that bubble for five more seconds,
and that's valuable time to get your score up.
Yeah, so the way I understand it is you stand in there
and it builds up like a percentage,
and then when it just gets up to the full percentage then match over.
So if you can knock something out for like an extra second
that might tip you just that little bit over the edge
we end up at being at like a higher score.
Yep.
Yeah, you explained it much better than I do.
I appreciate it.
Did you play the next minigame?
Did you play Overload?
Yes, yes.
I think that one came up a couple of times.
Nice.
So, Overload,
basically, bomb tag
is the best way I would describe it.
Someone,
the game just randomly
selects a player, someone is the
bomb, and you're just trying to
offload the bomb onto someone else.
And so I think we have a
timer of about again nine seconds um and if i think there are three stages so this isn't actually
obvious but there are three stages when you have the bomb and they're kind of like um time reset
intervals so if you get,
if you're still in the first stage
and you give someone the bomb,
then the time will go all the way back up
to the full kind of nine seconds reset.
But if the bomb drops below like seven seconds,
then you're in the second stage.
And then any swapping of the bomb
will go to the second stage time, any swapping of the bomb will will go to the
second stage time which i think is somewhere around six seconds so the drama curve of the
game is that it's kind of at the beginning it's not too stressful there's this beeping that happens
kind of like a bomb ticking down and which gets gradually faster and faster and um yeah eventually someone blows up that's
one of the ones i found where if you get really good at the movement it becomes and like knocking
people back like that becomes a really really hectic game and it can like even when it's down
to the last second and you're just swapping back and forth it can last a surprisingly long time
with people who understand like how how the game actually plays and i had a couple of rounds where i think on
that last second we swapped it back and forth like three or four times just trying to get the bomb
away from us out of curiosity did you out of the few play sessions that you had did you experience um
like one uh two players three players and four players or was it always um
playing with four people at the same time um i think there might have been
there are there were a couple of rounds where where alex jumped in to fill a slot but most of
the time there were just people walking by,
like, hey, this is a cool game, and usually we could fill it up.
Maybe there was one time where there was three people,
but most of the time it was always full.
There was a lot of people who were interested in playing the game.
That's amazing.
Yeah, I ask because it's interesting to think
about and when and realize that the dynamics of all the mini games change they can change quite
a bit depending on how many players there are um which is a difficult design challenge for a lot
of these so we actually have um different levels on different level
designs which will only pop up if there are four players for instance okay um and different levels
that will only pop up with two players um some mini games are just always the same level for
so starring for example it doesn't matter what how many players there are we just put the same levels in there but something like comet collect which might seem pretty obvious they have there are bespoke
level designs for two players because there are two goals on either side and that's the case for
a number of the mini games so yeah for overload itload, it's quite a different game or feel, I would say.
The level designs aren't super different.
They are different just because of spacing.
But yeah, with four players, it's super chaotic.
But you always do sense that everyone's obviously running away
from this one person, which is almost like this repelling magnetic force
feeling.
It's definitely
one of my favourites as well, just to play.
I play this game a lot.
I don't know if it's my
favourite, but it's definitely a contender.
I really like Event Horizon.
That's a lot of fun.
It's probably my top two, I would say.
Yeah, Event Horizon or Overload.
Nice.
So those first six that I mentioned are actually the mini games
that are available in the demo that's out.
So we have a demo already on Steam
that you can go and download and play.
And it might be an older version.
We're actually planning on updating the demo
with a bunch of new stuff that we've been working on.
Same mini games, just a bit more content,
kind of new mechanics.
We've refreshed a few things here and there.
But that's where we kind of draw the line with the demo.
But I'll go on, because I think that the build that you played at AVCon
had a few more minigames.
So Nebula Nab was inspired by, I guess, little ducklings
following their mother duck around.
So someone had the idea that maybe you have to go and collect some little tokens
and then they just keep following you around and you kind of...
It would be cute.
We just thought it would be cute to have something follow you around in a line
and then we kind of imagine
mechanics around that. So in this game you go around and pick up these little creatures called
pips, we've called them, and every character has their own pip. In fact I have one of them here.
so we've my my my partner actually started crocheting somewhat recently and we've been crocheting a lot of the little uh the characters from the game and this is sunny's pip they have
gigantic eyeballs for the size of their body but they're quite fun to play with and to do silly things with.
So what you do in the game is you go and you collect these pips.
You can collect up to five and they all follow you around.
But the more you collect, that actually changes your... And this is something people probably wouldn't realize easily while playing.
It changes the feel of platforming.
So you can actually run faster but your jump
height is lower oh um which yes it's hard to to notice and it goes up linearly so if you are able
to collect five it's it's very noticeable but if you've collected one or two it doesn't make it a
huge difference that's probably why i didn't notice then yeah so it's a subtle thing um but it's kind of like i like kind of building a little bit of depth
into the games that isn't necessarily super obvious um and then you can kind of pick up
if you play a little bit longer or notice after a longer period of time.
And so anyway, the goal is that there is this kind of central...
It's actually designed to look somewhat like an atom, an atomic model.
You pick up these little pips and you drop them off into the atomic model.
And then you score a point for that.
And the atom only has, I think,
some number of
slots. It's actually different depending on
the number of players, but let's just say it's
12 for 4 players.
So there are 12 positions, and you drop
off all the little pips.
If you drop off the most,
then you win that round.
Yeah.
And part of the fun that I quite like about minigame
is knocking people's pips off their little stack.
So once your ducklings are following you around,
you can go and kind of just...
You can even just run into someone's pip
and it just gets knocked out
and it changes back to being a neutral pip.
Then you can collect it
or you can even comet push it and then knock it out.
So that one, I think that's one of my favorites.
Again, I think that's a higher skill ceiling one.
That one can be a little bit tricky.
I think when we did that, we ended up having,
there were a lot of times where people just were not scoring for a lot of the round.
People were just like trading back and forth.
Same with the Gravapult one as well.
If people were paying attention
and noticed when bombs were on their planet,
oftentimes you would have rounds
where they ended with one or two points.
Yeah.
Some of the minigames are actually, I think,
a little bit more well-suited to two players.
And I think Gravapult and
NebulaNab are really good examples
of that, where I actually find
it really fun. Like I said, I play that game
a lot myself.
And I play a lot with my
partner. And
we get very competitive.
And Gravapult and
Nebula Neb are
favorites of ours
Overlord and Star Ring as well actually
Star Ring for me is the most annoying one
because she always beats me in that one
I really just don't understand why
and I just keep
you shouldn't be beating me every time
I
made this game
I should understand what's going on.
Why are you beating me? Stop beating me.
That's my problem.
Yeah, so
next mini-game
is called Hole-in-One
and I think this one's reasonably
obvious. It's
basically golf in space and
a lot of people have likened it to
Angry Birds space and I lot of people have likened it to um angry birds space and i think
that's a reasonably good um comparison although we don't deal with knocking down objects at all
it really is just about um getting your little tiny golf ball what's on a tiny golf ball to
getting your little tiny golf ball,
sort of tiny golf ball to reasonably big golf ball,
actually into the flag or close to the flag.
Yeah.
So I think I had always wanted to have a mode where you just get to stand still as a character and try to just play around with orbiting mechanics,
shoot a shot that kind of goes, you know,
around one planet and back another,
or you might decide to kind of shoot at full power
and ricochet off something or, yeah, what have you.
Yeah, that's one of the...
Did you get a...
I did play this.
I played it a couple of times, actually.
This is one of the...
I think it's a cool concept.
The only problem I have with it is
it's in the current form way longer than every other game so yeah because i how does the timer
actually work with this um so my understanding is it adds time to it after the hole is after you actually land in the hole
yeah so now you're definitely right that's something that we're kind of trying to balance
as well because a lot of the um other mini games the the goal is to get them to go
finish around 45 to 60 seconds um but golf in fact the first time we play tested it it took
it was it was much longer than it is currently and because we thought oh we'll put nine holes
in that's that's golf right um and the timer didn't work the way it did now so we found that
it just instead of playing one round of golf, people were playing like the whole tournament,
the whole little match was just golf.
And so right now it's actually shorter than it was then.
But to answer your question,
the way that it works is you start with a timer,
like a global timer for the round.
I think it is somewhere around 30 to 45 seconds.
And it just runs down.
And as soon as anyone scores, puts a hole, a ball in the hole,
then the timer pauses and then everyone else gets a last,
like a final shot, like a last chance to score a hole as well.
So it was kind of like a fairness thing, I suppose.
Like it's in my mind,
I like to try to keep the game somewhat casual, I suppose.
So it's kind of like, yeah, the last shot.
It also,
I think the mechanic lends itself to some really dramatic and fun moments.
If someone just happens to be able to get this last shot in, it's quite a nice piece of drama.
Everyone's watching and waiting.
So as soon as that moment finishes, then some amount of time is added to the clock because as a reward for finishing a hole so
you might be playing the first hole you start with 45 seconds and then you you've got 20 seconds left
on the clock you finish the first hole move on to the next hole and then it gives you like 10
seconds to the clock or 15 seconds to the clock and so you're constantly kind of depleting your clock,
but it gets it back depending on how well everyone is doing.
So we did it that way, hopefully,
so that if people aren't that great at golf,
then the timer will just go down and they'll finish the round.
But if they are good at golf,
then it'll keep going up until the maximum of six holes
that we have in there.
And then it kind of forces a draw situation.
But yeah, it's a good point.
And again, something that we will continue to play test
and figure out the duration of.
I guess Event Horizon can also go a really long time as well but uh
just because if people are really good at the movement like you can get to the point where
there were a couple of rounds we had like three quarters of the screen was the black hole and i
was like when is this going to end um but the one of the things uh that mentioned when I was talking to him about it is the idea of stopping golf when there is a clear winner, when you're at a point where another person is not able to get enough points to take over.
Yeah.
Yeah, we talked about that, actually.
And it's still on the table.
Yeah, we talked about that, actually.
And it's still on the table.
My position on it at the moment is kind of, like I said,
leaning towards, I guess, casual gaming.
Well, it's very much a balance. Those are my two kind of big design goals,
is to make the game casual and fun,
but also have this kind of gap for competitive play.
Because I think, you know, there are, you know, groups of friends, people that have
known each other quite long who have come to playtesting events and played it and really
gotten into it.
And I love that.
But I also love seeing like little kids playing with their parents and being able to pick
up the game.
So trying to capture both of those audiences is my goal.
And I guess I want to lean towards just allowing the gameplay to happen.
And the fact that there are just more holes in the mini golf game
is why I just want to let it play out.
I've seen heaps of play sessions in which there are just kids that
they have no idea what the score is.
They don't even care.
They're enjoying the feeling like they're in the game,
feeling the gravity running around each moment, I guess.
They're just enjoying moment to moment.
And so I just wanted to create, yeah,
allow the moments to evolve and happen happen naturally i guess if you're not
set on it one way or another you could just default to playing all the rounds but have like
some settings that you can configure when you actually set up the game like because i'm
correct me if i'm wrong but you can choose for certain games to not be in the pool yeah that's right um it's a it's a good idea
actually um and we're planning on redesigning that this a little bit but like you said at the
moment when you set up the game you choose your characters and then you go to a screen where you
can toggle all of the mini games on and off depending on which ones you want to play and that will decide
which get which get randomly selected in the pool so you could just decide to toggle everything off
except for one game and just play game after game of um you know comic collect or whatever that um
but yeah we're going to yeah modify that that flow a little bit so we're going to have a few different types of
kind of game modes we're going to have what will be called a party cup which is what is currently
in the game where you can um the default will just be all the mini games but you can choose
to customize them like we just described then we'll also just have a single kind of galaxy game
in which the flow is more about choosing a single one
and then choosing a number of rounds.
Because we figure that people will kind of decide to either just have a party
or maybe they want to play something very specific,
like they have one in mind or maybe they're, you know,
I've found or at least i've seen with playtesting if people get very competitive over specific games like why
like just like i said why does my girlfriend always beat me in this one game and i just i
just want to get better and i just want to beat her like at this one mini game so so you think
like a mario kart for example where you'd be like, I want to do a tournament
or I want to spam Rainbow Road.
Yeah, yeah, exactly.
Yeah, and so that's how that redesign
is going to happen very soon.
Yeah, where are we up to?
Berry Barrage is the next one.
And I don't think these were in the Avacom build
or at least I don't think I played them.
Yeah, these are the last four,
which are pretty much in development at the moment.
So they're all getting very close.
I think Bumper Stars might have been in there.
Did you play a minigame where you were orbiting around a big star or sun?
And it's kind of like sumo wrestling.
All the characters are just flying in space in orbit.
And they basically have a little dash ability.
And they can choose to dash into other players and knock them out of orbit.
Almost in like a ring of Saturn.
I don't think I've played that, no.
Okay.
All right, cool.
So we didn't have that in the build,
but that's very close to being completely finished,
and it's feeling very fun, in my opinion.
So I'll go backwards.
Let's go back to Berry Barrage.
So I'll go backwards.
Let's go back to Barry Barrage.
Barry Barrage is a minigame which is somewhat similar to Event Horizon.
So you have lives and the camera is static
and the goal is to stay on the screen
in a similar way to Event Horizon.
But the difference is that there's kind of like a treadmill
underneath your feet.
So you have this kind of spinning treadmill
at the bottom of the screen,
and it's kind of spinning one way, it speeds up, it slows down,
it spins the other way, it moves up, it moves down,
and you're trying to stay on it.
And at the same time, we have these planets orbiting overhead,
and we also have berries,
these kind of space berries raining down from the sky.
So this one has been actually quite a tricky one
to playtest and balance.
It's gone through a lot of iteration.
I think we're getting pretty close to having it playable,
but it's difficult to balance the chaos
to get those
numbers right to see how many berries should
rain down from the sky
how quickly should they
the spawn rate of them and then the maximum
spawn rate all that kind of stuff
I'm guessing the berries
are like a point system for that round?
No the point system is just going to be lives.
So the berries, we actually designed a lot more berries initially
than we will have in the final version
because we thought, well, the idea was that thematically
these berries would do different things.
In the end, after playtesting,
we kind we decided that
one of the berries was
just more fun than the others,
but we're going to still have two of them.
The main berry is called a
bounce berry, and it's basically
a jelly
type berry. This berry
falls from the sky. If you happen to hit it
while you're in the sky, you happen to hit it while like get hit by it
while you're in the in the sky you'll get trapped in jelly um and you still kind of move you can
still maneuver in the air but a little bit slower when you hit the surface if when you hit any
surface you'll just bounce straight off because you're you're kind of stuck in this jelly state
um and you have kind of it's kind of like being stuck in ice, but you're bouncy.
And then once you hit, I think, three,
you hit the ground three times, then you shed your jelly,
and then you can move around properly.
It can get very chaotic when you're just bouncing around
all over the place.
If these little berries happen to land on the surface,
then they'll spawn a little bouncy
like jelly pad and that's just another obstacle that you have to avoid and if you land on it
you just get bounced around the screen. So we have those and we have bomb berries as well which just
come up less often but they're just a little bit more of a kind of 10% of the time golden snitch type vibe,
where if you hit one,
you would really get blasted off into space.
Right, right.
Okay.
Okay.
So it's pretty hard to describe minigames
when you haven't played it,
but I guess you'll just have to wait and see.
Judging by what the next one looks like,
that seems easier to explain?
Yes, hopefully.
So, Hollow Planet, actually,
we might change that title soon,
but it revolves around a dragon
in the center of the screen
who is shooting fireballs at you.
Well, the mechanic that you see on screen is similar.
So there are a few things going on.
So the icon that you see is one of our characters
falling off a platform.
So what happens is that if you just jump on one of these platforms,
so we just have the scene is set up so that there's a central star,
which is kind of made out of magma and lava,
and there's a dragon in the middle,
and there's a whole bunch of platforms surrounding the whole thing.
As soon as you, as the character, lands on a platform,
the platform will start falling away and dying,
and it's about to be destroyed.
Very similar to a mechanic in a lot of Mario games,
Super Mario Odyssey.
Yeah, so it just turns orange,
and then it starts to kind of fall and destroy destroy and then it kind of explodes after three seconds.
So you're constantly trying to just jump around and not die, not fall into the center planet.
At the same time as all this is happening, there's a bullet storm occurring, which is being produced by the dragon.
So the dragon in the middle is shooting out fireballs
all over the place on the screen.
So you're kind of having to juggle
not dying from falling platforms
and also avoiding fireballs.
So that's that minigame.
Okay, that makes sense.
Is there a live system in that one as well?
Or how do you like win that one?
Yeah, also live system.
Okay.
So people in our little internal playtesting,
we found that people are just trying to kind of
shoot each other off the screen at the same time.
There's quite a bit going on.
So that's another thing we're trying to balance
as we playtest,
is making it easy enough to find your friends and then shoot them up into space, because
that's definitely something we want to encourage.
I touched on bumper stars briefly.
I would say it's essentially you are flying through space but you're in orbit
around a planet so you're not running around on the surface of planets you're just kind of floating
in the orbit of this kind of star and you can move the joystick to kind of really gently move
the player's position on the screen but but you also have a dash mechanic, which
you can power up with a little power
bar, aim
where you want to dash, and then go off in a
certain direction. So it feels a little bit like
a billiards or
a pool game,
but the balls
that you're trying to hit are the other
players, and you're trying to knock them
out of orbit of the orbit that you're trying to hit are the other players and you're trying to knock them out of orbit
of the orbit that you're in.
And that one I think is quite intuitive
and easy to understand and quite fun, I think.
The dash system only exists in that mode, yes?
Yeah, it does.
And like I said, because it feels very different,
you're not running around and jumping on the ground.
There is no real gravity, I suppose,
apart from the gravity that is holding you in orbit
around the whole planet.
So yeah, just like mini-golf is a very different system
and feel from the rest of the game,
Bumper Stars is similar.
It's a different kind of player mechanic or controller.
And yeah, the last minigame, also subject to change the name.
Currently, we're calling it Big Mouth.
You can see the little icon there.
It's kind of like, I think we've called it a void imp before,
but it's kind of like a black hole-based creature
or a creature that is just sucking in everything.
We wanted to design an asymmetric,
more similar to Overload,
but even more kind of asymmetric minigame where one
player gets the feeling of a lot of power while the other players are kind of almost
playing them as a boss so this is almost like the boss stage um so the this big mouth character is
kind of like a vehicle um so i think at the beginning of the game,
all the characters will try to race in
to be the first person in the big mouth,
in the big vehicle, the boss character.
Once you're there, you can move around the stage
just by pushing the joystick,
and then you can just suck pretty much everything in
and just eat it.
So you can eat planets, so you can eat planets and you can
eat players and the way you score points in this mode I believe we'll have two
ways to score points you can score points by being the big mouth by being
the boss character and then eating other players every player you eat you score a
point or you can score a point by being one of the other players
and we're going to have the bombs that we have in gravapult all over the place and you can collect
one and then throw it into the big mouth's mouth while it's trying to eat you and if you do that
you'll do damage to the big mouth and then if you do two hit points of damage,
you'll knock a player out of the boss,
opening it up for another player to jump in.
Ah, okay.
Okay, so it sort of encourages players to, I guess,
work together initially to get...
Fight initially to get a big mouth, and then when someone has it, work together to get them initially to get a big mouth
and then when someone has it work together
to get them out of it and then
all of a sudden break the team up
and get in there straight away
yep
exactly
all
of that what you just said is
theoretically would be great
but I'm sure it will be much more chaotic
in practice
I would love for people to be able to strategize
but we'll see how it plays
we haven't playtested it
a huge amount yet
I think we've done like two internal playtests
so it's still pretty early
but I'm pretty excited
about this one, I think it's going to be quite
fun and silly
so yeah that's all 12 I'm pretty excited about this one. I think it's going to be quite fun and silly.
So yeah, that's all 12.
Awesome.
Let's just fix up the overlay.
Okay, that's not as bad as I thought it would be.
I'll just stop recording for a moment and we'll fix that now.
Okay, so at this stage,
you currently have 12 different game modes, if I counted correctly.
Yep, 12 different Galaxy games.
What is the plan initially for release?
How many do you want to have?
Because obviously you have ideas that are a work in progress now.
Do you have other things that you haven't started on?
Or are there things that you want to do,
but it's just like, I have to release a game one day
and I would like to do all these other things,
but time.
Yep.
Great question.
So we're releasing with 12 minigames.
That's the plan.
That's the number.
And so it's very exciting that we're getting close to finishing them all.
It's been a huge milestone to have started them all.
And they are now all playable.
So you'd have no idea how exciting that is for me.
So apart from that,
we're also going,
we've also started working on a little bit of a single player experience,
which is just going to be kind of like a little challenge or trial mode.
So each character is going to be able to go on a little adventure.
And within an adventure, there'll be six challenges.
And a challenge will consist of a few checkpoints and such.
But they're essentially just one screen where you have to complete a few tasks.
And each adventure and each character will be tied to a specific minigame and the mechanics that go with that.
will be tied to a specific mini game and the mechanics that go with that.
So the first adventure that we're going to have, for example,
is Sprout playing golf.
So there'll be just a bunch of kind of single player levels where you just have to complete all of the golf courses as fast as you can.
And so there's going to be a timer at the top of the screen running down.
The faster you can do it, the higher the accolade that you'll get.
So it'll be like a gold, silver, bronze system.
And so our plan is that we'd like to release content
for possibly probably three of the seven characters on release and then update the
game after we release with more content um just because of time restrictions and also we'd love to
um uh dedicate our development time to a few other little features here and there
so yeah that's the plan with that so like i said there's gonna be
party mode oh sorry i was gonna say um why add the uh the single player content because you know the
obviously the focus is that like you know multiplayer co-op like what why what would
encourage you to add that content as well yeah um it's been it's been basically the response from play testers
we've been trying to get the game out to a few influencers um giving the steam key out at taking
into play testing events and we've talked to a lot of people and the response we've been getting is
that you know people really they they enjoy in, obviously, the party game vibe.
So a few important pieces of feedback are, like,
they essentially all revolve around the theme of
how am I going to play this if I don't have friends at my place?
If I don't have friends, how will I play it?
Yeah, that's one way to say it
if I don't have friends then yes then the single
player experience is kind of what
solves that so we've received the feedback
will you have any single player content
a few times so
that's basically what we want to do with that
is just kind of have like
and it's like
the asterisk is that it's it's a very
it'll be a very small experience like the core experience of our game is multiplayer party game
so it's essentially a way to practice on your own i suppose just on the side and the other avenue
for that kind of question is how do i play i don't have friends locally or maybe friends in the same country, which I think is a lot of gamers.
A lot of gamers have friends who are mostly online friends who they've never necessarily met in person.
So solving that kind of problem is where we would love to implement online multiplayer.
So in the, and that wouldn't be very deep initially.
So we're not going to have matchmaking.
It's just going to be connecting with friends or having like a friend code.
And we're still, to be honest,
trying to figure out how we're still, to be honest,
trying to figure out how we're going to do that within the time and within our budget.
So it's actually something that we really, really want to implement,
but it's still not completely confirmed.
And so, yeah, single player, online multiplayer,
that's kind of the next thing.
Those are the next priorities for us
and what we're focusing on.
I know that one of the things Alex brought up was
people have suggested like,
oh, can we do like a PC,
like play like enemy characters?
Like, oh, can we have like NPCs
who are like we battle against
instead of, you know, actual people?
And obviously doing that would add a lot more complexity
and having that work well in each of the modes and feel fair.
It would be cool, but again, you want to release a game eventually.
Yeah, you're saying all the right things.
That's exactly right.
Yeah, we'd love to add some bots as well.
But the nature of the game, I guess,
like you're implying and like you're saying,
is the fact that it's lots of mini games
means that adding bots is actually
maybe a lot harder than one might expect just because of the breadth of work.
Like you have to design a bot.
Say it's a simplistic bot
because we're not going to develop crazy AI systems, obviously.
You just want it to be able to navigate a system
and be competitive in a game.
And it has to be reasonably specific for a game mode or a mini
game so we'd have to kind of you know design a base system of a bot and then basically um customize
it to every mini game which is almost like doing the work of creating a mini game 12 times again
um so that's something that i kind of i i decided pretty early to maybe
just avoid that just because of that problem and kind of lean towards online in my mom in my mind
it's it's been we either do bots or we do online um and i think i i think people would
and i think i i think people would my i guess assumption was that people would prefer online than bots if they had to make that choice yeah so with some of the modes having bots
you would need to intentionally program them to be stupid because with some of the modes like if
you have it in like event horizon you could very easily create a bot that just follows a pathing algorithm and never loses.
Or instantly knocks someone back if you get in range.
And same with the bomb one.
Overload, where you are the bomb.
Overload, where you are the bomb You could very easily have it where they
Chase down the second
And will take the shortest optimal path
Or in hole in one
Where they know exactly where the hole is
And just make the perfect shot on the first try
So you would need to intentionally make the bot stupid
So it actually feels fun to play against
Yeah, that would be another difficulty
For sure
Because part of the
the which way up world is kind of trying to understand how to navigate gravity
and I think that it's very, well it's not very, but it's not intuitive for our human
brains to understand these systems and actually people have asked me or
suggested you know why don't you have some sort of visual which can kind of visually show you
where gravity is.
And I've always shied away from it because I like the idea of people
creating this feeling, this intuition,
this generated response of how gravity feels and how it works rather than
seeing it and it being kind of obvious.
I think after you've done a couple of rounds,
you get a general feel for it.
Like it's,
I can understand that on like your first,
maybe like run or two,
but I feel like after me and a couple of friends had played it like three or
four times,
one of my friends was getting too good at it.
So Alex handed him the switch controller and was like,
you can play on this one now.
was getting too good at it so alex handed him the switch controller and was like you can play on this one now because he had like it was just usually me and him and then some other random
people so he was like and a lot of the time um we ended up explaining how a lot of the modes
work to people who were coming along as well because we played it by that point like three
or four times um so he was like just be stop it don't be mean to the new people let them let them have fun with the game as well
yeah that's funny that that is a tricky part and that's an experience that i can relate to as well
having played it so much um yeah exactly i can't really remember how we got there
but we went on a little tangent.
What was your question?
I don't know.
We talked for 50 minutes about the game modes you had.
I think I was talking
about, you mentioned the visual
feedback on gravity.
Yeah.
I don't think that's
necessary. I think...
As long as the gravity feels consistent
and it works
as you'd expect between the different rounds
I don't really think that's necessary at all
like you just, you play it
you get used to it, yes you have no idea what you're doing
and yes you're going to have that friend
like you know you'll have that friend who plays
Smash by themselves
or plays Tekken by themselves
who you're like, why are you too good at this
game?
But amongst people who are not
doing that
I think you can get a feel
pretty quickly and you can
even against someone who has been playing a bit
you can score a couple of points
here and there and it does
you can pretty much get up to speed
relatively quickly. it doesn't
take that much effort if you've played games before and you understand like how the gravity
system works like it's it's not too difficult i maybe feel like the real young ones it could be a
bit difficult to get used to um but i don't think any amount of visual indication for someone
like that is gonna be super useful anyway because they would get it more by feel.
Yeah, I completely agree.
And I think there's already so much going on visually that to add even more would just be overwhelming.
Yeah, yeah, yeah.
But I do remember what we were talking about.
The reason we got here is because you asked about bots
being able to cheat too much.
And you're right.
It would be if we designed the bots well,
I guess we would be allowing the bots to predict
all the different ways in which they could jump,
platform, or shoot a golf ball in various arcs,
and it would be way too obvious to them.
They wouldn't need to create
this intuitive feel and try to platform their way through space because they can kind of just
predict and that's yeah definitely part of the problem of designing bots like how do you design
a bot to be stupid so that is a whole interesting thing and and and that is to say creating and designing and
developing npcs and bots and games is a huge task so and it's definitely something that you can take
for granted as a gamer i think yeah and it's it's very obvious when a game has the most minimal
possible like um bots they can design like you'll play a lot of a lot of games
like a lot of action games and you notice how they do the pathing and it's just shortest route
so you step up a ledge and they just start walking at the ledge because they don't know
that they can walk around it things like that yeah totally and i can see myself doing things like that because sometimes you just need to get things working
so it's fair so how many um characters are there at this point
um we've got seven characters in the game um they're all people ask this question a lot so
they they don't't differ functionally.
It's just an aesthetic thing.
We'd love to put a couple more characters in,
maybe on an update after we release, or maybe in a DLC.
So we have a few more kind of in the queue ideas,
space-related celestials.
But yeah, at the moment moment we just have the seven
i don't we're all seven in the avcon demo because i don't remember the guy with the
the pyramid head um yeah pyramid head or prism is in there um i think they are in we don't have two of the characters in the demo
which are I believe
Sunny and Luna
the sun and the moon
but everything else
all the other characters are available
we recently actually
decided to
kind of change
the design of one of the characters so there's one character is named
orbit and they're a character that have a few little kind of moons orbiting around their head
right now uh the second one on the steam page um i think so so you might notice that they're
kind of like a chocolatey color.
Yeah, yeah, okay, that's what I mean, yeah.
I just, I wanted, well, we had stickers.
They're not the stickers that I showed you earlier.
This is a relatively new holo sticker,
but we had like smaller separate stickers for all the characters,
each individual one, and we would take it to playtesting events.
Unfortunately, we just found that people weren't really
going for orbit.
I just had too many left over.
And one of the problems that we have with the game
is the design of the character colors
and spreading them out as much as possible so that you don't um two characters aren't
too close right in color so we kind of had a bit of a design phase where we we spread the colors
out a little bit more so sprout actually became a little bit more lime and um orbit became teal
so we're in the process of updating that in a few of the little pages but I
think it's a it's a nice change and Orbit is now a little bit more vibrant
and they kind of they complement a lot of the other characters now. I really
enjoy it's like my design mind enjoys different character combinations like
the star Stark and Or but playing at the same
time the teal and the kind of pink colors go really nice nicely together
that's quite fun maybe it's a tough question and I doubt you're gonna have a
good answer for it but do you have a favorite of the characters
um now that there are there that is a tough question I could I could probably of the characters?
That is a tough question.
I could probably just speak to everyone's favorite. Everyone seems to really love Sprout
and so I have a soft
spot for Sprout as well.
But if I tried
not to do that,
I think
I really like Prism.
Prism is kind of like a little pyramid head, like astronaut.
And they're just a little bit weird and crazy,
is how I kind of imagine their personality.
And that's certainly how we're developing it.
So like in the single player campaign,
we've actually got someone who's writing some backstory on a universe
and building a world so that we can have dialogue
during the single player adventure.
And so we've kind of fleshed out their personalities,
which is a lot of fun, a fun process to be able to do.
That's interesting because I wasn't expecting there to be
any sort of world building
and lore in a game like this.
I kind of expected it to just be
a fun little party game.
Yeah, and it
really is, but it's just kind of like
when you're trying to flesh things out,
even a little bit, you can go too deep.
It's kind of fun
to be able to do that because
if you want any kind of story,
you need some sort of turmoil,
you need some sort of challenge
and then you question
why are these characters
going through this challenge?
What motivates them?
Before you know it,
it's too deep for the
type of game that it is.
Yeah.
But I think it's always good to have more backstory than less.
Right, right.
Even if it's a very simplistic narrative.
So how many people do you have working on the game?
The team kind of varies depending on the phase of development.
At the moment, I think we've got maybe five to seven people
working on it at the same time, and they're all different.
They work in different ways.
Some are working once a week, thereabouts.
Other people a little bit more often, four or five days a week,
especially ramping up to release at the beginning of next year,
working on it a lot more than we have in the past.
So yeah, it's been a really fun process
to work with so many talented people.
Initially, as I started the game, just prototyping it,
it's really changed the way that we've designed the game.
And like I said, I've had to change the way that I think about it.
It's no longer, I guess, my game.
It's the team's game.
And a lot of the decisions are made by all of us now.
So for me, that's been a really fun and interesting process,
which I've really enjoyed.
So what does the mixture of skill sets look like with the team?
Like, what do you guys have?
So, yeah, we started with, at the beginning, a concept artist.
And that has kind of turned into the lead artist
and they just kind of um they do every a lot of things that are related to visual design
um ui ux but we do a lot of that together. So I'm really interested in UI and UX and it's a very collaborative design process with that.
But they do pretty much what I do,
all the character design, all of the concept art
and anything that looks pretty will be,
we can credit them.
So that's Sydney.
Sydney Liao is our concept artist. And then
we have a 3D artist,
Adam,
and he's been around since
very early as well.
He'll do the 3D
modeling and animation
where we need it.
And then along the
way, we've got
a few other... a couple of programmers,
a game designer who's kind of like consulting.
He is the one who's once a week at the moment.
It's very useful to be able to kind of bounce ideas back and forth
from a game design perspective.
And everyone does as well of course um and we've also got um so our composer and
sound designer is someone called memo demo um who you can find online they do amazing work and I kind of just I was recommended that this
artist from a friend and I looked them up and messaged them on SoundCloud and
we collaborated and working together on this and yeah I think yeah and then we
also have like I said someone who's working on the narrative now so that's
been quite recent and that's been a uh really cool and interesting process uh to have them on board
um and and yeah like you implied it's not going to be a huge world so that they're not developing
something huge we're going to have little bits and pieces of dialogue um for the little single
single player campaign but it's also nice to kind of just flesh out
the characters a little bit
you
clearly see they all have their own little
personalities so I'm sure that'll add
a little like a little bit of fun to it as well
and I don't know if you
maybe want to keep going
down if you want to do a
second one in the future maybe you can
play more around with lore then and
maybe do more of that but you know as you're saying you don't want to go too far with the uh
with the law of the game like this because you could yeah turn into a whole different game and
like wait this was supposed to be a party game wasn wasn't it? What are we doing? Yeah.
Well, yeah, I mean, I would love to do some sort of sequel,
which would not be the same genre,
but it all depends on the success of this game.
If it does well, then we'll see what happens next.
But yeah, I always wanted this game to kind of be a couch co-op game where you would kind of be jumping around in space. I
always loved the game Lovers in a Dangerous Space Time where you can play two to four players.
I'm not sure if you can play one player, but you're two to four players and you have a vehicle
in space and you're all kind of moving around in this vehicle and there are different little control panels
that you can run to to be able to
control various parts of the spaceship
but you can go to the helm
to steer the spaceship as one of the characters
or you can go to one of the turrets
on the left or the right or the top or bottom
or you can go to the shield
it's a very fun game
it's quite hard in the
later levels.
So I've enjoyed that game,
and I've kind of wanted to create,
turn Witchway up into something similar to that experience
where you're adventuring with people.
Maybe it would be procedural.
Maybe it would be kind of roguelike,
or maybe it would just be a designed world in a
similar style to
like Super Mario
3D World or
something like that which is very simple and just
about fun platforming
so yeah
that would be an ambitious
future
goal of mine I think
but we'll see. Finish one game first.
That's a good plan.
Actually finish the game,
release it. You've got to
time period
you want to get it released, so
don't start on something new until
at least that date.
I'll try. It's hard.
That's what
your notes are for. just start jotting down ideas
you're like okay i want to do this i'll do this oh maybe maybe we can uh maybe we can do a road
that'll be cool i like the character like the characters are really cool and they're really
cute characters so i'm sure you could do something expanding out the, like, the world and do some other genres with it, um, but, yeah, at least for now, like, what you have is, um, super, super clean, like, I, I think
the art's really cool, I think the movement is really nice, like, when I played the game at Avcon,
it was probably, it probably, it felt like probably the most polished game that was there,
It felt like probably the most polished game that was there.
There were a couple others that were really, really good as well.
But I really like games where they have a heavy focus on movement.
And the movement here just feels fun.
You can very easily make a system like this where it feels kind of wonky,
where you don't really have control over the character.
And it feels like that the first time,
but once you get a feel for how the gravity system works,
like, it works really well.
I'm sure because there's been a lot of work on it and a lot of playtests it beforehand to get to this point I'm sure when it was first uh first being played around with
it was nowhere near as uh as comfortable to play yeah well I appreciate hearing that and you're
right it was um that was kind of like when I uh I was working on the prototype that was the
the most difficult challenge and basically i told myself if
if i couldn't get the um feel right of the controls or the player controller then this
isn't a game worth pursuing any further um and it was really yeah i i did a bunch of experience
experiments about like the control system about you know if you if you're on the top of a planet
was my little um example planet uh if you're on the top of a planet was my little um example planet
uh if you're on the top of a planet and then you start running to the left what happens
like when you're at the bottom what does left mean on the joystick now do i keep running that way or
is it supposed to swap or you know all those kinds of problems and or you could also ask if i'm
holding left sure it stays the same you keep going that
way but what if i let go of the joystick on the bottom and now at the bottom what does left on
the joystick mean does it mean what it meant before do i go that way or does it now mean that
way and so i i i ended up concluding that like left and right in terms of relative to the gravity it shouldn't really matter it's more about what is
uh i guess intuitive to our human brains which is just the direction you're going so
i think i was inspired by the way that vehicles work on halo where you just kind of point your
joystick in the direction you want to go and then the car just looks it magically just
goes where you want it to go and it looks really cool the way that the car drifts and and kind of
turns around so that's essentially how the system works and it does actually take a while for some
people to pick it up um because it's just not something that they've encountered um before
and i think that's a hopefully that's a good thing.
It's like a double-edged sword, you know?
It's like we try to design things a lot of the time
that people, players have seen before
so they can pick things up a lot easily.
So, you know, that's why we make first-person shooters
again and again and again.
People understand how to play them.
But they're not necessarily that new or unique unique or innovative
um so yeah i appreciate hearing that and it's been fun to watch people pick things up
um yeah so what is your personal background like have you done any game development stuff
in the past even it was just like personal little projects that never got released or is this like the first proper game project you're doing
um i guess the first proper thing that i've done is um it was just a solo project basically and
it's a little puzzle game called ashy lake of light um and it's what it is is it was a little mobile
title it's also out on steam and it's just a series of levels in which you
help guide a little firefly to fly around some lanterns that are floating
on a lake and get them to a kind of end goal position.
And so how bright the lantern is determines how much the firefly
will rotate around the lantern.
So that was a puzzle game that I made that I released,
and I worked on it for probably, I can't remember,
probably would have been two years, quite a while.
That was my probably first serious foray into releasing a game.
And before that, I've done a bunch of prototypes, experiments, and game jams with friends.
And I mentioned a really great friend of mine earlier who made the game Boomerang Fu.
So I also did a bunch of level designs in Boomerang Fu.
So maybe half or close to half of the initial release of Boomerang Fu, I did the level designs for those levels.
I did the level designs for those levels.
Yeah, my experience has been just kind of growing who I was as a game developer
through the Sydney game dev community.
We have this event called Beer and Pixels,
which I have attended for a number of years
and met a bunch of friends and colleagues there.
And it's been just always fun to take a game there
and see people play it and play other people's games.
And I've kind of learnt what it is to make games.
And there's no one way to make a game, obviously.
Everyone has different paths and different goals
and different things that they... different sensibilities.
So, I don't know, I think the games that I want to make
are probably also inspired by my background before that,
which is I'm more of a mobile developer and designer.
So I started out, just out of uni,
I made this app called Lost on Campus.
So I started out just out of uni.
I made this app called Lost on Campus.
And it's an app to help people find their way around university.
So you can kind of sign in and sign up.
No, I know this app.
Okay.
Yeah, yeah, yeah. Yeah.
A few people randomly will know it
who got lost on campus in Australia
and then came across the app.
I met with this company called Student Services Australia
and we kind of did it together design-wise.
But yeah, you essentially search for the place you want to go and it will
help you get there, hopefully. That was one of the first big projects I did as a mobile developer.
I did a few other projects along the way and then I found myself at the Creative Lab at Google,
like I mentioned, in Sydney. I was there for two years and I did a bunch of augmented reality and AI
experiments so it was very much about
prototyping and creating things
and thinking about new
ways to use technology
and how to make things intuitive
and all that kind of thing
so I'm very much someone who
my background is
programming but also design and trying to bring those two
things together um so yeah that's kind of like a little bit of a story when you mentioned lost
on campus like i i didn't use it in like my my later years my first year at um university of south australia like i was i constantly had that app open trying
to find where anything was nice that's cool i didn't know that myself but a bunch of friends
who told me about it like hey download that like ah yes thank you Thank you. That's awesome. That's fun. That's a blast from the past for me.
I kind of, I had made an app when, you know, the iPhone came out.
This is going to show my age here, I guess.
I'm not that old.
When the iPhone first came out, it was like, you know,
an exciting thing for developers and programmers.
Oh, you can make
your own apps so i kind of got excited to try to not only make an app for the iphone but learn how
to program i guess that was one of the ways in which i taught myself programming is by like
making this app and one of the cool things that the iphone could was show your location on a map it had it had GPS built
into it that was you know groundbreaking that was amazing so I was like yeah I just started uni and
I basically I was a first year and I had that problem I was like I don't know where anything
is and so those two moments aligned and I made this little app just for you the university of new south wales
where i went and um then another i put that on the app store and then yeah this company
saw that i had released that and then we made lost on campus um yeah that's funny that's really
cool actually like yeah i'm sure it's weird when people mention that they have used that then it's like you just
it's something you worked how many how long ago was that because you mentioned like
when the iphone was coming out so
yeah yeah i mean probably 2018 ish oh okay so it was okay it was quite a bit after the
iphone originally came out then.
Okay. So you're not aging yourself that much.
Yeah, yeah, yeah.
That's right. I was like, wait, you're looking really good
for having been in uni
in 2007.
I can't really remember
how long it had been out, but
it was exciting enough for me.
Sure.
Yeah.
Not aging myself that much. for me. Sure. Like, yeah. Yeah, not aging myself that much.
I agree.
Yeah.
That's really cool.
So what did you study at uni then?
Is it at all related to what you're doing now
or is it like one of those degrees where you have it
and you're like, yeah, it's kind of a degree I have?
Yeah.
Well, it was a bit of an unusual one so i did actually
study programming so i did i did computer science i did a double degree it was computer science and
digital media um and it's a degree that isn't well as far as i know it's not really offered
anymore and it wasn't offered for long um because was a bit unusual. You kind of had to have a programming brain, but also be interested in design.
So UNSW, I would go to one campus, which was a shuttle bus away.
One campus would have photography classes, video editing classes.
We would do art theory, 3D modeling and animation, sound or music composition.
That would be like half of my degree.
And then the other half I would go to the main campus and do computer science related subjects like networking and computer
graphics and just like object oriented programming and things like that and so
and so I didn't completely teach myself programming with you know making an
iPhone app but you know there are so many ways to learn coding,
obviously, so not all of them are necessarily super practical or will let you do the things
that you might want to do.
It's very different to learn creating an app for anhone than it is to write a python script to um you know
trade shares automatically or whatever yeah i i found that i learned a lot more
just doing a project than i did usually an entire semester of uni it's like okay you it it's good for
an entire semester of uni it's like okay you it it's good for getting some of that more like technical mathematical background stuff sure but when it comes to like learning how to build some
software like you're going to learn so much more by just sitting down and actually making some
practical project whether that be that be a game or a lot of people um one way they'll learn a new
language is build like an http server and doing that you will learn so much more than listening
to someone talk for two hours a week yeah i completely agree and that's that's always been
the way that i've done things is that i just get excited about an idea and it's kind of like the thing that motivates you is wanting to finish it or wanting to see that result and part of the satisfaction
for me has always been like showing it to people and seeing them actually use something in the way
that I want them to or even use it in an unexpected but still positive way, and also getting over the pain points of usability,
which is such a huge part of this industry, I guess,
when you're learning and you're starting out.
If you want to even be involved in that,
a lot of programmers will never see that, I suppose,
because they might just be working on the back end,
or they don't really care about UI,
but I've always been interested in the whole thing.
And I think as a game designer, if you want to be
on top of the hierarchy in terms of
developing the whole game, it's pretty important to
have a decent understanding of all of the systems
and your user and your player and how they're interacting
with things. So That includes UI and user experience
and also all of the game design things
like narrative and the mechanics
and sound and everything.
It's huge.
Game development is hard
and encompasses a lot of different aspects but it's very fun and satisfying
especially um it encompasses a lot especially if you're someone who is not good at handling uh
scope creep if you're someone who's like oh shiny thing oh shiny thing oh and you end up having this
game where it's like a mishmash of systems and you're like this is cool i've done a lot of cool things here but none of it really feels like polished um and i get it right
like you just want to make the cool new thing and you're like i have an idea i want to implement it
and i get it right like it totally makes sense but again you have to release something eventually.
We've fallen into that trap many times,
and I have personally.
That's one of the biggest learning experiences I think.
It's constant.
Even if I think I've gotten better at that,
I'll do it still.
It's so hard to not get excited about stuff and just add it to the list.
But you seem to kind of talk about it uh as though you've
got quite a bit of personal experience like you've mentioned that theme yourself um i i have done
i've done a bit of development work in the past um doing some um web development stuff
and uh especially in that case,
because it was sort of my first experience
working for a client,
I let my ideas run a bit wild.
Plus, I talk a lot about open source projects
involved in the Linux world.
And there is a lot of people
who like making really cool projects and especially
with um with open source stuff because it's primarily done as volunteer work it's like
passion driven a lot of people have a lot of ideas is the best way to put it they have a lot
of ideas and not a lot of free time. Yeah, I understand completely.
I did a game project one time just for myself, I think,
in an engine that's a game engine that's open source called Cocos 2D.
In fact, I used Cocos 2DX, which was, I think, Cocos 2D.
I can't remember exactly which language
it was done in first but someone
or a team of people
open source people had
ported it to C++
which meant it could
yeah
so it meant it well
Cocos2DX I think is C++
oh
Cocos2D on its own
might have been something else or I can't remember
Oh wait
2D is Python
then there's an Objective C version
and then 2DX is C++
Yeah
so I kind of
yeah I went into the 2DX
version and I think I was interested
in getting it to work on the iPhone and on Android.
So I liked the fact that it was cross-platform,
and you could have one code base, and it was quite performant.
But yeah, like you said, the open source community
and the management of that just made things, I guess.
It's a different experience to using a gaming
engine that's been developed by a larger team or company that has the resources and management
capabilities to kind of organize things a little bit better. It's a really cool project. I really
like Cocoa Studio X, but I found it very hard to navigate the documentation. You run into an issue, it's very particular.
You'll just have to post something to a forum.
Some people will help you sometimes.
Maybe people will never respond to you.
So it's like, well, I just need to do this thing.
I don't know how to do it.
And so, yeah, it can be tricky.
Yeah, I guess that's why a lot of people just tend to gravitate towards Unity or towards Unreal,
because basically anything that you want to know, especially Unity,
like, there's going to be some YouTube tutorial video on it.
Like, same with, like, Blender.
Like, people have done a lot of videos on this software.
You can find that information pretty quickly.
And if there isn't a video, there are really big communities around it and you can usually find someone who who's already asked
the question or somebody who knows the answer and right now there is at least like there is a
developing community around the godot engine especially after there was the whole drama with
like unity changing their like runtime license
fees a lot of people freaked out and it started building up more people trying that out so there's
a lot more resources around godot right now but it's obviously nowhere near the level that unity
has and like it probably won't ever be just because Unity has so much... There's so many people who can't leave it
because they build up so much tooling around it
and it's just got such a big head start around it.
But I'm at least seeing people giving it a shot
and seeing if they can build stuff with it.
And it's gotten a lot better over the past couple of years.
Yeah, definitely.
I have been tracking that as well and it's certainly something
that's on my radar and i'd love to experiment with but i think the busier you get the harder
it is to kind of change tools as well like you mentioned um not only just like in general if
you're just someone who's practicing and you have a little bit of experience but if you're trying to
say i don't know if you have a full-, but if you're trying to, say, I don't know,
if you have a full-time job,
if you're trying to run a company or something,
it's such a huge, I guess, cost, time, money-wise
to kind of just change a tool completely.
And it's similar for Unreal.
I'd love to learn Unreal
and just kind of understand it a bit better
so that i can
really know the differences and and pros and cons between unity and unreal um but again you just
that's like a month of your life figuring that up so and and even unity i don't really know how to
use all the features and tools within unity so they're huge beasts and they're amazing.
Yeah, it's great that software like this is available.
And because there was a point
where having easy access to a game engine,
at least a game engine of the quality of Unity
or the quality of Unreal just wasn't really the case.
Like there's always been, at least for a long time,
there's been things like RPG Maker and Game Maker and other things like that, but it's only
like maybe in the... I don't know when Unity first came out, but let's see... Unity...
2005. So it's only been since 2005 since Unity's been around. I'm sure it was not
a great engine back then, but before that, like, if you wanted only been since 2005, since Unity's been around, I'm sure it was not a great engine
back then, um, but before that, like, if you wanted to build a game, like, the tooling that
was available was a lot, a lot more limited, and you were basically gonna have to either learn how
to write a game engine, be working at a company, or use one of the far more limited engines that
were out there.
And people did it.
There are great games people wrote back then,
but there's a reason why the indie game scene
is a lot bigger now than it ever could have possibly been back then.
Like the tooling that's available,
the documentation that's available,
the resources that are available,
makes doing this so much more accessible than it's ever been
yeah you're totally right the landscape has changed completely and it's really interesting
seeing actually um how different indie developers within the community develop their games and the
different tools that they use a few friends who are amazing game developers,
they've just been able to get really good
at using specific game engines.
There are some game developer friends
who are just amazing at GameMaker.
I think it's one of those tools
that maybe you can get incredibly good
and fast at using
these indies that
they can create pixel
art really quickly and they know how to use
GameMaker to make very
like exactly
what they need to make because they have it in their head
and they can like pump it out in a few months
and for me it's very humbling because I have
no idea how they can do it so quickly to be honest i can't make anything that quick um
but yeah i think if you get good at a tool you can really you can really kind of optimize your
workflow um and some of the lesser known ones people can get really great at and it's just
funny yeah meeting people and they just love certain tools
like oh i made it in this random tool that you've never heard of and actually i helped make it or
something like that so it's really cool to see that landscape and and in fact it's interesting
because some tools will let you make things that you wouldn't otherwise be able to make. So in our community there are some devs that
are making a game called Bits and Bops which I do believe is in Unity but the
developer actually created their own plugin to be able to create this rhythm
heaven game and it's a really cool game the artwork and style and music
are all amazing
but I believe
I went to a talk and they were saying that they just
really couldn't do what they
needed to do in terms of audio latency
with the tools available
in Unity or Fmod
so the developer
just had to make their own plugin
and they actually I think made it available
on the Unity Asset Store afterwards
as well or maybe that
or they're selling it to other companies I'm not sure
but just a great example
of how you know specific
tools will
only let you do certain things
and if you want to kind of create
or design a new
style of game, perhaps,
that's when you do have to break the mold a little bit
and design from the ground up.
An example I always bring up whenever this topic comes up is Noita.
Have you heard of Noita?
No, I haven't.
Okay, so Noita is this game where it's a roguelike game where you are a wizard, you have this wand,
and you basically can build up different abilities to add into the wand.
You can add them in any order.
So it might be like duplicate projectile, flaming projectile,
and then, I don't know, some other thing.
And the order you put them in can completely change the way that the wand works.
So you could build a wand that, well you test it and you just die because you didn't put things in the right order.
But that's not the fun part. The fun part is they had to build a custom engine for the game because
they have destructible terrain, but not normal destructible terrain.
They have this pixel art where every single pixel is a
simulated physics object so yeah i actually remember the game now i just didn't connect
the name i've seen it yeah it's an amazing looking game i i think i watched the gameplay
and it looks like there's just so much going on.
There's so much like,
I don't know.
And I can, I can imagine that the backend and how they built that would be quite
complicated and interesting.
And,
and were you saying,
were you about to say,
sorry for interrupting,
but they,
I did go on.
Sorry.
This delay can be a bit annoying sometimes
I pretty much said what I was going to say
basically each pixel is a simulated
physics object and
they just could not
realistically do it performance wise
in anything else that existed
so what did they use?
They ended up building something custom for it.
Yeah, they built something custom
just for specifically what they did.
There's a lot of other really cool things about the game.
There's a lot of different particle interaction.
You sometimes come across lakes of alcohol
and lakes of oxygen and just random things.
It's one of those games where you will die straight away on your first run
because you have- you did something- you had some fire near something that was
flammable, you didn't realize it was flammable, but the coolest part about it
is the way they do their their physics simulation, but it's overall just a
really cool- a really cool game.
Yeah, no, that's amazing. i'll have to definitely play it now
um because it's been on my radar for a while
well one of the things um that we talked about before we started is
you sort of had like a an interest in the whole like
mac gaming and Linux gaming
thing as well. We talked about that
a bit before we started recording, but
if there's anything you want to say
while we're actually going,
yeah.
Yeah, well, I
don't have an incredibly deep
knowledge about it, but
ever since
Apple, I guess, started started I'm sure there are there
were some other companies doing system on a chip so basically the the Apple
silicon movement that has started a shift I think in the industry at the
very least I've been interested in how that's affected gaming on mac and this whole kind of running
windows games on these systems it's been cool to track so i'm pretty sure that apple kind of
released this tool or a tool set which they were kind of initially aiming at game developers to say, I think it was
like a porting toolkit or something
like that. Yeah, yeah, yeah.
Evaluate how your game
can run on a Mac by using these
transpiling tools.
Sorry, your
Windows game can run on a Mac.
And the tools, I think
they were maybe adapted from
Wine or Crossover.
I can't quite remember.
Yes.
But yeah, they allowed you to run your Windows game on the Mac.
And a lot of the, I guess, the maybe homebrew community
were getting their hands on these tools and porting games
and seeing how they ran.
And I think the fact that that community just kept growing,
I suspect probably Apple noticed that,
and it seems to me like they're starting to,
instead of making an evaluation porting tool,
change their strategy a little bit,
maybe just start to move it towards more of a product
where people can just can just just like um
um what's it called the steam deck i think proton yeah proton based on wine
yeah that maybe apple will do a similar thing in the long term you know i can imagine
their app their um you know maybe their apple tvs um will run Windows games at some stage or
what have you. Or iPads
who knows, maybe iPads will run Windows
games as well. I mean, I think these chips
are powerful enough
and if the transpiling
process is good
enough then they can
probably handle the task.
It's a bit more complicated than just
like what Wine's doing on Linux or Proton as well,
where it's just converting those Windows calls
into Linux calls,
because you also have the issue of
you're converting the x86 calls into ARM calls
and you're converting the Windows calls
into Mac OS calls.
So there's more that goes into it
and it's theoretically supposed to be slower,
but to my surprise, not as much as you would expect. And these tools are only getting better,
and at least from the demos that I've seen of gaming on a Mac, like, I wouldn't expect it to run as well as it does, but as you
said, they are, like, really powerful chips, so
I don't know,
like, if you make things, something that's, like,
optimized well enough,
and then you can just kind of brute force it with
how good these chips are,
um, I don't know,
you can get something that works at least well
enough.
Yeah, it is quite surprising to me how well they seem to be coming out.
So, yeah, I'm just interested to watch the space and see what happens,
to see how Apple positions themselves, I think, because, you know,
and I'm kind of curious about Steam as well because, well,
it makes sense that Steam isn't really interested in the Mac.
The user base is incredibly low for Mac users, but I think it is a bit of a chicken and an egg problem.
But I don't think Apple would necessarily want to kind of position themselves to be in league with Steam, I think they
want to create their own ecosystem.
They've got Apple Arcade.
So it's probably going to be more
of the case of
kind of dealing with
game developers directly.
And they've started to do it a little bit more.
I think they had
Kojima up on stage at one stage.
I think they had Kojima up on stage at one stage. I think
they got him to port
Death Stranding, I can't remember,
onto the Mac.
That sounds right, yeah.
So,
yeah, interesting space.
I'm a bit of an Apple
fanboy, so I'm curious
to see what will happen.
I really don't think it will overtake in any way the PC gaming space,
but I do think the hardware landscape is changing.
When Nintendo released the Switch, that was a huge change, I think.
PC gamers didn't
go anywhere, obviously, but
there was this huge other
kind of sector
audience that popped up.
And I think that kind of style
of system on a
chip gaming devices
which are equally as good
as these huge
PC rigs.
You know, it can't be ignored for too long.
And when we have generational shifts,
you know, kids being born just using iPads and tablets
and what have you,
they're not going to be building PCs as much, I think.
Regarding Switch, are you...
And I know this will obviously add a lot more work,
post-launch are you planning to do a Switch release as well or is that just not something
that's really being considered right now? So we're planning to release on more platforms than Steam
more platforms than steam uh but we just haven't announced that yet um that's all i'll say on the matter uh right now but we would love to to release on the switch but nothing announced yet
not not not yeah yeah because when people think party games like the main thing people think about
is you know obviously like the nintendo consoles like that's yes there are party games and other things sure but like that's what most people are
going to be like okay this is this this is you you buy the the the switch for a lot of party
games like even if even if you're buying it to play other things like most people have at least a couple of party games that they add to their roster as well
yeah yeah like i said uh i'd love to see the game on the switch um and you you can look out for
an announcement to come for the more platforms that will release one but like yeah not announced yet a matter of uh again time and money and
getting it done yeah porting to more platforms is yeah just just more time money testing quality
assurance and it's all part of the strategy as well of like what system does your game suit most. So those are all things
that we're thinking about and figuring out if we do it before launch or after
launch and all that kind of stuff. Yeah well obviously if you're developing
something on you know being developed on PC the game runs on PC so it's the most
obvious platform to do that first release on and just get something out there, even if it's not, like, the main platform where it would be,
like, most exciting. Yeah, exactly. It's actually been interesting. We,
like I said, we want online multiplayer to be in the game and it was
really easy to kind of integrate with steam remote play together and I
wouldn't even say we needed to integrate it was an optional thing that we tie
into an API where you can invite friends within the game but we wanted to make it
a bit easier and it's been interesting to see people play and stream
using that method.
seeing remote play together is such an amazing feature
on paper.
And it sometimes works really well.
That was a comma.
But other times, it does not work at all,
which is really sad.
So yeah, it's been a really cool thing to try out
and to have there as an option.
But yeah, we'd really love to have our own online system,
which again, we will see if it eventuates,
but we're very positive about it.
Yeah, SteamWorldPlayTogether
is really cool if
in...
I've had cases where...
Yeah.
I have
the exact same experience, where I've had cases where I'm like,
this is great, this is awesome.
And I'm like, this is cool
that it exists, but let's find another game to play that maybe has
its own multiplayer that might work more consistently yeah totally and that's that's
been a good learning experience as well i guess just to just see people play the game. It's almost like, was it worth people having that negative experience,
I guess, because we've had some streamers who've been excited to play,
get their friends in on the Steam Remote Play session,
but then it doesn't work.
And so that's kind of like, it almost gives a negative mark
to the game in that sense.
So, yeah, that's been an interesting thing to learn from.
And I will say this as well about Steam remote players.
Avoid trying to use it from a Mac, I would say.
Like, Steam has definitely developed the, you know,
how well they do work on Mac.
And me being an Apple fanboy, I do all of my dev,
and I play a few games on Mac,
but I've tried to kind of connect remote play to a Windows friend, I guess.
And it tends to not work.
There are all sorts of hardware issues,
which if you think about it makes some sort of sense, I guess,
because, I don't know
maybe it doesn't make sense it should work um because really one computer is just streaming
the video to another computer and you're sending um hardware signals which should be kind of
interpreted by steam so i don't really see why the way your hardware is kind of uh controlled maybe in code
and decode issues that could affect the latency that's true i suppose but still depending on
what codec they're using it might change things but for us it was more about hardware. So it might just be a kind of a testing thing on Mac.
I know that I've had heaps of problems with like going from an Intel Mac to an
Apple Silicon Mac and all the various hardware that is supported in terms of
controllers. It's been really cool actually in the last, I can't remember,
maybe three to four, five years something like that apple
has started supporting um x um xbox one and playstation 5 and playstation 4 controllers
so they work really well um and i have like a little mfi controller as well um that apple supports with their own protocols but
um yeah we just find windows to windows with remote play together is the way to go
that's the highest likelihood for working not that there'll be many users who use mac anyway
i don't know have you tried using using remote play together on Linux much?
Um
A little bit
Uh
Yeah
To be fair
It's been kind of like worst case scenario
Like trying it across continents
So maybe it could be better if I didn't do that
Um
But
Yeah my experience in a lot of cases has not been super great. That was Linux to Linux.
But maybe it would be better if I didn't try across continents and I
did a much less latency intensive situation.
I think it's really cool that it is there though.
On the cases where it does work well, it works
pretty well.
Yeah, no.
I am a big fan of the feature and I
just hope that they continue to develop
it, test it, get feedback.
And
like I said, the game can
work quite well. Especially if you're in the same geographic
location or region I've been surprised at how low the latency can be in which way up while playing
with remote play together so it's really exciting when it works it's kind of like a big celebration moment. Well, we are coming up towards the end of the episode.
So if there's any final things you want to say,
maybe anything about the game we didn't touch on
that you feel like should be mentioned?
No, not especially.
I think we covered heaps.
Maybe I can just say
if anyone watching
is out there and they'd love to
give the game a go, there's a demo out on Steam.
We'd really appreciate a wish
list if you happen to
enjoy the game, the look of it, or if you
play the demo.
And I guess, yeah, you can follow
us on social media.
Instagram, TikTok, and Twitter.
We are WitchWayUpGame.
All of that is linked on the WitchWayUp website, yes?
Yes, that will be there as well.
Okay.
And yeah, stay tuned, I guess.
We also have a Discord server if you're interested in testing
and I guess staying up to date with any
news or game dev updates we have
but yeah, stay tuned
for more, we'll be announcing a few things
soon
but yeah, thank you so much for
having me, it's been really cool
Yeah, it's been a pleasure, do you have any
plans to show off the game
at any cons coming up later in the
year or
are we done for the year
yeah good question um we're going to pax in melbourne uh we'll be there um i think we
we might be at south by southwest I'm not sure yet.
And I think there might be another one which I can't remember.
But in general,
we're just trying to get to as many events as we can.
And I was very,
very lucky to get Alex
from the Indie XP
who you met at AVCon
to host a game there.
He did a great job there he was a very uh
very passionate to talk about it he was like yeah i'm not the like the dev guy but like
you know i i know a lot about the game i can talk about it
yeah alex is amazing he's been he is yeah he joined the team I mentioned the team before and I actually forgot to mention him. Oh, my God, I feel so bad.
But Alex is basically our marketing team
and he has a few people that he works with as well,
but they head up a lot of the social media
and we do a lot of strategizing together about marketing
and it's just so useful and marketing is
so important in indie dev and it's something huge that I've had to learn
about.
That's been one of the biggest kind of growing moments and opportunities for
me. And so, yeah, Alex has been very helpful and really,
really, really nice guy.
I'm very lucky to have him.
Yeah.
As I said before, when I met Alex, he was a cool dude.
If we didn't have enough players there,
he was always willing to jump on and fill the slot there to have another person there.
He was obviously better than most people at the game initially,
but,
um,
as soon as we had done like three or four rounds,
he was usually not very high up on the,
on the list,
but even so,
uh,
being able to fill up that,
that game there,
making sure there's always enough people to play it.
Like that was,
that was really cool.
Um,
yeah.
Uh,
yeah, I think it was good. It was cool to end it. It was, it was really fun to get a yeah i think it was good that's awesome and that it was it was
really fun to get a chance to play the game and uh i played as much as as i did um i i went back
to the the booth a couple of times as i was going through if there was like an empty slot there and
didn't really have anything to do for a bit um usually popped in for at least like a another
round or so and and yeah it was definitely
one of my favourites
from Avcon that's for sure
That's really nice to hear
and it's cool to hear
that you got pretty competitive
I'll have to figure out how to play you
and maybe some of your friends
at some stage in the future
once we get the online multiplayer beta
going
maybe we can send
you some steam keys and we can have a little play test i'll probably be incredibly rough by the next
time i play it but even so um yeah that could definitely be fun um anything else you want to mention or is that pretty much everything um no i think that's it um yeah like like i said keep an eye out on uh for our announcements i
think like we we're actually hoping to do a kickstarter soon to help us get over the line
so um if anyone feels like um helping us out and backing us we'll be having a few little rewards on there
this sticker is going to be free with every physical reward and we're going to have a bunch
of these little crocheted amigurumi little creatures there that'll come with some of the
backings as well so yeah that'll be something to keep an eye out
if you're interested.
It's always nice to see a Kickstarter game
where there's actually a game.
It's not starting the game on Kickstarter.
Yeah, well, that's been an interesting thing.
I didn't necessarily know if it was the right time
or the right medium to use
because maybe Kickstarter is... are we a bit late for
kickstarter but to be honest we we it would be great to be able to implement all the features
that we want to finish the game that we really want to make and so that's kind of we thought
why we thought let's give it a go we don't know how it's going to go the kickstarter will be
successful but again another learning learning opportunity. We just
have a goal and we're going to see what happens
and we'll learn along the way.
Awesome. If you've got nothing else
to mention, I'll do my outro and then we can
sign off.
Sounds great.
My main channel is Brody Robertson.
I do Linux videos there six-ish days a week.
Check out the channel, see what's over there. I don't know what
will be out because this is going to come out a couple weeks from now.
The gaming channel is BrodyOnGames.
I might still be playing Devil May Cry 4.
What are we doing in the other slot?
I don't know. Check it out.
And if you're listening to the audio version of this,
you can find the video version on YouTube at TechOverT.
If you want to find the audio release,
it is on every podcast platform.
There is an RSS feed,
so put it in your favorite app and you'll be good to go.
I will give you the final word.
What do you want to say?
How do you want to end us off?
Thank you again so much for having me.
It's been a pleasure.
You actually had some amazing questions,
actually.
And so it's been fun to kind of delve into the past.
And yeah, anyone wants to play gravity-based party games?
Oh, yeah.
I thought maybe one of your earphones had died.
You just swapped back over to the laptop mic?
Yes, that's what happened.
Okay.
The sound quality changed, didn't it?
Yeah, yeah, I just noticed it.
It's all good.
We can do it again. just noticed it's all good we can do it again no it's i really don't mind no no it's all good um i just i just noticed that you didn't have uh one of the earphones in um yeah it was absolute pleasure i i really enjoyed
this and if you ever want to come back on and chat again i would absolutely love to do so
this and if you ever want to come back on and chat again i would absolutely love to do so yeah that'd be great i'd love to as well um really it's cool to just like chat about
random uh oh um mac gaming space that's a lot of fun as well yeah i like to keep them fairly
casual and um yeah i'm glad you enjoyed it yeah no it's cool i i like the medium and uh i'll have to
go back and watch a few more of your episodes now well signing out thanks a lot