Tech Over Tea - I Defeated My VR Sickness!! | Fringe Realities
Episode Date: August 1, 2025Today we have the developers of Project Nova from Fringe Realities on the podcast once again, Project Nova is a VR space puzzle/atmospheric game and this year I got a chance to try it out at AVCon 202...5.==========Support The Channel==========► Patreon: https://www.patreon.com/brodierobertson► Paypal: https://www.paypal.me/BrodieRobertsonVideo► Amazon USA: https://amzn.to/3d5gykF► Other Methods: https://cointr.ee/brodierobertson==========Guest Links==========Website: https://fringerealities.wixsite.com/my-siteSteam: https://store.steampowered.com/app/3446100/Project_Nova_DemoYoutube: https://www.youtube.com/@FringeRealitiesTwitter: https://x.com/FringeRealitiesLinktree: https://linktr.ee/fringerealities==========Support The Show==========► Patreon: https://www.patreon.com/brodierobertson► Paypal: https://www.paypal.me/BrodieRobertsonVideo► Amazon USA: https://amzn.to/3d5gykF► Other Methods: https://cointr.ee/brodierobertson=========Video Platforms==========🎥 YouTube: https://www.youtube.com/channel/UCBq5p-xOla8xhnrbhu8AIAg=========Audio Release=========🎵 RSS: https://anchor.fm/s/149fd51c/podcast/rss🎵 Apple Podcast:https://podcasts.apple.com/us/podcast/tech-over-tea/id1501727953🎵 Spotify: https://open.spotify.com/show/3IfFpfzlLo7OPsEnl4gbdM🎵 Google Podcast: https://www.google.com/podcasts?feed=aHR0cHM6Ly9hbmNob3IuZm0vcy8xNDlmZDUxYy9wb2RjYXN0L3Jzcw==🎵 Anchor: https://anchor.fm/tech-over-tea==========Social Media==========🎤 Discord:https://discord.gg/PkMRVn9🐦 Twitter: https://twitter.com/TechOverTeaShow📷 Instagram: https://www.instagram.com/techovertea/🌐 Mastodon:https://mastodon.social/web/accounts/1093345==========Credits==========🎨 Channel Art:All my art has was created by Supercozmanhttps://twitter.com/Supercozmanhttps://www.instagram.com/supercozman_draws/DISCLOSURE: Wherever possible I use referral links, which means if you click one of the links in this video or description and make a purchase we may receive a small commission or other compensation.
Transcript
Discussion (0)
Good morning, good day, and good evening.
I'm Azuja host, Brodie Robertson, and today, this is the first of the post-Avcon podcast.
So, if you are interested in seeing a bunch of indie game devs talk about games,
we're going to be doing so for probably the next, I think next couple of months of episodes.
There's going to be other ones strewn in between as well, so if you find that fun,
pop around for them.
So today we actually have a returning studio, the developers of Project Nova Fringe Reality,
How about you guys introduce yourself and then we'll go from there.
How are you doing? I'm Matt.
It's not, Mark.
I thought you're gonna say a bit more than that, maybe.
No, man, I'm nice and simple. Keep a short and sweet.
Fair enough, fair enough.
I guess the very first place, for anyone who hadn't seen the prior...
Just to have this one be like a self-contained thing.
For anyone who hasn't seen it, what is fringe realities and what is the game that you guys are working on?
on? We are a, currently, we are a VR-focused indie dev studio from Adelaide. We did four years
worth of study through AA to, like, you know, gain our technical skills and stuff. And from there,
did a business course, formed our team. And we're now in the process of wrapping up our second game,
which is Project Nova.
Project Nova
is a
VR, shockingly
VR sci-fi
atmospheric
puzzle solving
more of a walking simulator
vibe as most
VR games are
basically you are an engineer
aboard this vessel
the Nova Aurora
and whilst you've been in stasis
the ship was
struck by a passing meteor
and from there you wake up
and are tasked with repairing
the various systems that have been damaged
so what are both of your roles
in the studio just so we're clear on that
I am the environment artist
I'm level designer
I do all the lighting for the game
and some audio too
okay awesome
Um, well, this year I actually got a chance to try out the game.
Last year, when I had, who, I had you on, Matt, who else was with you?
Alex.
Alex, yes.
Okay, okay.
Yeah, um, last year I hadn't actually got a chance to try out the game.
I thought it was cool.
I think, I don't remember who put us in touch.
Maybe it was, was it Johnny or someone else?
I think it was Johnny, yeah.
Yeah.
Um, I thought the game was really cool.
I thought it was a neat concept, but you can't really,
fully understand what it's going to be like
unless you've actually tried it.
And is the demo you guys had at Avcon
the same demo that's available on Steam,
or is that a different build?
Yeah, yeah. The one that's up on
Avcon is also the one that's up on Steam right now.
We're doing some post-avcon
upbeaty stuff to it,
just based on some things we sort of saw
over the weekend, but overall,
nothing too major is getting
fixed up for Switch.
Yeah, luckily no one broke our game.
Yeah.
Well, how long's it been a work in progress for at this point?
We passed two years on the week of Abgon.
Mm-hmm.
Mm-hmm.
Yeah.
Is that how long has been in development for?
And had it been like an idea before that maybe hadn't been started?
Is it or is it like two years of actual like work?
I think it's like two years of actual like work from pre-production right through.
I think I got like a memory on my phone pop up of like the post-it notes up on the like wall of our old office.
Mm-hmm.
that's awesome um so yeah this year actually got a chance to play it and i'm i've never really
been much of a person who does VR gaming i don't have a headset myself i have done some stuff
in the past uh i knew someone who had like an oculus dev kit too back when those were first
the thing uh they were not pleasant at the time i've used a vibe before i've used a cheap headset
before and i definitely had an issue early on where i would start
from motion sickness. And I was worried about that when I went into playing this. I know we talked last time about like dealing with motion sickness issues. And I do want to get more into that as well. But when I played it, I didn't have any issue with it whatsoever. I don't know why. Like I wasn't even using the teleport at the time. I was just walking around. And for some reason, for some reason, it just, nothing really felt off to me. And that's good because it actually allowed me to experience.
what it was like and really try it out and sort of understand what you guys were going for here.
Yeah, we seem to have had that feedback across the board where it's on a lot of people who've
never even touched VR before have played it and haven't experienced any motion sickness. People who
normally do don't experience motion sickness. I think of everyone that's ever tested it,
I think it was one fellow at AvCon last year got a bit.
funny and I had to sort of stop and I think another one this year she had never touched a
headset before and this was like her first time ever putting one on and she felt a bit off but
like overall like 98% you know well that's actually honestly that's that's nice to see right
like knowing that people can actually play the game like that's a let alone whether they
enjoy it like just the the the entry point of we made it
a game that is actually something people can play and doesn't immediately make them sick.
It's a good deal.
100%. Yeah.
So, if I remember correctly with the demo, the opening segment was you going through that
hallway and then having to like cut the panel and find like the chips and the, the, the, the,
the, the, the, the, the, the, the, the, the, the, the, the, the, the, the, the, power batteries,
essentially.
Right, right, right.
Okay.
And one of the things that immediately became clear to me is that there is, like, an intentional use of color to indicate the items that actually are interact.
I did notice that there are some other things that I don't think you can interact with that use a green and red, like lights on the wall.
But besides that, like, for the most part, like, if there's an object, there's.
was useful.
I think that's a problem
that a lot of games do have,
not just VR games,
where it's kind of hard to work out
what is the thing
that you're actually looking for?
And what is the way to indicate
that that's the thing you're looking for
whilst keeping it
like in a way that makes sense in the world?
Yeah, we designed it that way on purpose.
We also had some
colorblind people play
and there was a little bit of
confusion as to
what
color was what?
Specifically those batteries that you're talking about.
Originally
there was that little
red strip
to indicate
if it was empty or not, but the whole thing
was red.
Right.
And the green one
was also completely
full as well. So
they had trouble
indicating which one was which.
so we ended up
just
essentially just making sure
that people know that it's empty
by
like your phone battery
right so it's got like a tiny little bit
of like red
just to indicate
you know it's dying
so that seemed to have helped
um
so you're not just using like
color as a queue you're also using
like geometry as a queue as well
yeah we put symbols
in as well. Like the laser cutter that's directly next to that puzzle. Yeah, we've put in like the
image of like the laser cutter to indicate, yeah, what you need to do in that section and then again,
those two are coloured as well. So what was the state of things during AvCon last year and what's
changed since then? Because I, again, I didn't get a chance to play that version. But it did
sound like you'd worked on some
tutorial stuff that maybe
wasn't there before and yeah
basically how's
how has it improved since that
last demo?
You want to tag that one?
Because you were at the
Avcon last year. Yeah, that's true.
Avcon last year
it was a much earlier
demo. Basically
we had sort of gotten into a point
where we were happy with playing
it, but it was also like still very early on.
It was like very sort of bare bones, which visually not a hell of a lot's changed, but we've
gone in and polished up, made things look a bit more older, degraded, some quality of life
stuff.
Optimization.
Yeah, that's the big one.
Like, especially with a demo, like, it wasn't too bad overall.
But, like, just going through making sure with all of the, you know, art stuff that we've added in afterwards, like, set dressing and, you know, the tablets and these extra rooms that we've put in now, bringing all of that in has obviously taken up more space and power and stuff.
So we've needed to, like, switch things around and optimize some stuff.
But even as a whole for the game, like, all we had last year was this sort of earlier demo section.
But now the whole game is close to completion.
So we're working on sort of what comes after the demo.
Because this is more of like a vertical slice of like
the sort of 20-ish minutes worth of the gameplay of like the full sort of hour, hour and a half.
So does that exist right now or is the demo like what you guys have?
The whole thing exists.
But only thing that's on Steam right now is the demo.
Right, right.
looking for a full release around September.
And most of that is, yeah, like, finished off now.
It's just, like, testing, tweaking and, like, marketing.
Yeah.
So, yeah.
So when it comes, I want to go back to that, like, whole thing with the, the coloring before.
Have you considered, because I know it is obviously red and green,
have you considered adding in the option for people who are red green colorblind
to indicate that through different colors or some,
filter that could be applied to.
I know you can obviously do filters with like the
Nvidia control panel and things like that.
But have you considered actually having something like that
directly in the game itself?
Not currently.
If there is demand
for it, like post-release,
then 100% yeah, we'll definitely look into that.
Right. I know it's something like in
like Nvidia, AMD has it as well
where you can just apply that over the top of everything.
so someone who does need that could, you know,
there's already a workaround that exists
to make that problem go away.
But I know a lot of games still do have settings of their own
because, you know, if it's a setting within the game,
that gives the developers more control over how that's going to
sort of interact with the game elements
rather than just like a flat filter over the screen
dealing with the problem like that.
Yeah.
Yeah.
Yeah, that kind of, as I said, it's just like, we would, like, love to do something like that,
but you currently, there's not the biggest demand for that right now.
Like, we have only had, like, a smallish, like, sort of sample size from, like, our cons that we've been to,
and we've only come across it, like, maybe twice.
Right.
Okay.
And, yeah, so, like, because we've had, like, written feedback stating that, and that's where we actually did set, like, sat down.
and actually talked about
what can we do
that's the most value for time
to try and fix
rather than implementing
a whole new system.
Sure, sure, right.
Because obviously that takes quite a lot of time to do.
Sure.
Like, at the end of the day,
like you can keep adding things
until the end of time,
but it's just a matter of...
Correct, yeah.
Where, what, you know, scope, right?
Like, how big do you want the scope to actually be?
Where are you going to actually find a point
that you want to release this title?
and, you know, work on the next one,
do whatever ends up coming next.
Yeah, 100%.
So, going through the demo,
the first section was the whole little puzzle thing
where you find the chips and the energy cells.
Then from there, the spacewalk isn't next?
The spacewalk's a little bit later, isn't it?
Correct.
It's technically next in terms of the big thing that you do,
but yeah, there's a bit of walking in between.
Right, right, right, right.
Visual stuff.
Yeah, the Spacewalk was a section that I heard about last time that I was,
I was concerned with, with how it was going to feel when I actually tried it myself.
Because it's one thing to be fine on the ground where, you know, you're walking,
you know the grounds below you, but, like, my, maybe my problems with VR comes from the fact
that my first experience literally was
of rollercoaster demo
on the Oculus DK2
which is the worst possible
way that you can experience VR
for the first time, especially if you're
doing it standing up.
Yes, 100%.
Yeah.
The first person to tell us that either.
Yeah.
Look, the whole
idea for that spacewalk
actually came from a BBC
Spacewalk
VR demo.
And I played that, I think, through twice.
It was cool, but at the same time, it was awful.
Because you had zero control at all.
You were, like, a static player, and the camera forced your movement.
Which, that's what made me sick.
And normally, like, I don't really get sick in VR,
because, like, I've been developing for it for a while.
I'm used to, like, extremely low frame rates that would make everyone sick.
I've just grown tolerant to it.
But, yeah, like, playing that, and as soon as you get, like, certain movements
that are normally given to you, taken away, no good.
Right.
Okay, so it's, it feels too limiting, and because of that,
it creates, like, a very jarring experience where it, like,
you know that you're in a game world, and it, like, throws you off.
Yeah, pretty much.
It's like the roller coaster.
It's like the same sort of principle.
You're not in control of what you're doing,
which I think is where your brain decides, you know, this is not good.
Like, I bet if you were on that roller coaster sim and you were sitting in a seat,
it might have actually felt better.
Probably, yeah.
Because when you ride roller coasters, you are in a seated position and you're strapped in.
whereas if you're just standing up
and you're just having this like
roller craster like thrust upon you
you're going to guess it
sure sure sure um
yeah no I think it's a really fair point
the
because I think of the people that go and play things like
gorilla tag and they have
absolutely no issue of that whatsoever
but you might be right
that it's not necessarily the speed at which you're moving
it's the sense of control
And in a game like that, you know, you have complete control over where you're going to go.
So even though it's very fast, even though you're falling, even though a lot of things are happening,
like you know that you can do something about it.
It's not something that is just happening.
It's not something where you feel completely disconnected from what's happening within the game.
Yeah.
it's
yeah
control is key
the spacebook segment
was very interesting
I went into that
I was like
so you start with it
you put the helmet on
which is neat
I like that
that was nice little touch
didn't have to be there
but it was a nice little touch
and you get out to the bars
and it is
it is cool to be like
you know I know
initially you would expect to
like you know
climb along
and grab the bars
but
I very quickly
felt kind of comfortable with it and was just throwing myself across and I did that with the
expectation that I was going to feel bad like that that's the reason why I did so and it didn't
happen it didn't happen whatsoever and I look my my my angle wasn't great and I kind of
screwed it up a couple of times but it was it was still fun I think the only problem I
had with the spacewalk is when you go under the bars and I'm sure other people
people have had this as well where there's like the open section onto the left hand side
people have thrown themselves over to that bit and that's like outside of the map you're not
supposed to be there and I did the same thing as well um I I'm assuming other people have done
the same thing as that's not just a me thing yeah we've had everyone do pretty much everything
right at this point like there's yeah a giant like the vent that you start climbing across
at the very beginning
then there's that like little
jump that you have to like get onto the outside of the ship
there's a little gap there that actually shows
inside where the lab used to be
we actually had people
just want to go in there
for no reason
but because we found that people were doing that
we had to put like a
killbox
to stop people from doing that
yeah
the other thing we could have done
is like put more geometry there
to block you from sort of going in.
Right, like another beam coming down or something
where it's obvious you're supposed to go in there.
Yeah, but then it's also like, hey,
if you're going to throw yourself in there,
here's the consequences, you know what I mean?
Sure.
Yeah.
We also did extend the time of respawn to
because it was actually pretty
like close and immediate to
your area.
And we did notice that like
because people were
thinking themselves
around quite a lot
that they didn't really get to see much
if that makes sense
so we kind of just extended the time
it would take to like respawn you so you could
actually see more of the ship
right right
it's just a visual thing
so you made like a bit more forgiving
for where it's going to knock you out
yeah effectively
right that was also
sorry no going going
That was also based on some feedback and stuff that we had as well.
Because initially the way that we developed to be sort of that instant thing was like,
we just assumed people would be annoyed if they like flung themselves and they're just like drifting for a bit before like coming back.
Yeah, sure.
So we were like, yeah, to save you guys the pain point of like being frustrated, we'll just, you know, you get too far, you're back in the thing, respond.
Then yeah, we got the feedback of, oh, there's no consequence.
You don't feel like you're drifting away.
it's like, well, it's the, you know,
I mean, to find the middle ground, I guess.
Like, it was interesting.
We also have the, um, the, like, jetpack or whatever it is.
So you can, you can, like, adjust yourself back towards where you need to be.
That's actually, uh, not really a bug as such or, like, a feature.
It's kind of like, it was a bonus of using the continuous movement.
because with the teleport mode you don't get that
you are literally
it's way more unforgiving
in terms of like how the gravity works
but because you're using continuous movement
the character controller
it still wants to like use those forward inputs
and move you
so it might seem like you have a chairpack on
but you're kind of just walking through space
I see
so when you teleport does
Does it, like, immediately cut your momentum?
Yeah, for the most part, yeah.
So, like, we kind of tried to, like, design the area around being close to grab stuff.
Like, being able to, like, yeah.
So we also implemented a checkpoint in the middle, which you have to, like, tell, well, you can teleport to it.
You don't have to, just to make it easier.
but yeah, it's just so you're like near things to grab.
Mm-hmm, mm-hmm.
Mm-hmm.
Right, going back to the whole thing about the kill zones
and how far away you can get,
this is a problem that a lot of games run into
because you're always going to butt up heads
with the people who want it to be convenient
and the people who want to take really stupid shortcuts
because they're trying to speed run things.
Yep.
There was a...
I don't remember what the game's called,
but there's this...
It's like a...
like run real fast, you kill enemies,
jump around, all this sort of stuff.
And the dev originally,
they wanted to make the killboxes
very, very hard, very clear.
Like, there were ways you could
use the momentum and jump over entire building
and skip half the level.
So he wanted to do that.
to make it initially that you couldn't do that.
But then that annoyed the speedrunners.
And then he got rid of that.
And then because he had a leaderboard system,
then the speed runners were entirely dominating the leaderboards.
So it was like, okay, do we have a leaderboard of the speed runners who want to do like
skips?
And then do we have the speed runners who want to go the intended route?
It's like, you have to sort of decide what the vision is and where you want to,
because people are always going to find ways to break the game.
no matter what you do
they're always going to find things
so you have to have this vision of
what do we intend for people to do
and what is the extent that we expect people to do
that we want to sort of
we want to not necessarily encourage
but allow forward the way that we are designing it
yeah
we have an unintended skip
in the spacewalk
where that checkpoint is
and where you have to like cut the debris
in that tiny little section there
there is a proper
checkpoint like save system
so if you mess up you'll be respawned there
but
because of the
respawn system that people were
commenting about
that then allowed people to actually
just fly straight over the top of it
and completely skip the checkpoint
and go all the way to the ladder of the other side
I see
so you can skip it if you want
we're not going to have any consequences for that if you screw up you'll go all the way back to the very
beginning because you didn't get the checkpoint so that's kind of like consequence for doing that
it's funny that you mentioned the whole speed running thing as well because at the conventions
as soon as people start to get comfortable with it and then they die they get quicker
which then leads to them dying more because they get overconfident they get overconfident
and just fling themselves.
Yeah.
I think you did it once.
I think you did it once.
Like,
we've had,
like,
we had one kid play a bunch.
Hmm.
And he spent,
like,
he sped through the whole thing
faster than anybody,
but he spent like a good two minutes just
flinging himself between things,
getting slightly off course,
damn it,
just,
but,
and then like,
he'd missed the grab and,
and over and over again,
get to the next point where he's like,
finally,
I got that bit down and then do it again.
And it's like,
You just got to slow down.
The game's not about doing it quickly.
The game's about you feeling what you're feeling.
You know, like just take your time.
Yeah, it's a fun consequence of seeing people just getting overconfident.
Yeah, like once you've done a segment and maybe didn't hit the checkpoint zone,
but you've done most of the segment.
Like, yeah, I understand why you want to run through that as quickly as possible.
You don't want to deal with it.
Like, you know, I understand the.
atmosphere thing but like once you've already done it and you screw up right at the end you're like
okay i don't actually i don't want to do this again there's like very few situations where i i will do
something and mostly do it and then want to do the exact same thing again like um i'm playing
kazan the first berserker on the stream right now which like a souls like game if i die just
before i get to a save zone i'm not going to fight everything i'm going to avoid every single
thing possible to get back to where I was.
Yeah, you're going to play it properly once or twice.
And then after that, you're just like, I don't need to do this anymore.
Yeah, yeah.
And you just run through everything.
Yeah, yeah.
Unless there's some, like, you know, you're grinding resources, whatever.
Like, in cases like that, sure, yeah.
But, like, if the goal is to get back to a destination, I'm getting back to the destination.
And then I'm probably going to die earlier anyway and ruin everything and spend three times
as long doing it.
Yeah, 100%.
What I do like about the...
Oh, sorry?
No, no, you're good.
What I was going to say,
what I do like about the Spacebook segment is,
obviously, we talked a little about signposting earlier
with the coloring of the elements,
or coloring of, like, the chips,
the coloring of the energy cells.
There's a lot of...
I understand some of the discourse online
about signposting,
and a lot of games.
doing it in a bad way that just doesn't feel contextually consistent, where it's like, okay, why does this random rock have holds on it?
Why, why is someone going around the world painting the rocks yellow?
Why is there scratch marks on everything that clearly indicates where you can climb on it?
And the example I wrote up to you when I was there is in Expedition 33, this is minor spoilers for
anyone who hasn't played the game yet.
One of the earlier expeditions, their goal was they were the climbing expedition.
So they went around the world.
Their goal was to put climbing holds on everywhere the people in future expeditions are going to want to get to.
So there's like a consistent law reason why everywhere you go has these obvious holds that were placed there.
And like when you find their journal, you find like a big stack of the holds that they were carrying around before.
they were able to, like, finish off, um, finish off their, their mission.
Um, and from that point on, there's no more holds left.
So, like, like, it actually, like, it makes sense in the world.
And in the same way here, it makes sense that the things you climb on on the ship are going to be
colored.
It makes sense that there is a clear visual indicator that the, the maintenance area of the ship
is going to have bars that you can see.
A hundred percent.
that's, that was the intended part behind it, that, you know, this event had happened on the ship, and the maintenance crew had to find a way to get back up to the bridge.
And so it was just like, okay, well, what equipment would they have on the ship and what would they do?
So they would have these, like, handholds, and they would just weld them to the outside of the, directly onto the ship.
So, yeah, that's, that's the use of those.
Mm-hmm.
From there, I believe you go back into the ship, you take off the helmet, and I think maybe surely after that, that's when you see one of the first law tablets.
Maybe there's a law tabler earlier, and I missed it.
There's one.
Okay, okay.
Maybe I started forgetting about it.
Maybe I missed it.
I don't know.
But this idea, I've seen a lot of games do this, where rather than putting you into a screen where, rather than putting you into a screen where,
it's like, okay, this is law time, time to law dump.
It's like, you can continue going and doing whatever it is you're doing
and just let the law play.
You can hear it, you can listen to it.
And, you know, I do like that as a system, right?
Like, it's nice to not, it's nice for the story of the game to not take away from the game, right?
Like, cutscenes are nice.
I like a really fancy cutscene
That's all cool
But at the end of the day
I'm playing a game
There's exceptions for
Kojima games
Because Kojima just wants to make a movie
And they won't let him
He'll make a movie
At some point
He's already made enough content
For a movie
But
Outside of cases like that
Like I just
I want to play the game
Yeah 100%
I know earlier on
In like
VR games, how they would do that is they would actually pull you out of the experience
and put you in front of a cinema screen style and play a cut scene on that.
Right.
And then they would reinsert you back into the game.
And that was never an option for us.
It was just strictly like world building.
We want like notes you could find or in this case, it's just information on the tablet.
And then we were just like, oh, we already.
you can't be bothered reading it, so, you know,
we created the actual audio dialogue for it,
so you could just, like, push the button,
throw it and walk away and still be talking.
I do think there's, like, an aspect of, like,
limitation breeds creativity there where
because you're in VR, you have certain limitations
on what you can do, right?
Like, yeah, you can put someone in front of a cinema screen,
but, like, it just,
unless you have a contextual reason for why that's going to happen,
And I'm sure you could build a game around where it's like, okay, hey, you're in a VR game, in a VR game, right?
And it's like, okay, the law is outside of the VR game.
Like, there's like, actually, you could do that.
And it would make sense if you wanted to do it in a good way.
But if it's just like, if that's just happening for no reason, it's always going to feel like something is wrong.
Yeah.
Yeah, 100%.
The whole point of VR is to immerse you in what you're doing to then strip that back and then bully show them.
that, yeah, no, you are still just playing a game.
You might as well have just made it on a flat screen monitor, you know?
Like, you take away the purpose of what you've done.
So, yeah, like, we knew that we wanted to have the war in there.
And we've got a couple different methods of it.
Like, there's the tablets you can pick up, but there's also a couple screens
that have little, like, logs and stuff from the past history of the ship.
And, yeah, like, both of those were just, like,
I think I'd played Fallout while we were sort of developing it
or like closely before and like playing through that
I would always listen to like the little logs as soon as I'd find them
or like I'd look through all the like computer terminals and like
look at the different stuff same with alien isolation
which is probably a closer fit for our game
where it's like in that you can find you know like
oh you got to go into this doctor's office and you know get his key card
and if you get the key card
you can log into his computer
if you want another computer you find
like he's talking about oh my god there's this thing
it's crawling around the ship blah blah blah and you
like find his body
like stuff like that
like we don't have any dead bodies or anything
but like it's a thing of
it adds to the world
and makes it feel more lived in
in a way that's more believable than just like
if you're going to spend all your time by yourself
on this ship which is the whole point
where it's like you're meant to feel like
the isolation and like the fear of space and just being alone like you got to amplify that
somehow and yeah we found that like having little bits of world history that showed other
people were here the heightens that really well so was a lot of that stuff there in last year's
demo or is that a lot of new stuff?
No.
Like, it was all planned.
But yeah, none of it was there, which is one of the biggest things of feedback that we got last year was that no one was really feeling the atmosphere.
Right.
And it was like, interesting, because before that, people were.
But in the full game, like, prior to where you're at, there's probably like 15 minutes worth of gameplay, which is set before the incident.
so you get to see
that there's other people
on the ship
and you get a sense
for what it was before
and then
you go back to sleep
wake up and
you know
shit's hit the fan
so it's like
okay
so this is what's wrong now
like stuff's changed
this is clearly different
but because we have to
try to find a good
short spot
to like
make a demo out of
for the story game
it's like
we chopped it to this section
and then lost the starting bit
that gives you the context
to make this creepy
but then in doing that
it's like okay well
we can still keep all the stuff
that we're adding in here
for the full game
and just add to it more
but it goes to show that like
okay yeah well
stuff here
you lose the context
we've got to reinsert the context
and thus
this is evidence of life
and all that sort of stuff
yeah that is a big problem
I do see with
demos for story heavy games
because if you
you can take the opening segment
and then not have any of your
interesting mechanics yet, you can take
the middle segment and have
no context for what is happening
but you can still show things off
or you can make some sort of
custom vertical slice that introduces law
introduced some mechanics
but it is like a whole different thing
you then have to develop outside of your regular
sort of development cycle
And, you know, if you're, if you're doing a demo for like, um, let's say you have a game that's like a Mega Man clone, right?
Like, making a demo for that, that's a really easy thing to do because from the start, it's clear what the game is.
But when your focus is on world building, how did you decide that this was the segment you went with?
Was it just, it was, had things you wanted to show off?
Like, what was the process there?
Initially, the whole dawning of the idea and, like, the centralization of this is the part of the game that we want to show came from the fact that we wanted to build a vertical slice of the game to then go and pitch to, you know, publishers and funding and what sort of stuff, which included that starting sort of section.
It was after we got knocked back from all of that stuff.
stuff that then we decided, okay, well, we can't afford to make this thing be big, but we
still want to show off the work that we've done.
And as such, we had to like condense what we had and just pick a good spot where we can introduce
the key mechanics and we're still using those key mechanics and like show them in a way
that doesn't feel forced.
And yeah, we just happen to find, like, work out the.
okay well all the stuff that we're doing in the starter room in the full game we're technically
doing in this room now so we can just insert it here sort of thing and it'll just work and like it
became a quick fix to a big problem of like okay well we can't show the extra starting bit
now because that'll be over half the damn
game in this little demo
but yeah so we've had to like
chop it into this middle section
whereas initially
full demo bit with that initial
15 minutes would have been only like
you know a quarter or a third
of what the game was meant to be
because we don't get all that extra stuff
at the end now it's like
finding that little slice of
what can we show that gives
enough of the
inkling to what this is
without completely
you know
giving everything away
so with what was shown in the demo
like mechanic wise
basically you have
the spacewalk segment
which I think was really cool
the I guess
welding
slash repairing
the ship segment
so finding the key cards
in wherever they are in that zone
cutting off the panel
putting the new thing in
and that that
and mechanic was reused for other segments
like where there's like a larger
like PCB you take out
and I assume that's going to be used
in other segments as well. Is this
sort of the extent of the mechanics that are going to be
there to play with or are there other things that are in the
full game which aren't in this demo?
There are a few more planned here.
Not planned, there are.
Okay.
It's just, yeah, just you have to wait for the full game.
Do you want to talk about any of those?
Or do you want to save them for the full game?
Um...
How much do we want to give away?
I mean, we can mention it.
It's not like it's going to detract from the overall experience.
Okay.
If people are watching, they're clearly interested.
Like, it must have given something.
So, further on in the game,
um, one of our doors to a specific area is locked.
Mm.
And you basically have to take control over a robot.
in a, like, a vent system.
So you have to, like, walk through a vent
and do a little puzzle in there
to, like, restore power to the door.
So, yeah, it's basically, yeah,
taking control of a different character, I guess.
Right.
We have a...
I think...
Would you got a little line puzzle?
Is that what they called, Matt?
Yeah, it's something like that.
I can't remember what the actual...
It's basically you start off in a...
a circle and you drag your finger across other circles to like draw a path to the end, basically, without screwing it up.
Yeah, we have that valve puzzle.
It's not super difficult to turn a valve.
It does a thing.
Other than that, that's kind of it.
We didn't really want to reinvent the wheel.
Right.
Because I'd say it's very difficult to come up with something that's brand new.
So, like, in our last game, for example, like, we had an actual, like, bulk cutter that would cut, like, locks.
Alex spent probably months making and testing that because of just the way that you're, like, actually doing it.
It's the same as how you would do it in real life.
And it's hard to do.
Okay.
So, you've got to kind of find some, like, middle ground of, like, what is interesting.
Mm-hmm.
Not necessarily complex and hard to do, but what is best for the situation.
Mm.
I'm going to curious about those robot controls.
So, I assume, the way I'm imagining it, correct me if I'm wrong here.
I'm assuming when you take control of the robot, you effectively are,
put into the robot's body
and your head movements control
where the robot's looking
your normal movement is going to
control how the
robot moves.
Yeah, it's literally the same as like
your player controller, except you're a robot.
I assume you've
like adjusted the movement to feel
different from the regular
player though?
Not too much.
However, you are
drastically downscale.
Sure, sure, okay.
As like an actual character because you're an event and like the human can't really get in there.
So, yeah, it's more or less the same, but yeah, just shrunk.
Okay.
It could also be a way of not necessarily like, I'm not sure if it is slower, but when I've played it, it feels slower.
I don't know if that's just because we're like enclosed in the vent.
We don't really get a sense for like how fast we're really moving.
But it definitely feels like because you're smaller or whatever.
you're moving slower, which is interesting.
And adds to the freakiness of the little vent.
Mm-hmm.
Mm-hmm.
Yeah.
Yeah.
Right, because, like, I was, I was thinking with the robot, like,
you wouldn't want it to be able to move exactly the same way as a person,
because it's, you know, it's a little robot.
So you'd usually, it would have some sort of, like, tank controls or something,
like, a slower movement or something, something that made it indicate that you're in a slight,
different thing. Obviously, because you're in VR, there are certain things that if you did try
to do, it would, you know, feel off, right? Like, if you tried to slow down your head movement
for the turning of the camera, that would just immediately throw people off. But...
Oh, yeah, 100%. Mm. It's, I think for us, it was a case of, like, we wanted to shift your
perspective to something else, but we didn't necessarily want to, like, teach you a
brand new mechanic in a way.
So it was,
for us it was just
kind of easier to just
take what we had already
and just put it
into something else.
Hmm.
Okay.
That makes sense.
Yeah.
So you wanted to sort of reuse
what was already built there
and then just
adjust it into a different
perspective.
Yeah.
Right, right.
Okay.
No, that is, that is cool.
I kind of wish the robot section
was in the demo now that actually does sound kind of cool yeah if it had been you know like if we had
had the capability to make as much of the game as we wanted to like with funding and stuff sure
it probably could have been but because of the way that things ended up like we only end up
using the little robot once because the multiple uses got kind of chopped after like
This section, and this is where we're stuck with.
So it was like a consequence of planning out the story and the mechanics to evolve in a certain way and then having to, you know, shrink it back.
But yeah, like, he's cool.
Yeah.
Yeah.
You'll find several of them in different areas.
So for someone doing like a.
normal, not trying to
throw themselves around as quickly as possible
playthrough. For the full
game, how long would that reasonably
take?
I'd probably say about
maybe an hour, hour and a half
dependent on, you know, if they're
new to VR or not.
How much they explore.
Mm-hmm.
Because, yeah, there's like a few of those extra rooms and stuff that we
added in and obviously this whole extra
puzzle and stuff, like,
and depending on the ending they get as well.
we'll change that slightly too
but yeah
what do you wish that you could have done
if you had gotten this publisher funding
like what was the early
yeah what of the early plans
that you had in mind
I'm sure there's a lot that could be said here
um
hate for a centers
that is yeah huge
that would have been great
but I think the biggest thing is just having
the rest of the
ship that we sort of intended because
you know we were going to have another big spacewalky
section out the back of the ship and
the whole other womb and you know
like you've got to reheat the engines
and all this sort of stuff but like
all of that
sort of had to get trimmed off
to then you know
scope
in reality sucks but
is what it is. Yeah we
had multiple endings planned for the game
more than
two. Yeah we had
I think the initial plan was three
and all three of them
varied in scale
but yeah we had to drop one of them out
but we still wanted to have
the consequence of like
okay well if you succeed you do this
if you fail you do this
because that was like in the earliest design brief
of sort of what we wanted
so yeah we like we've kept that in
but it's much more
toned down from sort of what we
wanted
but yeah like
perfect world, the full ship,
all the mechanics continuing to sort of scale up
and get reused and different ways and stuff
and just adding in more world-buildy
sort of stuff.
Like, you have more ship,
you have more stuff to put in the ship
to then make it feel more flushed out.
Like one of the things I would have loved
is to have had like
a room that you can sort of peer into but not really see
where you can just kind of see like a dude floating
like I know it's messed up
but it would have been like hey that's cool
like consequences of like
what's happened and stuff like that
but yeah just
I'm a big sucker for like
world building and details and stuff like that
just in any game
so like adding in as much of that as I can
is like big for me
and yeah like
you know
that's that's my end of it I guess
uh
Mark is there anything that you would like
to have done?
He pretty much said it all.
Right at the beginning, I mentioned paid voice actors.
That was definitely one of those things that if we had the budget to do,
to do that.
Also, custom music and sound effects,
because a lot are from just sound libraries that you can just pay for,
like granted we've, you know, chopped and layered stuff
to get the effect that we want
but yeah
in our budget we definitely planned
an audio designer
as well
marketing
is the big one as well
having like a budget for that
would have been really great
and yeah like
actually having someone who sort of knows
more of what they're doing
so to give us a hand at the door
because currently it's just kind of me
going on social medias and just kind of
interacting I've started
looking at Reddit and stuff a bit more because like the community and stuff there is
relatively active and stuff and I'm just it's a learning experience for us as well
just in doing it all so that's like what my next few months is going to be before
release is just kind of interacting with people sending emails and you know trying to
get some visibility on it so that'd be that would have been really nice is to just like
not have to worry about that but such is life yeah
would you like to
further broach
some of those
ideas you had
in a future title
or were they things
that you would kind of
own make sense
within this project
um
I mean there's stuff
you could probably rework
into other
like games and whatnot
but like
one of the biggest things
was
obviously if you get
like one ending
of the game
in its current state
you know
It leaves the door open to then add in more stuff, like sort of down the line.
There's like, you know, DLC or whatever, but like that then implies that the game is
going to be popular enough to then receive said DLC.
And the same was for Nightlight.
We had like an extra sort of little area planned that I'd sort of come up with when we
were doing all the initial like, hey, come up with a creature and a reason for them existing.
And I was like, hey, this could be really cool.
And we were like, yeah, it would.
but it's very different to the rest of the game.
I mean, we got halfway through production at that point,
and we had to take stock of, like, how much time we had,
and we had to sit down and make those decisions to be like, okay,
can we do this, can we not?
Does it make sense for it to be in there?
It's not.
It's got to get cut, and I got cut.
I was the first to put my hand up and say, like, yeah, I know it's different,
which is why I designed it that way, so cut it if we got to cut it.
um but yeah like so there's always sort of stuff that like will end up on the chopping room floor
that would have been you know cool to have and could potentially get branched off into something else
but like story wise obviously it'll have to be kind of different if it comes its own full separate game but like
yeah like i could definitely see different aspects of like hey you wake up back out of stasis
and there's another issue that you have to go and fix in X room on the ship or in X location
and that becomes its own little like 20 minute $2 add on whatever and it's just like in there
you can add some more world building and stuff like that and you know reference other things
in the full game and whatnot like I think that would probably give the extent of what we'd be
able to do this one if it ever gets to that point which would be really cool don't get a song
But, you know, I'd love to make a bigillion dollars and add in the full rest of the ship and fully customized NPCs and all this sort of stuff.
But, like, you know, it's got to get there to get there.
Sure.
Which, yeah.
Plus, I think we've worked on it that long now that we're ready to kind of work on something else.
So to recycle lost, not lost stuff from this, but like to recycle anything from here would then just kind of be like continuing to work on it.
So I think a bit of a break would be.
nice um yeah it's been two years ready to play with something new so obviously besides the
whole you know audio stuff and voice actors which you know a whole different issue if you wanted
to complete the ship and do all of this stuff like if you wanted to let's say you just said
okay we're going to keep doing this until everything is done with the team that currently is working on
What, how long more do you think that would have taken?
Oh, at least six months.
Mm-hmm.
Yeah, I would say.
Maybe more.
And that's like base level, so the, all the testing of it all and whatnot, like,
chuck on an extra couple of, like, on top of that.
And you could probably look at, like, 8 to 10.
Mm-hmm.
Which is funny, because the initial plan for the full game was going to be the two years,
which is what we've now ended up taking with it
but because of
okay wait to hear back from funding
and play with this and scope down
because obviously we don't have
the time to take it the full way
but now we've ended up
sort of pushing that further and further
for testing going to cons getting feedback
with that sort of stuff
we've kind of ended up at the point where it was like
well if we had just sort of sat in our rooms
for two years and
you know not
fathed around at all
we'd have the full thing
anyway, but
the way that things are sort of
played out, it's not the reality.
But yeah,
if we were to add all that stuff in, yeah,
easily, like,
another probably good
eight to ten months, I think,
with all the testing and extras and whatnot.
Yeah, it's
like six for base content,
because I could model out the rest
of what we had
probably like a month
per room, I think, is kind of where we were at.
It takes like, you know, a week to two weeks to, like, model it and then
bit after that to texture it and revisions and whatnot.
But then, yeah, functionality and all the mechanics and stuff, that's where the massive
time sync comes in.
All the testing that comes after that, too.
Yeah, exactly.
So it's funny, like, I could, you know, sit here for the next month and a bit and probably
smash out like two rooms if I wanted to but then handing that over and being like hey now
you guys have all of this work to do right is where the bigger issue comes in um which is why when
we were sort of at the point of okay if we don't get this funding how do we plan for that
we sort of scoped it in of like okay well here's this room and this thing that would happen
in the bad ending anyway
and like stuff that would be required
to go to said room and blah blah blah to begin with
but have this as the backup
and then if we get the funding brilliant
like we'll still use all that stuff anyway
but if not
at least we've got a finished product that we can then say
cool we've managed to like tie in a cohesive story
right um
and obviously I'm glad that we did that because
unfortunately
way things have gone the way they've got.
But yeah, like, all of that only took us, like, a few months between then, and that was, yeah, like,
big room, all those mechanics, and then the various sort of ending and stuff to play around
with.
But, yeah, it's like, you know.
So, I presume this is the...
Avcon was the last con that's going to be shown out before release.
There's nothing else to come up.
Yeah, I believe so, yeah.
So with that being the case,
and with that being the sort of last time you're going to have,
like, this big, you know, demo of people, like, directly in front of you,
we can, like, directly ask them questions as they're going through it.
Obviously, you can test with friends and all this sort of stuff.
But what sort of was the response from Avcon?
What are issues that were discovered?
Obviously, you didn't have anything major breaking from the way it sounds, which is good.
Good being this close to release.
But what issues did people find?
And not just that, what did people actually like about the state things were in?
I think the biggest thing that sort of we found that people found was just like the direction of some stuff in terms of like, whether that be instruction.
or like overall navigation of certain areas they were struggling with a little bit um but obviously
in the con environment you've got all of the other noise and stuff so it's one of those biased bits
of feedback where we have to analyze that as well and say like okay is this a genuine issue of
okay these people can't work out what they're doing or is it a thing of they can't really hear
what's going on to hear the instruction as a result of you know the main
stage having you know anime stuff going on right like any any points about like atmosphere at the
con you you can't yeah yeah that useless comments when you have music blaring and all this
people yelling everywhere around you like it's the worst possible environment to try and see if
the atmosphere is hitting with people ironically like we did have a few comments on like yeah you guys
have hit, like, atmosphere and stuff, I felt really, like, immersed and stuff and all that
sort of stuff, which is really good to hear, because that's obviously one of the biggest
parts of what we're trying to go for. But yeah, like, metrics in terms of, like, what people
liked. Like, we've got, like, a list of, like, I think 80% of the people actively ticked that they
like the visuals and the environment and, you know, the mechanics and stuff like that, where
It's like the overall experience they enjoyed.
There was only one person that outlined they weren't a big fan of the mechanics.
And I think they said that it was just kind of like really simple.
But there's also a thing of like, we're a four-man team.
We can't go super complex with stuff.
And we're trying to play to that in terms of how we design what we're doing.
Play to your strengths, really?
Yeah, exactly.
So like we can make a really cool environment.
We can make you feel immersed because we know we could do that from the previous game.
So, like, taking that and the stuff that we didn't do well in the last game,
which we found out about the hardware,
we chose to move away from and not do, which was, you know, enemy AI and, you know, shooting and combat and all that sort of stuff.
Like, it didn't work well in the last one. It was very clunky.
So we focused more on, okay, well, let's just have them in the world.
and play to the fact that like they are stranded and alone and all that sort of stuff
which we seem to be hitting which is cool um and then yeah it's just like
keep it simple in terms of the other stuff because we can't go super complex and if it's a
problem for some people unfortunately it is kind of what it is um but overall it doesn't seem to
be a huge sticking point which is nice um yeah so you said most people were viability
with it but besides that one guy who had issues with everything um what what sort of
general feedback did you receive that can actually be sort of improved upon
tutorial stuff for start like there were definitely some people that were a little bit confused
about how to use your little like multi-tool laser on your hand um so when you got talking
how to do it, like
they would either
like click the button too much
and like either get like the blue welding laser
and then sometimes they would like
try and cut that with that and then you have to instruct
them to
right, you know, hit the button more so then they'd
the right one. Some people had
depth perception issues where they were like
holding it above and not close enough
because obviously it is very apparent when
you do hit it because sparks fly out.
One thing we did
find that people would then, like, cut the lid off, but there was nothing telling them to
actually grab the lid itself and pick it up and put it to the side.
So we've since then, like, I think added in a third step saying, hey, once you've cut
this, grab this, put it over here.
Right, with that, when I was doing that segment, I didn't really.
the lid was useful still, so I just chucked it away and had to go find it.
Yeah, it's funny because, like, being behind the computer and watching them do it,
and I see them do that, I think to myself, you're going to regret that.
Because, like, if they will throw it as hard or as far as they possibly can,
and then I laugh going, you're only going to have to go and just go get that,
and then, like, you see their reaction, they're just like, oh, oh, damn, I actually
needed that for something.
so yeah with that being the case have you run into anyone who soft locked the level because the lid maybe clipped into some terrain and you weren't able to get it back
luckily not lid but i think last avcon we had someone drop one of the microchips through the floor
which had not happened to one of us but like in you saying that like yeah
like someone grabbed it
it fell out of the hand and I think
when they grabbed it they pushed it into the floor
and let go and it just
and we just kind of stood there like
well
yeah I suppose in like mitigating that
it's basically you just grab the floor colliders
you just extend them downwards
so they can't and you raise it like up a little bit
so it's like in line with the floor
so then hopefully there's no like clipping issues
so like you drop something and it's just like
oh, it's on the floor.
It's not like, you know,
this much like underneath the floor
where you can't see it.
Right.
Right.
I mentioned this because there are segments
where if you stand too close to something,
the player controller will vibrate up and down.
So if that can happen,
my guess would be there's possibly ways you,
that, you know, objects would vibrate in a way
where they clip into something and things go very badly.
it's probably not something which most people would have run into from what I can tell
but there it's one of those things where there's very possibly cases which were missed
which you're someone will if there is a way to do it someone will find it yes 100%
we had one of our fellow developers from our last project who we gave the game to to test
we just wanted him to play the game
just to see
you know if he would do it
he decided to not do that
and do the developer thing
instead he
he literally tried to break
and did break a lot of stuff
whereas yeah
yeah
I was that which is good
because we needed to find out
but also like
you know what you're meant to be doing
and you're actively not doing it to spite us
because we can hear you chuckling while you're doing it.
Right, right.
Like, I'm glad we found out,
but also just open the door.
Yeah.
Like, yeah.
Hey, have we learned that you could shoot yourself up into the ceiling
when you were using a door?
Mm-hmm, mm-hmm.
Yeah, is that door's closing?
Is that what, you know, is that?
Yeah.
Yeah, well, just a little bit of like history,
I guess on that door problem
the reason why we are not making you
open any doors in our new game
is because people forget how
to use doors in VR
and doors in games
in general we discovered
like there's full like developer
rants online about like
you know
I don't know
what people's problem are you walk up to it
you either pressy or you grab the handle
or you push it open like it's not
it's like the D&D problem
where like oh there's a door that's closed
how do I bust into it or break it open
it's like it's just unlocked
like it's not a puzzle
you just put your hand on the like handle
and you open it up
but yeah because it was causing so many issues
in night light
yeah in this we opted for like hey
how do we design around that
hand scanner automatic doors
yeah yeah and
we haven't had an issue yet
Which is good.
Yep.
So, you know, it's a very pleasant thing to not have to worry about.
Yeah, if you give players the ability to put something in the way of a door,
clip into the...
They get too close to a door as it's moving, whether it's opening or closing.
People are going to find a way to break things.
Yep.
I was playing...
When I was playing Kazan,
earlier today. It wasn't a door. It was another bit of terrain. I don't even know how it happened.
I fell off this ledge and they have these like fold out like screens. And if you land on them
in a very specific way, you just bounce into the air. The game doesn't even have a jump
button. I don't. I don't know why. It's brilliant. It's actually intentional. It's crazy.
And then with the door problem, if you have doors that will automatically close, you know,
that means you can push colliders through walls potentially,
especially if they don't stop for anything,
they will just keep trying to push.
We've not, at least to my knowledge,
we don't really have anything big or important
that you can kind of leave in a doorway
for that to happen,
because like any sort of important room that you enter,
it kind of locks behind you and keeps you in there.
Right.
But like...
I had to mitigate issues.
surrounding this issue
so like
in that room
we are doing
the electrical puzzle
with the
circuit boards
there's a giant
generator off
to your left
which has a space
between
the top of the generator
the roof
so we were just
playing around
and I grabbed the chip
and I just went like that
and it landed up there
and like
well I softlocked myself
because there was
no rate to retrieve
that
So basically, it just ended up me just putting colliders everywhere.
To stop that from happening.
That really is a very important thing I hadn't even thought of until just now.
When you have the placement of objects and kids playing the game,
because you have to worry about how high something is placed
so someone can actually interact with it.
Yes.
I say that.
In nightlight.
We had a, like, little server thing that was about two meters tall.
We had, I think she was probably, like, six or something, like, at one of the cons, put on the headset.
She saw a broom on top of this thing.
I don't know how she reached it because she was no taller than a meter herself.
But she got up there, she grabbed it, and was flinging it around like crazy.
like she she worked it out
I think that's one thing
about kids
they'll they'll manage
sure sure
it's shocking
sure you can find
workarounds for it but like
oh yeah obviously
design around the fact that like
keep things convenient
but yeah like they'll
they'll find a way
I will add one more thing to that
is that within our settings
there is actually high controls
Okay, okay
So yeah
If you are just a little bit too short
Yeah you can come in and adjust your height
Mm-hmm, mm-hmm
Right, because that reminds you
There was another demo at Avicon
Where it wasn't
It was similar to the
The hold segment with the spacewalk
But this was with ropes
And the I couldn't reach one of
This was an issue they had like notice
As people were going through it
One of the ropes was just a slight bit too far away and people were not able to reach it.
Luckily, they had a bar across the top and you could climb across the bar and just skip all of it.
But it's one of those things where if you design it around yourself and you happen to be someone who's a bit tall that has a bit of a larger wingspan,
you might not realize that until you actually playtest with someone who, you know, is not as,
tool is, doesn't have arms as long as you, and you realize, especially arm length,
arm length's one, like, you can deal with the height, but arm length is one where you actually
kind of have a, unless you increase, like, grab distance, you kind of don't have a way to fix
it as easily.
Yeah, just something we've talked about, U.S. times.
I have a freakishly long arm span for my body.
I've got an extra 10 centimeters on my height in my own.
arms. So I have no problem reaching whatever I'm trying to reach for. But Daniel, our other
artists on the team, he's a shorter gentleman. So having him test is the like flip side of the
coin where it's like if he can manage, which he does, like he's got no issues or whatever,
then we can cope. But I think in general,
like as a rule of thumb while we were developing in terms of like interaction and stuff
I think we tried to keep everything roughly at chest height for us which is then like
if you're tall than us you know cool it's you know you bend down a little but if you're shorter
it's you know high height or whatever like it's not like we've got that little bit of
variance of like okay it like nothing is like right here that you have to like interact with
because yeah like obviously shorter it's going to be sort of more difficult but i think rule of thumb
i think we were aiming for like 1.1.2 to 1.5 i think meters was like general rule of thumb for like
playing with stuff and then yeah obviously bending down to cut off the stuff on like the table
at the sort of end of the demo was like use your knees i guess how many people were like me and
didn't bend down and didn't see that
there was a thing to interact with in that room.
There were
a few. Yeah.
Especially
last year,
nearly
everyone that played it
walked past
the third
is the large
ship that you had to replace
in the whole of the big one.
Nearly everyone would walk around
whole table looking down and as they got to that corner, look up and keep walking.
Okay, that's a thing. Almost as a rule of thumb. We were like, they'd get to it. We'd look at
each other. We're like, they're going to do it. And they're like, nah. And sure enough,
just, and I'm like, how do we make them look down? Uh-huh. Uh-huh. So I put the big blue top
with some tools down there. So at least it, like, attracts the eye of like, oh, there's stuff here
to then hopefully, we still get people that do miss it, though. Yeah.
yeah
yeah
but you don't want to be like super in your face
you know you don't want to like have like
the big flashing light
of like fix me
like it's already glowing green
like we can't
that circles back to around
to like what you were saying about sign posting
it's just like
we don't want
to go overboard with it
but we have to like
try and highlight
something
in hopes
the player will see it.
You know, what we maybe could do
is put some of the spark effects that we've got on there
and at least like, yeah, maybe, hatch the eye,
but like, beyond that, you know.
Right.
People will just have to take their time and work it out.
I also did miss one of the items in that room
initially. I walked right past it
like two or three times.
I think you did the same thing where it's like you're
walking, you're looking where you're meant to be looking
and then you just look away as you've walked past.
Where it's like,
like you'll find it eventually. Like if you're playing
like you'll wander back down there and you'll see
the big red crate. But like I think
it's just a thing of like
you're looking at the room, you're looking at the room, looking at the room
what's over there now? And it just
happens to be that exact moment.
Because yeah, like
it's a very
like the crate down the bottom most people find straight away
the one to the side
less people find straight away
but other people will find the one on the side
and not the one down the bottom so
yeah like the one on the side
is if you go down that way to begin with
because it's right in front of you
it's fairly easy to see
but if you go down
grab the one that's in the lower section
and then keep on going around
the crate is like
it's right next to one of the consoles
so you could
easily just keep on walking
and I'll see it. Right I was going to say
if you're consistently seeing people miss it
is there something near it
that is catching people's eye instead
not currently
I mean other than the console itself
I'm not sure if the monitor
that that one is on or not
but that could be something to look into
yeah just
placing items around the area
maybe like chucking a light
somewhere above there just very dimly
yeah
the one down the bottom
I know for a fact
I avoided putting props directly next to it
because it was already kind of like
on the edge of the
sort of walkway, but I put props above that on the catwalk so that if you walked up to them,
you would then sort of see it either in the background or like, you know, it's in your line
of sight effectively.
But yeah, like nine times out of ten, people find them, whether it takes a couple minutes
longer or whatever.
Like, they will find it.
Like, it's rare that we have to sort of sit there and say, oh, I don't know what I'm doing.
you know
I think in your case
when you went to walk back upstairs
I was like you did walk past it
just to save you from like walking all the way back now
With the con demo I kind of wanted to just
actually get through it
If I was playing by myself
Yeah I would have spent more time doing it
Yeah exactly
So yeah I figured to save you the time of walking back up
And doing a full loop I was like yeah
Just back behind you sort of thing
But yeah it's one of those things where it's like
It is a game where you
need to kind of look around and explore and do that sort of stuff.
So, like, it lends itself to, like, if people do take it a little bit longer, but they're still
actively looking, that's not necessarily a bad thing.
It means they're engaged enough to continue searching.
But, yeah, it's just, like, when they miss that one panel on the table and then find
all of the pieces, and they're just carrying this, like, microchip around looking for, like,
where the hell it slots in, and they continuously.
keep looking up it's like right like i'd yell at you through the screen but i don't you know
like you go to you you'll get there um last avcon we had a rule of thumb after i think the third
person that we got up to go and help was wait an extra three seconds because as much as people
look like they were struggling we would stand up and in the time that it took us to stand up they'd
work out what they were doing.
So it was like,
just wait the three.
And then if they're still stuck,
then help.
But like it was like that three seconds where it was like,
okay,
they've taken enough time where like they're sort of like
looking around confused.
All right.
And then like as I stand up,
they looked over and find it.
I'm like,
and I'm back down.
But yeah,
like after that,
it was like a consistent thing.
It's like,
I can't remember if it was you Mark or Daniel.
went to go and help someone
and I just put my hand up like
just wait
I think it might have been
Daniel that did that
and then sure
I said just wait
give it a couple seconds
and he's like
what do you mean
and then like
saw them do it
and it was like
you know
it was bizarre
but like
people will work it out
they just
they take their time
right
and the people that can't
then there's the issue
of like okay
well why were you struggling
right
um
but yeah like if it's an issue with like tutorialization of like okay we're like I didn't know I had to pick this up so I didn't know what I was doing or I can't hear the instructions because of the con or whatever or you know we had one dude stream nightlight and he as soon as he heard the guy on the radio which is the primary source of our instructions and stuff because he was streaming he went I'm not going to listen to whatever thing that this guy is saying I'm just going to talk to my audience and
and then walked into the next room and I don't know what I'm doing.
And it was like, really, dude, you don't say.
But it was because of that, yeah, like we ended up putting posters and shit around the room
to like kind of give more dietic instruction.
Right, right.
And yeah, it's like you learn that like some people are just not going to listen.
So it's like, yeah.
Yeah.
Well, there's always the issue of, this is the thing in, um, in, like, UI design, where you shouldn't be conveying information through one singular means of, like, you, like, you, like, say you have like an, an error prompt, for example, like, you shouldn't just indicate that's an error by making it red. It should have some sort of error icon. If you use sounds, there should be an error sound. Like, the multiple ways to indicate that same information.
because different people are going to sort of consume that in different ways
and even if someone isn't necessarily streaming like someone they may not
realize that what's being said is supposed to be like actually important for the next room
um so having like additional information additional ways to convey that that
approach like there's definitely value there some games go overboard with that
where it's like we have a checklist on the screen at every point in time
everything has an arrow above it we have a map that has all of the arrows on it right
like you you can do it too much but yeah at the same time
having something subtle in the world to indicate it like that is
you know there's something there's something of value there right like
oh yeah like we you know like after that guy especially
where it was like, I don't know what I'm meant to be doing or like we saw, I think in nightlight
especially, to leave that main lobby area that you start in, you have to close a shutter
and like pull it shut and then that allows you to get onto the elevator and go downstairs.
Like that is the first instruction you hear, but then we tell you that like, okay, once you've
done that, you then have to take the elevator down. People were focusing more on the elevator
part than the actual shutter instruction and they would go to the elevator and then once you open
the elevator you get instructed to go and get a key card you find like people would find a key card
immediately but then they'd forget about the shutter right so we added in repeating audio for the
shutter but then people still like they couldn't find it they couldn't work out what's going on um so then
yeah like that was an additional reason for us being like okay well maybe we really do need to put a big
poster on the wall saying okay
like night guards are not to leave
you know this area without
locking the door
it's worded something like that
and then there's like a diagram of the
like thing getting shut
which yeah we saw like some people look at
and take note of and other people
again didn't other people worked it out straight away
like just kind of like oh close the shutter and they looked
like the red handle and they were like oh cool
and they walked up and shut it immediately like
it's one of those things where it's like people
obviously like you say
like they
what's the word
consume
information differently
probably the only other thing
we could have done there was like have like a green
light or a red light or something above that
little door that said like whether it was locked or unlocked
but like
how funny you go
sure sure sure
right and a lot of games do this in like a very
a very subtle way to indicate where you need to go.
Like, you've seen a lot of action games where the placement of enemies is sort of used as like a trail of breadcrumbs for the main path to go down.
So there might be a side path over there and you might see it if you see it.
But like the main route, it's like enemy here, enemy here, enemy here.
And it sort of guides you in that direction because most people are going to want to go from encounter to encounter.
Yeah, we
I don't know if we necessarily had a similar thing in Nightlight
because our enemies were kind of like on like a little wandering path
Sure, yeah
But most of the time they were invisible anyway
So you couldn't really necessarily use them as a method of getting through the way you're going
But in that one we had like the convenience of like, hey, you need to go to the utilities room
And we had a big sign saying utilities
Right, right.
If you're not building, you have the convenience of, it makes sense to have signs everywhere.
Yeah.
Which on the ship, like, we've got a similar thing.
It's like when you're walking down the corridors, you've got the big sort of signs that give you the rough layout of where things are.
And then on the actual rooms themselves, they've got the little readouts.
Yeah, I think one of those was like go to the one of the sections, it wasn't like go to the laboratory or something like that.
Like, it was clearly indicated, like, this direction is where it is.
There were other places you go, and there were, like, law tablets in there.
But, like, the main path, like, you get a lot of, a lot of nice conveniences when you
are in an environment where having signs, like, is not out of place, right?
Like, signs...
Again, it goes back to the whole signposting thing.
Signposting in a way that contextually makes sense to the environment you're in.
yellow paint on things for the sake of yellow paint
it feels lazy because it is lazy
but if you're in a situation where
there is actually a reason to say
this is the way you go
like
you know that that like
if you can fit it into the law of the world
no one complains about that
because games have always done this
it's just
it's when you see a lot of games
doing the same approach in the same way
like that's why people get annoyed by it
yeah that was my one gripe with god of war 2018 i believe
it was like the stuff that you can climb on is just like randomly painted gold
right and it was like you've got this massive open world scale game
which is like super realistic and like super law heavy
but now you've just like hey i can climb on that ledge because it's painted gold
it was like it was one of those ones where it's like okay this is a game
right so like I get it and it's one of those ones that made me feel like it was a game
where it's like it's a in almost like a negative sense
right where it feels real weird yeah oh sorry gone
I was going to say in that same vein like if it was a horror game or whatever and it's
showing you your path because it's blood and like this is where you're going because people
have come through here or there's like smear it on a wall in like an arrow or something
something like that.
It's like narratively, it's like, okay, this is the way to escape
because this is where these people have been telling you to go.
But like, it's almost more acceptable there because of the context
versus, again, if it was yellow paint, it's like, okay, well, that's just fucking, you know.
Yeah, yeah.
I don't excuse my language.
Yeah, I know it's so good.
You say whatever you want.
It's so good.
Where it feels really disconnected is, I believe it was Horizon Zero Dawn,
where there are areas.
you can climb and areas you can't climb
and the place you can climb are
indicated but there are areas that like
logically if you're
climbing with the climbing system
you've been introduced with how far you can
jump all this sort of stuff where you can
clearly get there right
and this is this is something
invisible walls are something that
really really annoy me
I will
I will see a game where
I can get to that bit
but it's just like you stop here
And there are so many better ways to
Like you can put a rock there right
Like put anything there
Or in in near for example
In near automata
There's a bunch of visible walls in the desert
It's just like make the rock a little bit higher
Or in the in the carnival area
Just make the fence just a little bit higher
Put something in front of it
Like you have you have elements in the world
that can block your path
but you're not using them
instead you have a situation where
it just
an invisible wall just makes you feel like you're in a game
right like that immediately makes you feel like you're in a game
yeah
we use some of that sort of stuff
in Nova
we've got this massive maintenance barrier
that has a hologram on it
that's clearly like very red and says
like maintenance and then you can't go past that
on the other side of that
there isn't a maintenance barrier
there is a whole bunch of like
spilt over crates
that's literally blocking
the players path
yeah
so it gives us our environment
stuff that for that reason
which you don't
notice is really invisible wall-esque
until you try to teleport
through it and it's got like the big wall
where it's like yeah no
right right right um
and obviously just moving through the environment
it's like tall of a new so you can't
get past it or anything
like that um but yeah like every situation where we're like trying to block the player from doing
something we came up with the narrative of reason or like an in world reason for it like because
yeah invisible laws piss me off too like there's nothing more frustrating than like you said like
thinking you can get to a spot and it looking like you can very clearly get to said spot and then
it's just like no yeah yeah like i get why like you got to have limits but like something
You know
Yeah, I agree fully
And then you have games like
They don't have the invisible walls
Because this is not a Nintendo mechanic
But there's a game called East 8
Where for some reason
The devs let you multi-bind actions
And when you multi-bind actions
You get some very interesting situations
So if you
Bind your role, attack
And character switch
Every time you do it
it raises you just a little bit higher in the air.
And the game,
the game has a lot of load zones that are accessible,
that shouldn't be accessible.
So you can, I think the game to actually normally finish,
I think it takes like 80 hours.
The speed run for it is like maybe three.
And when you start skipping load zones as well,
It also creates a situation where characters are included in the party that shouldn't be.
So by the end, you have four of the main character in the party at once,
because there's different parts of the game where there's different versions of them.
So because you're not going through the proper areas to unload them,
you know, it creates a real weird situation with the game.
It has no idea what's going on.
That's brilliant.
It's one of those beautiful cases of like,
Okay, this is clearly not how this is meant to be done,
but it's an amazing side effect.
Yeah.
But yeah, I can just,
I can picture the developers watching them do that for the first time
and going, uh-oh.
Yeah.
It's in the game still.
They just left it there.
Once they've done it, once everyone starts doing it,
surely that they can't be like,
okay, well, if people are having fun with it,
we can't strip that away.
Yeah, yeah.
But it's also a thing of like,
they're missing out on 77 hours worth of content I guess
so it's like
have you ever played Warframe
I have not but I've heard very good things
yeah I haven't either
are you aware of
like how the movement system kind of looks in Warframe
where people like jump around like slide across the floor
and like get a lot of speed from it
no but I've played games that are similar I guess
okay so the like the main
core of the movement system is you do like an air dash and then you can like slide across the floor
and air dash again and you just like zoom around the map this is a glitch or it was a glitch
it was something early in the game which players were doing and was not intended whatsoever
but the devs saw that so many people were doing it it was broke it was like way too broken
initially you could skip entire levels and move like 10 times fast than you should but they
realized that players were enjoying this idea. So instead of saying no more fun allowed, they
modified it in a way that addressed the player concern. Another example I think of with this is
in Path of Exile, where early on what people would do is when you get to like the end game
section, you basically always want your potions to be active because some of them give you more
armor and more evasion, things like that. So what people were doing is
Initially, they were doing something called pianoing the flasks, which is they just run their fingers constantly along them,
because as you're killing enemies, it's regenerating flask charges as well.
So you could just forever do that. Eventually, people started using like auto hotkey scripts to do the same thing.
The devs realized that everybody was doing this. So instead of saying, no, there's now going to be a cool down on this,
we're going to change how any mechanics works, you don't need to do so. They introduced something into the game where you can now condition
activate potion. So it's like, oh, if you are on fire, you can use this potion to
reduce to give yourself fire immunity. If you have full flask charges, it will automatically use
it. If the potion next to it is used, it'll activate that one. So they provide the system
within the game to address a player concern rather than just saying,
we don't like what you're doing. This is not out. Like, they addressed an issue the players had
rather than saying this is not within our vision,
we're going to say, you can't do that.
Yeah.
I think the term that I've heard used to stuff like that
is when a bug becomes a feature.
Oh, yeah.
It's like, you know, like, yeah,
this isn't how we planned it.
This isn't what we intended on.
This is a major, like, screw up on our end.
But if people are enjoying it,
at the end of the day, you make games
so that people can have fun.
Unless it's Dark Souls in which you want to punish
them. But if they find that fun, then, you know, at the end of day, mission
accomplish. So, yeah, like, I, yeah, it's a compromise that I think is worthy in terms
of, like, if that's where the fun is, then let people have fun.
So as you've gone.
I was going to say, like, in nightlight, it was something that we learned in terms of
interactivity in our sort of first room that you spawn in we only had like a couple little things
that you could sort of pick up and play with to start with but the more that we added in slowly
for people to pick up and interact with the more people interacted with like they at one point
and especially the kids and stuff they would go into that room grab every single thing
fling it around like it's nothing right anything not bolted to the ground they're going to pick up
literally literally and they got mad when it was bolted to the ground um to the point that like
there was like a green packet of chips in a bin and i remember it was green because we regretted
making it green because it stood out in the bin but yeah not just the kids full grown adults
would look down in the bin and try and grab it and because it was in the bin we were like oh that's
fine it could just be like one of the set dressing ones you don't need it like
fuel leaf for decoration but like yeah people would try to pick it up and they're like oh okay
I guess we've got to make that one
grabable now too
so like moving forward
from that it's been like okay
have that stuff in place
from the jump
like in the med bay
it was like
Matt made a captain's hat
and the first thing I said
was people are going to try and wear that
100% people are going to try and wear that
and they did try
but we had made them
mechanic to make them wear the hat.
So it's learning that, yeah, like, people want to touch everything, and if they can't touch
everything, they get upset.
Even then, they still have to have a limit, though.
Right.
I think the earlier in the game, the more stuff you can grab, because people are still fanatically,
like, oh, this is so fun, grab and toss and ball and whatever.
but then as they move forward
they kind of get past that initial
like I want to throw stuff
part of it and it's like okay what's this game
actually about so we can kind of get away
with making the less of it
grabable where it's like okay
well if you've picked up that white cup
43 times already in like the start of the game
now it's just stuck in place
because you know that you can grab it
so you're not gonna want to grab it
because that's not the fun thing to grab
hey what's that new thing let's make that
yeah you know
right right um so yeah it's it again it's a balancing act in terms of optimization and stuff
and what as well but um yeah it's definitely one of those things where it's like you you learn
quick about um where the fun is and like what you're perceived level of what the fun is
versus i'm going to grab everything and swing it like a madman like i remember uh in one of
the i think it's like a bedroom or something there was like a little tableted in there
But there was also a coffee machine with a mug.
Yep.
And obviously I had to go grab the mug the immediate, immediately after I saw it.
Yeah.
We don't have it set up so that you can actually like spurt coffee out or anything like that.
But like, yeah, like we had those same little cups in nightlight on a water cooler.
So we were like, you know, people liked it there.
It might as well carry it across.
and just have a couple things you can
it's more role play than anything
because people grab it and like pretend to drink
and like throw it across the mark five
but like
you know
it's again if they're having fun they haven't fun
yeah
I think in one of our trailer shots that
I don't think got used
I was just filming
B-roll for Matt
and yeah I was in the crew quarters
and I picked up one of the
cups and there's this massive poster that says like happy birthday so I just picked one up and
just did a cheers and just threw the cup away yeah I think with um you know you see all of
these like you know simulator game 5,000 and in a lot of those games it's sort of I guess it's
sort of conditioned people if they're in a VR context or something where it looks like
things are going to be grabable people kind of expect that to be the case
now.
It's like, if there are things that are
like, if
again, if it's something that doesn't look
like it is bolted to the ground, it's
something they're probably going to expect
to be movable.
And I'm sure that's created
some fun optimization
challenges as you've wanted to expand
sort of a set dressing in an environment.
Yep.
In the room down the hall
from that bedroom alone, there's like
bookshelves.
Mm-hmm.
Uh-huh.
Which in Nightlight, I don't think we'd let you pick up the books, but a lot of people tried, and they were frustrated that they couldn't.
And even in this, like, before we were at a point where we could pick them up, like, people would try and grab them.
And we're like, okay.
Yeah, it was literally one of my jobs this week to go and add in more books and, like, folders to grab on those bookshunders.
shelves. But there is a limit though because you like you don't want too many because you know
the game still has to be able to run fine right. Sure, sure. So luckily like we made a blanket
rule from like shelf X upwards. That's it. Everything else is just static and you can't grab it.
Right, right. Yeah. Otherwise you end up having a situation like, you know, Skyrim 5,000 cheese
wheels. Yep. I've seen that.
Which...
I... Go on.
I'd love to see someone manage in VR and just throw up.
Mm-hmm. Mm-hmm.
Because zero frames, when it's stuck to your face ain't a fun time.
Right, right.
But yeah.
I've used the cheap headset and have it, like, sort of disconnect from where my head is,
and it's not pleasant.
Never is.
No.
so as you've been going through this project
what have you
learned through the process
like what what
did you sort of expect to be the case
that didn't really play out in this game
I know obviously it's not the first one so you definitely had a lot of
learning experience from that one already
but what what new came from this
that you weren't
maybe I don't know just
whatever direction you want to take it
I mean for me personally
I learnt a lot more
optimization stuff
like
from our last project
we just had
big scenes
and just put a lot of stuff in it
so there was obviously
like rendering costs
for that obviously
and at some point
there really was it as evident
that like there is too much here
but in this one
I designed
well me and Matt designed the ship
to be sectioned off into tiny little scenes
that we could like asynchronously load
and have less in them
or as much in them as we needed
to make it run well
I had
like all the geometry that Matt gave me
apart from like the major major rooms
they're all just separate pieces
that I just had
free renaver to just
put in there and then
we rolled with that and then
we started testing the game and went
oh you know what that's actually
very expensive
we can't we can't do that
so
I then bought a
mesh combiner tool
which
basically got implemented
the same way occlusion culling
works if you know what that is
I should be, do.
If you want to just briefly explain it for the viewers, that probably would help.
Occlusion culling is basically, it takes a cone,
and everything in that cone will be rendered.
So if you're, like, panning across these items over here will literally get, like, turned off, unrended.
So it's basically reducing the cost of what is on screen and helping the frame rates for the basic.
principle of that.
So the way I planned
how I would combine the meshes
was based upon
occlusion culling
and how much I wanted to render
in one go.
Even today,
there are still issues
because Unity is
known for not having
the best occlusion culling
tools.
So one of the issues currently that we're having
is that in one of the whole
you can be staring directly
like at a wall
but the bottom section
of like the elevator
where you go later on in the game
it's just kind of all rendered
for no reason
I see
so that's where
there's like a performance drop
because it's rendering too much
so that is like still
one of the like things
on our list to try and figure out
how to fix
What don't you, Matt?
Nothing unperfect?
No.
The big one, I think, was trying to learn how to set up modular kits to be used for the environment design and stuff.
Because, yeah, in the first game, I kind of just took the gray box of the whole level and just modeled over it and optimized it from what it was, which was like a, a nice.
million cubes in like one little spot to make up a complex shape to then you know hey that's now
just a cylinder or stuff like that where it's like it's proper like mesh and probably optimized
uv et cetera textured all that sort of stuff but like going through the modular process of design
and stuff obviously gives you way more freedom in terms of hey this can't be this
size anymore or like it feels wrong sort of walking through it now or or
doing this thing over here actually we want to change the way that this is laid out
having it be modular it's like okay well now you've got corner pieces and long bits of wall
and short of bits of wall and stuff like that you can just you know chop and change however
you want on the fly which i think we ended up doing yeah that's how we added in our new content
um yeah with the med bay the captain's quarters and the crew quarters where
Matt had planned where they wanted to go
but it was like being covered
by a whole bunch of like hallway geometry
so it's very easy to just
delete that current geometry that's there
and then just turn on the old stuff
and then just shift it around
or like oh I need this much more wall
and then you can just
drop it in
so
plus it also made the walls and stuff
look women are interesting
once you've got like the option of like
okay currently
this is all just a flat wall with like
maybe some like stripes and stuff on there
but
you know
I'll chuck in one of the like little
like more computery sort of techie panels
and see how that looks and oh
that's better but I don't know
maybe one with the vent on it and like
the simplicity of
just being able to like
the freedom of choice
super useful
which is one of the biggest things
where it was like
in nightlight
because I like
modelled everything
in terms of like
the environment stuff
it was way more rigid
and way more difficult
to go back and fix stuff
because of that
and I was like
exporting like whole levels
that were like
fully modeled out
we would have to have
review sessions
so like he would make it
we would bring it
into unity
we would start putting all the materials on it, you know, one by one
and make sure, like, they're correct,
and not screwed up in any way, or, like, oh, over there,
there's just this massive, like, hole in the floor over there
that you, like, forgot to fix.
Yeah.
Which, therefore, like, yeah, you'd have to redo it again.
And on my end, that hole could have been, like,
a millimeter between things and the anti-aliasing, you know,
made it invisible.
but the second you bring it into unity
and you've got like a bright blue skybox behind it
you can see this massive blue strip
and you're like, that's a problem
and then I'm sitting on version
17 of the apartment buildings
and Alex is sitting there like rocking himself
asleep because I had to bring everything in over
and over and reapply the materials
that was a whole afternoon
or it was just like hey there's another little hole up there
and it's like God damn it
I thought I fixed that one
and it's like no no you fix the one next
do it, but because you shifted that over, and now there's another one over here.
And it's like, oh, of course there is.
So, yeah.
Never ending circle.
Yeah, exactly.
So, yeah, the big thing of like, okay, we shut ourselves in the foot over here doing it this way.
Let's learn the new way, which is more modular.
But then we can keep more bespoke stuff for, like, the bigger rooms and whatnot.
But, like, overall, it saved us a shitload of time in the grand scheme of thing.
but like the first pack that I made oh boy I think I spent six weeks which is longer
than I spent on some of the bigger rooms like in terms of modeling stuff just trying to make
this thing work because it was the first time I'd ever done it right um or at least done it in a way
that was like land ahead of time where it wasn't like okay there's a hole in that wall over
there or like here's just a frontage of an apartment that you can chuck elsewhere it was more
like this is foundational like this is a 75 centimeter wall this is a 150 centimeter wall and like
we had these segments set out ahead of time whereas like okay i have to make this work i have to
work out what the hell i'm doing um which was yeah a big task up front but saved so much time later on
and once i did once i could use those same bits as like foundation of like okay well i've done it
once now i know what i'm doing for this next pack and this next pack and this next pack um and i think
we ended up with three or four in the final game which like each time I did it got
quicker and quicker but it was like yeah that first month in a bit where I was like I'm
so over this like why I could have just modeled this whole way in like 20 minutes
but here I am six weeks later but yeah you know it's um the uh I can't even think of a good
analogy it was a pain in the house
it was a pain in the ass that
comes back to like you know say I'm
sorry afterwards and you forgive it
but in the long run it's
probably for the best so that you actually can
use these components again and
especially for larger projects right
like if you take on something that is going to be
large in this you're going to take on something where
you are going to want to reuse these
models these tile sets
whatever
like
yeah
like
yeah
well that's all
that is that is
hopefully something which
as you go into
whatever the future title is
you can
you know
start getting the ball rolling
quite a bit faster
knowing
better development processes
knowing a better way to handle
just doing all of this
hopefully that can
allow for more to be done
with whatever you do next
yeah
100%
yeah
every single thing
that we do
is a learning
step
so like
and that's
I think one of the bigger reasons
why we picked
sort of sci-fi and stuff
this time as well
was like
okay we've done the
realistic thing
we've done the
old school tech
you know
let's
let's jump into a challenge
and make a
spaceship
which yeah
that first six weeks
made me go
why the hell did we do this
But beyond that, it was like, okay, yeah, this is pretty cool.
And yeah, like, 100%.
Like, if you're not learning something new with everything that you're doing,
you're losing an opportunity to, like, grow as a creator, as an artist, as a designer,
as a programmer, et cetera.
Like, even, like, probably in the realm of, like, podcasting and YouTube and stuff like that as well,
like you're always looking to improve what you're doing.
So to take advantage of that with everything that you make,
it's a no-brainer well what do you got an idea for for the next thing once
once this once this project is done once it's released do you have any
ideas is I'm so I'm sure you've got you've got things you would like to do
but are you kind of said on anything that you want to do next yes and no yeah
we we had an idea that we were pretty
fomon, which we sort of concepted and did some very, very, very early stuff on during our
first grant submission process, like in April last year, just while we had some downtime to
like take a few steps back from this and like wait to hear back on how we were going.
But in the time since, obviously with more stuff that we've learned with this and, you know,
different issues and stuff outside of that it's like is the smartest option should we innovate a
little bit to make it a little bit different how can we make it a bit more unique all this sort of
stuff where it's like we have a base idea should we like should we talk about it a little bit
it's up to you that smile says says a bit what do you reckon ah I have
I mean, that's for off cam.
Off cam, yeah, okay.
That's for off cam.
I'm not going to, I'm not going to leak anything here.
Fair enough, fair enough.
Yeah.
We've got a list of a few ideas and stuff that we have genuinely got just a folder of like project ideas.
And we've got this little form that we fill out in terms of like, not like an application or anything, but just like, here's like a list of criteria in terms of stuff that we would.
want the project to be, who it would be targeted at, what we want the players to feel,
some, like, gameplay stuff, all that sort of stuff.
And we've got a bunch of those of just, like, random ideas and stuff that we've come up
with over the last few years.
But, yeah, this other one, we kind of went in deep and just, like, spent a good few weeks,
like, busting out a GDD and, like, a proper art bible and stuff for, but, like, obviously,
since kind of had this realization of well if we decide to head down this route is it smarter to
do something slightly different and stuff like that but yeah we yeah it's yet to be seen on monday
we're going to have like a proper brainstorming session and like go through some stuff in terms of
how can we improve on the idea and stuff like that so who knows maybe next time you get back to us
you'll hear some more about it
with whatever it ends up being
Well I do plan to do Sage next year
And I do Avcon every year
So if you have something early
By then
Hey I guess I will uh
I'll see it by then
Possibility
Yeah by then I think we're hoping to
By Avcon definitely
But Sage we'll see
But yeah
It'd be good
well we're coming up on the two hour mark now
so let people know
where they can find the game
where they can get the demo
all of the information you want to direct people to
yeah
Project Nightlight is on Steam
not Project Nova is what I'm here for
God that was both on Steam
that's true they are both on Steam
if you
look at Project
know that you'll find two games um but the one that you're looking for is the one with a little
spaceship in the the key art i did notice that there was another another game of the same title
we discovered that right after yeah we discovered that right after abcon last year where it wasn't
there the weekend before and it was there the week after and we were like fun yeah okay yeah but yeah
that's a whole thing um plus there's like apparently been like a dozen also games over the past
20 odd years that have used that title that have just gone nowhere
so yeah no it's not exactly an uncommon word like it yeah i would expect so it means new in
latin so like it's going to be called blah blah blah nova something or other like but it's a
space term so it's like sick um but yeah whereas like that's the game uh project nova demo is out now
um if you look up fringe realities on whatever social media stuff yeah google um but yeah
We're on Twitter, X, whatever it's called now, Blue Sky, Instagram, Facebook, YouTube.
Reddit now is what I'm trying to start cultivating.
And if Mark sort of sits back a touch, you'll see our logo.
Oh, yeah, yes, yeah.
Yep, yep.
So we're at fringe realities on most things, or some variation of that.
Good, consistent branding, which is better than I do.
do? You do what you can. We were lucky that it was one of those ones that no one had picked up
yet. And I'm like, you're done. I made the mistake of using my name for everything, which is a bad
idea. Turns out there are other people called Brody Robertson that exist. I can't believe that.
That's insane. There's actually, I think, an amateur golfer with the same name. For a long time,
she was the one who took up all the search results. I have taken over the position now, though,
so...
Yeah. I have once been added on to...
Twitter from the mistake of someone that has my exact same name in the UK that is in the
Defence Force.
So I've been added about defence things before that just isn't related to me.
That was fun.
I typically just go about my username online.
so like I'm rarely me
which saves me the headache
because typically there's only one username per
site
which is very handy
but yeah like
you know
I yeah
my dad
going through school
shares the same name as a footballer from Adelaide
who then
went through
and started doing finance
which is what my dad used to do.
So they kind of ended up in the same field.
Right, right.
And I've only been asked once by an older teacher.
When he saw my name, he's like, oh, there's no relation to.
And I said, like, I said the name.
And he went, I went, no, he's not my dad, but they have the exact same name.
And he's like, oh, okay.
And he looks so defeated.
And I was like, I'm sorry, old man.
like you know
but it was like it was really bizarre
and on that
when I like when my dad was teaching me to drive
he took me past his office on purpose
just to like see if I'd clock the fact that it was his name
on this sign and just he was just looking at me smiling
as I drove past and went what hang on
and he's just like what what's going on like what
and I'm like you can't pretend like you didn't just see
what I just saw
but yeah I think thankfully I'm the only one of me
like everyone's like there's a bunch of people called Matt
yeah very rare name yeah yeah never been a Matt
yeah there's two of us in every given place I can guarantee it
but yeah like Matt surname doesn't seem to be a common
one at the very least like I don't think my
their name's super common to begin with, which...
Hey, no other was mine and I still got it.
You know what, that's 100% fair.
Yeah.
I'd say yours is probably rarer than mine.
But yeah, I think I'm the only one in game development, which...
That's something.
That's convenient.
Yeah, Tandy.
Well, anything else you guys want to direct people to, or is that pretty much everything that you have?
It's about it, really?
Yeah, that's sort of it from us, I think.
Okay, I'll do my outro, and then we will sign off.
The main channel is Brodie Robertson.
I do Linux videos there six-ish days a week.
Sometimes I stream there as well, so check that out.
I've got the gaming channel, Brodyon Games.
Right now, I'll be playing through Kazan the First Preserker,
and I'm also playing Split Fiction with Wren.
So check that out if you want to see Co-op Chaos.
And if you're watching the video version of this, you can find the audio version on basically every podcast platform, tech over tea.
You'll find it on Spotify.
Spotify is video, which is cool as well.
And if you do want to see the video and not be on Spotify, it is on YouTube.
Tech of a T, basically every platform.
There's Tech of a T, Twitter and Blue Sky.
I think it's Blue Sky.
I don't know.
I don't ever post to those accounts.
I just posed everything from my main account.
I should separate them.
I don't.
Doesn't matter.
Anyway, how do you want to sign off the episode?
What do you want to say?
I love this
This is my favourite part of every episode
That's such an on the spot
Like
That's why I do it
Be good and kind to others
Ooh nice
Peace love and other drugs