Tech Over Tea - The Odd Combo Of VR Puzzles and Space Walks | Fringe Realities
Episode Date: September 27, 2024Today we have a group of indie VR game developers on the show from a studio called Fringe Realities, currently working on a VR puzzle title that I sadly didn't get a chance to play at AVCON but it cau...ght my eye enough that I wanted to speak with the devs. ==========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-site Steam: https://store.steampowered.com/app/2200330/Project_Nightlight/ Twitter: https://x.com/FringeRealities YouTube: https://www.youtube.com/@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 Supercozman https://twitter.com/Supercozman https://www.instagram.com/supercozman_draws/ DISCLOSURE: Wherever possible I use referral links, which means if you click one of the links in this video or description and make a purchase we may receive a small commission or other compensation.
Transcript
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Good morning, good day, and good evening. I'm, as always, your host, Brodie Robertson.
And today, this is probably going to be the last of the post-Avcon indie game developer interviews.
This is one of the games I sadly didn't get a chance to play. There was always people at the
booth, and this was one of the biggest years for games anyway, so there was just a lot of things
to go through. But it is a really cool looking project.
Today we have Matt and Alex from Fringe Realities, who at Avcom were showing off a game called Project Nova.
So I guess, just introduce yourselves.
Whoever wants to start, go ahead.
Do you want to go first?
Yeah, I'll go first.
Yeah, hi.
I'm Alex Goodwins. I'm the CEO and the Technical Designer at French Realities.
So I'm the guy who kind of has to run the business and also make quite a lot of functionality for the games that we make.
I'm Matt Bibian. I'm the environment artist, social media dude, and just general guy or french um yeah so
if you get an email it's likely me i apologize
so i guess before we get get into this specific game,
you guys focus on VR games, right?
And that's obviously a very special niche unto itself. So I guess, how did both of you get interested
in doing VR stuff in the first place?
Had you done things prior to being involved in fringe realities?
Or was it something where you were just like, I'm do this let's just see how it goes as as fun as let's just do
this see how it goes with the um we you know both studied at aie the academy of interactive
entertainment in uh adelaide and you know we studied our respective fields of art
and design um and vr was the shortest module of our sort of couple years there um and being
peak covid it was severely limited what we could do with it because of like
you know social distancing and like physical contact and what sort of stuff um so we had a really severely limited module which left us with that yearning
of like we we could do more with this you know um plus it was just that emerging technology and
you know jumping in there sounded really really awesome yeah fair enough uh alex you've been that to that um it's more my personal
experience over the company's experience um like yeah like i started to get interested in vr like
back in 2016 when the like htc5 like first kind of more commercial headsets became available which
is actually the one that the business uses um yeah i got
interested in that started playing all the vr games you know space pirate trainer job simulator
boneworks all that sort of stuff um and yeah since since that point like going through a um
i had before our vr module where we were kind of forced to make a vr game i'd already kind of
mucked around with it.
We had a narrative module where I made a little VR game that's centered around a time-traveling investigator.
But yeah, that's very much my interest in it.
One of the early adopters where I was grabbing a HTC Vive headset, jumping into games um playing kind of whatever i could find get my hands on um went through went through a big phase of
jumping onto vr chat to go muck around in there uh like i presume a lot of people who have a vr
headset have done at one point or another but yeah so was the vive your first experience with vr i didn't that sounded like it was or
before that okay no no um i yeah i bought the like like very early htc vive um i've since
upgraded to the pro just because nicer displays and a little bit of a nicer experience right
um but yeah no htc vive was first experience. Matt, what was your first VR headset you tried?
Was that at AIU?
No, the first VR headset I tried was a Vive,
but my very first experience with it was at Avcom,
and it was a game that was like a platformer,
but it was just a typical 2D platformer with a controller,
but you had your headset on looking up and down
to see where you had to go on looking up and down to see
where you had to go okay and it gave me the worst motion sickness i've ever felt because i looked
down and it was just an infinite void and my brain was like that ain't for you bud and i got too sick
and like too scared to say anything so i just kind of like lifted the headset up and the guy had
walked off and i just kind of scurried away right um. So, yeah, I was very apprehensive about VR stuff based on that experience.
But, you know, here and there at different Avcons or whatever, like Space Pirate Trainer, I played at a Supernova.
I think not too long after that.
And it was like, OK, this is actually really, really cool.
So the drive and passion to, like, do something with it has absolutely, like, always been there.
OK.
Yeah. My experience with VR is a little bit older than that um one of the teachers assistant at my high school had a
oculus dev kit too so yeah which was very very rough uh it had really bad screen dooring. It was not the highest refresh rate.
And the demo he used was the roller coaster demo
that was really popular back then.
So it was the worst of every single world.
First immediate interaction with VR.
Yeah, let's make you want to throw up.
Yeah, let's never do this again.
So I was kind
of turned off vr for a very long time after that um and my next experience was in uni where i had a
vr development course and they had i think they were either vibes or five pros which was a lot
better of an experience i still do experience like motion sickness from vr stuff but i think a lot
of developers will still learn like what they can do and what they can't do um i like when i play
like beat saber for example beat saber i can do perfectly fine uh but a lot of the heavy
heavy movement games i still do experience like, like, a lot of VR sickness.
Like, if I was to play something like Gorilla Tag, for example,
I'm going to be dead in five minutes.
Oh, same, same.
Like, I still experience motion sickness and stuff, too.
Like, it's lessened because of the development
and sort of getting a bit more used to it,
but absolutely, like, long-term play,
it, like, the stomach flips at around an hour,
and it's like, oh, joy like oh joy um so that's always a
fun task to combat um with this sort of stuff and it's a unique challenge as well because
typically you don't really get that experience just with non-traditional games and that kind
of leads into project nova because i watched sadly i didn't get to play it at Avcom but I did see there were a couple of parts
in there that definitely would have
probably been an issue for me
like the part where you're climbing across the
bars if I was to
yeah I do want to ask
like how do you go about
actually dealing with
these problems in a way that
I guess makes
people feel immersed but still
i i don't know actually like managed to deal with some of the motion sickness problem i know you
can't deal with everything some of it is hardware limitation but i know there is certainly stuff
that can be done from your side as well yeah i mean like through developing project nova as well
as our previous project project nightlight and all of our personal experiences with VR, even myself, I was fairly resistant to motion sickness.
I can never remember what the game was called.
I remember at one point I was playing a game that had continuous movement, and I'd been playing for a solid half hour wasn't feeling too bad and then
i just hit a wall and just went i need to stop playing i'm about to throw up but like ever since
then i've been fine but yeah no it's it's definitely one one of the things that we keep
having to think about so like we i guess there's kind of three major things that we can kind of do
as developers um like first one optimize the hell out of the
game so it runs at 90 frames or more um just because like again personal experience as as
well as definitely developing the games where they're unoptimized and you're having to play
through it at like 20 frames that's not fun um but, like optimizing the hell out of it so that it will be running at 90 frames or more.
That's definitely a big one.
The other one is not all games do it,
but a lot of games now offer different movement methods.
So like the standards are kind of continuous movement
or teleportation.
Like those are kind of the big two that have stood out.
There are definitely a whole bunch of different methods to even those.
I remember Doom VR, they kind of had teleporting,
but it was like you teleport, but you just very rapidly move
between those two points and things like that.
So yeah, that's another thing, just giving people the ability
to change the movement methods.
Continuous is definitely what
we kind of develop for and prefer people playing just because it's more immersive you're not
teleporting and right right blacking out all the time and all this stuff but like yeah we we do
all for teleporting a lot of vr games do at this point um and then the third one which we haven't
mucked around with as much but it's definitely something that we want to get into, Nova, is the vignetting.
So when you start moving, you basically just bring in a vignette from the side of the screen just to help with that disassociation between what's happening in front of you and what your body is feeling.
Okay.
okay um like one of the games that i know that did it quite a lot and it'll be very obvious why was like a lot of the spider-man vr games um they brought out some like nice little demo things and
stuff like that and basically when you're swinging so you don't get that massive you know feeling of
motion sickness because you are just flying through a city um they yeah bring in a vignette
so basically it's like a
kind of a gradient starting at like black from the outside going to see through in the middle
okay and um basically the faster you went the more it kind of closed in so you get very tunnel vision
but it helps with the disassociation between what your body is feeling and what your brain is
perceiving um So that's,
it's something we want to bring into Nova and we're trying to work out the
best ways of doing it,
but we definitely want to do it for continuous movement.
Just most people who choose continuous are like fairly resistant to motion
sickness,
but people like yourself,
you know,
you might want to try it out and just be like,
I really want that vignette to help with that disassociation.
And then, yeah, as you were saying, the climbing sections, that's another area we want to have
separate settings for.
So if people are okay with continuous, but they get to that climbing section, they're
just like, oh, I don't like, they can bring in the vignette and help with that disassociation
and get through that section with um more comfort is there something that comes in with like the way that you would like
lay out a level as well and maybe not having certain like as you pointed out that that game
you played where there was the uh the 2d thing you're just looking up and down and if you look
straight down you see a void i would imagine there's certain things you'd want to avoid in the way that you design things with how they look as
well yeah yeah um yeah i'll go for it no i i was just gonna say like um like bringing it back to
like roller coaster games and stuff like that like um a lot of the stuff that you can do in vr
if you do decide to go down that route
of having a roller coaster and kind of not giving the player the ability to control the movement
themselves um the more you can kind of fit them into an area so like even myself playing certain
roller coaster games if you can't view the coaster that you're in as much that will lead you to more motion sickness
meanwhile if you just like lower the camera down or make the model a bit bigger and it kind of
encapsulates your vision a bit more you will be less likely to be sick just because you kind of
you kind of feel more grounded um so yeah there's some design aspects like that that you can do
i think the thing that really throws me off isn't as much
of the horizontal movement i'm generally pretty fine with that it's the vertical movement like i
i don't get motion sickness in a car but i i cannot do elevators like more than two floors
in elevator just i i need to sit down for a moment so having any sort of vertical movement
where you can see you're going up and
down and like like that's the really bad thing about the roller coaster like when it's going
the flat parts are fine but as soon as you're going up and down like it really to me feels
like you're going up and down as well yeah yeah no that yeah there's certain things that like
are just going to trigger people more than others like um one of the things that like
again personal experience as well as as what we were taught,
is you can rotate the camera around.
Say you're standing on the spot and you're turning.
That can be okay for certain people,
but the second you rotate it as if you're tilting your head,
that almost immediately will trigger people.
So it's very much a thing of...
Unfortunately, we're the guinea pigs most of the time,
but just playing the hell out of it
and just being like, okay, what works?
What doesn't?
What can we get away with in that respect?
That's also one of the reasons why playtesting is great
because unfortunately, myself and Mark,
one of the other developers,
we're basically immune
to motion sickness at this point
we play through our game at like 10 frames a second
we've had
the screen freeze so our entire
vision is just a picture
that's rotating with us as we're going
that one's a tough one
yes
we've got past the point so we
need people, even just Matt
because he doesn't
he doesn't develop and like play it as much so like he's a bit more susceptible and stuff like
that like yeah unfortunately kind of some of it is just play test and see what what people feel
sick with what people are okay with curiously on that as well like we we weren't anticipating it but we assumed that
you know we would get people at avcon that had that sort of level of like okay wow i gotta like
sort of stop but across the entire weekend even with first-time vr users only one dude
kind of said that his stomach felt a little funny um which like sort of blew us away
because we were expecting you know like myself with my you know first experience with it like i
felt unwell so it's interesting that like first time users even like with um our other game sort
of project nightlight like both times times it's been relatively decent,
even with climbing parts and stuff like that.
We've not really had anyone feel that sickness.
Right, right.
Which, you know, massive achievement.
But yeah, it's an interesting sort of thing
that we weren't necessarily prepared for the lack of
you know what i mean yeah right i i know you showed the game off previously have you had
people who were a bit iffy of it then and is a lot of that change maybe improvements that have
happened to like the game development um we've shown project nightlight previously like oh sorry did i yeah no no
it's all good but the same name effectively um was so creative the um like what was the
experience different when you showed that one off then um a few i think a few more people
got a little bit sort of funky with that one but i think again it's just that thing of
you know it was our sort of first go through of that sort of stuff so all that was a learning
experience um as you know every time you show it off is but i think definitely we had a few more
people not a lot but a few more for sure like sort of give us feedback on like okay well you know
i'd like to like move a bit slower or like i'd like to like turn
you know differently and stuff like that um which is stuff that we've sort of brought forward into
nova which i think is actually you know making a positive impact which is cool um but yeah like
being the first time that we've done any sort of zero gravity like flinging yourself around
climbing stuff like that like it was really cool to see that
not many people bar one you know had any sort of side effects of that motion sickness which
was really really awesome well that's i guess that's a that's a look maybe you just got a
bad selection of people that are all really good even like the first timers yeah no it could be
like there's that you know bias of that sort of stuff that we won't ever you know really know
it's not like we stopped him afterwards when hey do you get motion sick it was just i think like
thanks for playing and they scurried off um but yeah that was like yeah a very interesting thing
of like so far we've only had one guy get somewhat queasy, but not to the level of, like, I need to sit down and stop completely, which is cool.
Do you, like, personally know people, like, outside your team that do get, like, badly motion sick who you can test things on?
My grandma gets really motion sick, but I'm not prepared to chuck her in a headset.
That's fair, that's fair.
my grandma gets really motion sick but i'm not prepared to chuck her in a headset like i remember like being a kid and would just sort of be sitting on her lap and looks like
bouncing around or whatever and she'd be like okay i need to stop i feel like i'm on a boat
um so like if there was one contender for like this is going to make it or break it it would
be her but i'm yeah not going to just no on a headset and say go nuts. Understandable.
Yeah.
Other than that, I'm not really certain of anyone.
You just haven't done a survey of your friends.
Do you get motion sick?
Can I get my game on you? Yeah.
I think the big problem is not many of my friends, at the very least, have headsets.
Right.
So not many of them have that knowledge of whether they are or not.
very least have headsets right so not many of them have that knowledge of whether they are or not um and typically they're you know gamers through and through so they'll play whatever
but they feel sick or not um but yeah it's just that thing of you know like you don't know until
you know sort of thing um yeah so someone and i i think i've tortured my mates too much
i think i think i've like i mates too much I think I've
I remember getting my headset
and it was like yeah for the first
six months or so it was everyone so well having a VR
day where I just had everyone over and I'm like
I don't even remember
any of them having any issues to begin with
but yeah it's
they might now
like they haven't done it in a while then you kind of
do kind of lose resistance to it after a bit.
Yeah.
That's how I definitely feel.
Every time I get kind of used to it,
it's like a couple of year break and then no.
But to be fair, tech is getting better.
So it's not as bad as like when I first did it.
And a lot of games are also like,
there are now games that are very clearly set up
to not even have like motion sickness
be a fact like Beat Saber.
Like when I first did VR,
that just didn't exist as a game.
People were trying to do,
like most of the stuff people were doing in VR back then
was the heavy movement stuff
because no one really knew what the limits were here like yeah we
did have vr headsets before but you know they're either incredibly expensive or you go back even
further to things like the virtual boy where there was this very big tech limitation than what you
could do in the first place yeah yeah yeah i think you know it's a lot of that thing of trial and error.
It's still, you know, an emerging technology in comparison to, you know, your typical gaming sort of scene.
But even that took its time to, you know,
get to a point where people were comfortable playing it sort of thing.
So, like you said, you know, still emerging, still evolving
and, you know, new and fun, exciting ways.
So we kind of skipped over it
entirely. I don't know how we did that, but
what is Project Nova?
Would you probably explain that?
Yeah, give or take
half hour to this. What are you actually doing?
Do you want to give the spiel
or do you want me to give the spiel?
You go nuts. I did enough of it.
I mean, we both did.
So, Project Nova is a kind of a vr puzzle game set aboard the nova aurora which is a ship on its maiden
voyage um you play as a engineer aboard uh never aurora um and yeah basically your job is to
repair the ship as needed so you know you'll, you'll start off the game, you kind of get to experience a little bit of, like,
the pre-launch and stuff like that,
get yourself a little accustomed to the ship.
Then you get chucked into stasis under the assumption of, like,
we'll pull you out when we need things fixed and anything like that.
And, yeah, basically you get pulled out
and find out things have gotten a lot worse than what you were hoping.
And then, yeah, throughout the game, pulled out and find out things have gotten a lot worse than what you were hoping and then yeah
throughout the game it's your job to try and get it um try get the ship back up and running and
back onto its mission okay so why a vr puzzle game because like the previous game that you did
was a vr horror game and both of these are very of the genres that you can get involved with in VR,
like these are some of the, I guess, most, some of the biggest genres, right?
Like that's sort of like the main focus that people are doing here.
What is it about Project Nova that makes it stand out from the crowd?
Well, yeah, definitely the space climbing sections.
Like that's something that going to Avcon as well as like from kind of conception
was something that we wanted to be very unique.
We had a look at other VR experiences
and stuff like that.
And we couldn't find anyone who was doing spacewalks
and like actually letting you be in zero G
and spacewalk on the exterior of a ship
the next one is kind of what went where what went sorry what went very well with project nightlight
in just terms of like the atmosphere um in this one it's less of a horror atmosphere and more of a
astrophobia sort of atmosphere so it's just kind of a thing of like you know making you kind
of hyper aware you're aboard a tin can floating through space that if there's a crack in the hull
you're getting ejected and that's going to be it um and then yeah uh sort of the third one would
just kind of be some of the mechanics so we've just got like the um i'm pretty sure it's in some
of the previews and stuff like that so we we've got like the welder and plasma cutter.
So as you're going through doing maintenance,
you know,
you're going to have to cut off panels,
weld things back together and kind of things like that.
I'm liking on the name now,
but I know there was another climb.
There was a rock climbing game that came out a while back.
I think that was just one that was just called like Climber VR or something.
That might be what it is. Yeah. So I know there has definitely been climbing stuff, while back um i think that was just one that was just called like climber vr or something that
might be what it is yeah so i know there has definitely been climbing stuff but i don't know
i certainly don't know something involving like spacewalks that i at least i can't think of it
maybe there is something yeah the biggest sort of game that is similar in that regard of like
you know zero g sort of flinging yourself around um and obviously space game uh would be lone echo it's a game that is sort of exclusive to the quest um and got like
a lot of funding from them from you know what we can tell and what sort of stuff like promotion and
that sort of thing um so yeah like we couldn't find anything just sort of on Steam or available to the masses outside of that, you know.
Which, you know, isn't even on Steam.
It's, like, exclusive to the quest.
So, like, we saw it as an opportunity to, like, you know, jump in and fill a gap, you know.
That's fair.
So, why the space?
Like, obviously there's that, but, like, was there any other reason for like the space aesthetic like do you guys have like a general interest in
that sort of that sort of part of sci-fi or yeah i mean yeah it's always cool to see
spaceships and futuristic sort of stuff um but i think it was also just a fun
sort of different challenge like the the first game we did was set sort of stuff. But I think it was also just a fun sort of different challenge. Like the first game we did was set sort of 1980s to 1990s-ish. And to then jump, you know,
100 plus years into the future, it's just a fun little creative challenge to work out how things
are going to look and that sort of stuff as well as just unique storytelling opportunities for you know that sort of period of time in that genre i'm sure there are also a lot
of challenges that come with the space stuff like from the programming side trying to make that feel
like it makes sense like like in given an interpretation that kind of actually would be what that kind of feels
like and getting that that tweaked in at a level that really it it sort of works right but it isn't
so much that people lose control over the uh actually trying to play the game. Yeah, no, definitely.
With the character that we have and the way it's programmed and stuff like that,
I had to go through and basically
reprogram or give it
a different mode to work in to be like,
oh, you're now in 0G mode, so you're
floating, you're a lot more of just
a physics object compared to
when you're walking around the ship, you have a lot more control over your movement. But even then, when you're a lot more of just a physics object compared to like when you're walking around the ship you have a lot more control over your movement um but even then like when you're in
zero g from ourselves testing it we're like okay the player can't just be a physical like a physics
object and get yeeted out into space um because like uh yeah it just kind of felt like you you
were suggesting where to go rather than having
control right so like even when you're in space and stuff like that you kind of have like
it's a very slight nudge but you can like nudge yourselves in directions and stuff like that
um just purely for like playability and things like that of like if you can't you just kind of
slowly floating away from the handle going oh oh no, oh damn, oh damn.
And then you need to have some sort of systems like either reset you or send you back to a checkpoint or something like that.
But if it was happening constantly, it would stop being fun very quickly.
Yeah.
So we wanted to, well, I mean, through playtesting and stuff, we've kind of decided on like, okay, this is zero G.
You're a physics object, you can throw yourselves around
we've gotten to the point
playtesting it where we can get
to certain sections and just skip massive
climbing sections because we're just like
if I throw myself at roughly this angle
I'll land on that ladder
and things like that
that's kind of fun to do as a developer
you kind of eventually get over the fear of being out there and floating in space and you're just
kind of like oh no i can muck around with this that's i didn't even think of that like yeah i
guess with the zero g stuff like those climbing sections if you knew the angle to like go out you
could just fling across that's cool that does add something like really really cool
to like because yeah those look as i said there was the vr climber game but chucking the zero g
stuff in there does add a whole new dimension there that just wouldn't be possible otherwise
yeah like yeah if you if you're kind of ballsy enough or confident enough you can just skip
sections and kind of throw yourself
around have a little bit of fun with it but there is still definitely that underlying like
if i mess this up i'm just going to be sailing past that handle i'm aiming for
floating into the abyss i'm sure that does create a problem when it comes to
bugs that may not have been anticipated where you can possibly throw yourself in a way that
gets yourself stuck between objects that you shouldn't be able to get into and like potentially
skipping into bits that you shouldn't be able to get to earlier than you should be things like that
yeah well i mean part of it is us ourselves trying to find those um like and inevitably
like i'm sure someone will magically throw themselves at just the right angle to avoid
everything we put in the way and skip something but yeah no we've for those particular sections
there's a lot of um kind of respawn areas and things like that just so like
you're semi kind of stuck to where we want you
to go and where the intended experience is but like you still do have that little bit of play
um so yeah it's like we try our best to make sure that you can't do anything like that and even then
like those sections uh like you know if you do skip some of the climbing stuff it's not like it's not
like a big mandatory thing like it's kind of more about like look if you want to have fun and throw
yourself around we'll we're kind of cool with you doing that yeah i'm more talking about like doing
something that causes a puzzle to behave in a way that shouldn't have happened or you skip a certain
piece of a puzzle things like that oh yeah yeah i mean in the climbing section specifically there's not really a chance
of it happening i mean i saw one guy at the very last guy avcon managed to somehow push himself
into the ship like while still in zero gravity i don't know how we did it like i blinked and i
turned around the screen was dark and i'm like where are you and he sort of ducked slightly and i could see like the airlock
i'm like how but um yeah i think it's just one of those things where it's like unless you can
repeat it and work it out and see it happen more than once and try and like sort of decode what
the hell is happening in your brain like it's just one of those things where it's like
sort of decode what the hell is happening in your brain like which is one of those things where it's like bugs are buggy they're like cockroaches they're like they slide in under the like the
fridge and stay there until you know someone finds them yeah that definitely highlights the
importance of like qa and testing it like the more people we can get it in front of before it kind of
goes public you know fingers crossed the more we can find any of those sort of like skips or you know game breaking bugs and things like that yeah at the end of the day you're
gonna have bugs no matter how much you try but at least trying to eliminate the ones that you can
sort of accidentally fall into like yeah because it's one thing of a bug requires doing
like pixel precision movement and landing at this specific
point doing these specific events before and no one like unless they're specifically going
either way to look for that they're probably not going to have it happen but if it's something like
you try to grab a handle and for whatever reason that handle at that like specific point isn't
solid for example like stuff like like that that breaks the experience
definitely which like luckily
a lot of those we can find ourselves in house
it is definitely like
there are a whole bunch
of edge cases which like once you just
give it to random people
they just like
sit there and go like oh what if I just
do this what if I like grab a screwdriver
and jam it in between here do I get yeeted out into space kind of sit there and go like oh what if i just do this what if i like grab a screwdriver and
jam it in between here yeah yeah do i get yeeted out into space and yeah that's that that is kind
of one of the um disadvantages or annoyances of doing vr like uh people have a lot more freedom
which like it's great like it's one of the reasons why i love playing vr games because i can kind of do whatever i want you know if i want to stand
there for 20 minutes dancing i can go for it um but like yeah as a developer it's definitely one
of those things of like you kind of have to especially from like our previous project and
watching people stream it and put up videos and stuff like we kind of start getting a sense of
like okay we know someone is going a sense of like okay we know someone
is going to pick up that screwdriver we know someone is going to like try to jam it into a
doorway or do this and that let's ourselves try that beforehand just in case yeah no i i you know
like i always love bugs where it's just, it's some weird setup.
Like, there's a, you mentioned the screwdriver thing.
It kind of reminds me of a bug that Baldur's Gate 3 had, where you could skip 90% of the game by killing one of your party members, putting them in a box, and then lighting the box on fire.
And for some reason, it would launch you to the final boss
oh okay
because of course it would
naturally that's
it's the exact set of circumstances that
lead to the final boss
I don't even want to
think about the Baldur's Gate 3 devs and some of the
stuff that they've probably had to try and
reproduce or just like some
of their playtesting like I will say like that game,
like I want to play it so bad
just because of like hearing all the stories
about people who are like,
oh yeah, like I was on like this mission with Karlak.
I did this, that and the other.
And then someone's like, who's Karlak?
I never met that person.
It's like, what?
Yeah, there's a good reason why they decided
there were certain things in D&D
that just could not be put in that game.
Like, they could not add Wish.
Wish was not going to happen.
Don't ask for it,
because that would be too much of a nightmare.
There's already enough ways to break that game.
They don't need that as well.
Oh, yeah.
I think that's, like, any open-world game at game at like any decent scale where you have to like
venture and there's npcs and west and all that sort of stuff it's like it is physically impossible
to test everything yeah and it only gets harder the bigger you go um so like it's it's funny
when people like pick on betesda for their buggy experiences
and chairs sticking through tables
and all that sort of stuff
but then you think about the scope of their games
and how big and how much there is to do
and it's like
I can forgive a chair being stuck in a table
I get to do this quest for 12 hours
and have a
heart-wrenching emotional story
the chair can be a bit messy
skyrim is a great example of a game that has like weird bugs that you have to just be stupid to go
and try like i think if you go to the the mage guild or whatever it's called and you walk up
against a wall with a plate in front of your face you can walk through some of the walls
just like yeah i i remember watching
someone um they weren't really speed running the game but they knew a lot of speed running tactics
for skyrim and i remember watching yeah it was like i think they condensed that part of the
video down but it was like three or four hours of like there is a very particular
dungeon you go to for story reasons but if you go to the back of it with like a basket or a bucket
or something you can like glitch yourself through the wall to pull the lever that's on the other
side to then get into the dungeon to get some items or like to hit a quest marker that will
then start you and i was like oh god yeah people would often do that because the way they handled
um shop or like vendor inventories is they just put a chest under the
under the merchant so you could just go and take everything from the chest if you worked out how
to get out of the map some of those chests were not put in a proper location and did actually
stick out of the terrain as well so you could access yeah i think it was one in front of a
cave somewhere that you could just access from the surface
I remember doing that playing Starfield
I can't remember what the planet was called
there's a very particular planet and you go there
and if it's not broken why fix it
so they kept the same sort of inventory systems for the vendors
and I remember you walk into the middle of town
there's a muddy patch and if you crouch and look at a particular angle you can get their inventory
i like there is a lot of the the bigger your game gets the more challenges it's gonna have
this isn't just a game thing this is a thing for just all software. The more things that you can mess around with in a program,
the more ways it can break.
There's this...
I don't remember if it was an XKCD or some other comic,
but it was about testing a project.
So if you're testing an input field,
a developer is going to test it with one, ABCDEFG.
They're going to test it with random symbols and all of this other stuff, and then the user is going to test it with one abcdfg they're going to test it with like random
symbols and all of this other stuff and then the user is going to come along and they're just going
to pour water on it yeah yeah yeah that is the perfect analogy yeah like it's definitely a thing
of like we sit there and you know we'll be like okay this system this is how you input things
into it this is what we're expecting to get out we test it we're like okay this system this is how you input things into it this is what
we're expecting to get out we test it we're like okay that seems to work you give it to like just
anyone and then it's like i'm gonna put this into it it's like but you you can't you should only be
able to put this in but like well i did and this is what i got out of it and he's like
that shouldn't work but okay yeah yeah yeah
yeah and having that freedom in VR,
like, as you were saying before,
I imagine it just adds, like, a bunch of weird variables.
Like, you wouldn't have to worry about
being able to pick up an item and stick it between a door
if you're not in VR.
Yeah, no, that was...
Like, obviously, like, when we're going through and studying a lot of it
is more aimed to draw aimed towards like more traditional video games and things like that
um and so like they don't spend a whole bunch of time like i think all up we had like
five weeks or something on the vr module that we went through it was very much one of those
things of like developing project nightlight the like first project we made that was one of the
things that we had to really get our heads around like there's a whole bunch of stuff that in traditional video
games you can do like if you want to get the player's attention you just grab that camera
face it towards where you want the player to look and you're done but like with vr it's like well
we can't move the camera the camera is your head if we move your head you are gonna throw up so
like yeah it's even just some of the stuff of like okay we want the player to pay attention here okay move the camera the camera is your head if we move your head you are gonna throw up so like
yeah it's even just some of the stuff of like okay we want the player to pay attention here okay
the level is gonna have to be you know this this and this and then you get to a hallway so the
player is looking forward and then we can like pull off that thing um like i like i remember
for nightlight there was a particular section where we wanted to have like a ghost or a shadow
kind of walk in front of the player.
So we were just kind of like,
well, we can't just have that happen.
We can't turn the camera and make them look.
So we had to put in specific hallways and stuff like that
just so we could be like,
okay, let's have that little jump-scary sort of thing happen.
Because we're hoping the player is looking this way.
We definitely...
I do remember watching a couple of people play it,
and it's just one of those things of they're walking down the hallway,
they just decide, oh, let's look at the wall for a second,
and then it happens, and he's like, goddammit.
Or you have that one person who's like,
I'm going to go through this hallway, you're looking backwards.
Yeah, I... I think we actually did have someone do something like that.
They were getting kind of terrified of what was going on.
And they were like, I see a dark hallway.
I know where this is going.
And then they were just like, I'm going to walk through it backwards just to make sure.
But yeah, freedom in VR is great. just to make sure but yeah
freedom in VR is
great and
horribly punishing as a developer
because yeah
it's a lot more work to just be like
okay we need to like steer the player
we need their attention here so like we can't
just do this
now it's like a whole thing of like
get some spotlights get something happening to
draw their attention to it and yeah it's a lot more like just trying to get people's attention
like in real life shockingly yeah like tutorialization is also just effectively it's
like the same thing where it's like it's just incredibly difficult to pull off like you know
traditional games you can have just like a little west system sort of up the top like you
know your next mission is x like you could have that in vr but it would just be like stuck to
your face and it'd kind of make you feel a little bit off i guess contextually it could make sense
if you set it up where you have some sort of like you you're're wearing a visor in the game.
You can make it work.
But especially for Nightlight,
where it was set in the 80s slash 90s slash 70s,
there was kind of a broad range of,
we don't know where you are, but you're there.
It was just like, how the hell do we make this...
How do we tell them that they need to
pick up the walkie-talkie and pin it to their chest which shouldn't be a complicated thing
and we had enough people just in testing going okay pick it up put it like pin to the chest and
then like the actual game comes out and we've got people that spend 30 minutes in this room that would be me it it was it was just unbelievable to
watch and like the streamers we could kind of forgive because they're like trying to keep you
know like engage with their audience so they're not yeah i can guarantee that when i when when
you stream the last thing you're doing is reading and paying attention to what the game wants you to do yeah we like the main sort of driving force in that game is the voice on said radio
so i mean it was like a walkie talkie thing um but like we had a guy he picked it up he's like
oh okay pinned it on his chest and then he was like well i'm not gonna listen to a word this
guy says and it's the it was like the only way we could tell people what we
wanted them to do and we were like my guy if he's talking listen like we get it but come on
it was it was just one of those like rude awakenings of like okay this is going to be
harder than we were anticipating so we ended up just sticking up posters all over the walls kind
of kind of telling you what to do in like a roundabout way but even then people would like just look at it and go like walk off it's like okay
go throw the donut for another 20 minutes and then come back and you know scream at the fact
the elevator's not working it's it's okay you'll get there eventually yeah it's also a thing of
like you're fighting like the immersion of the experience.
Obviously, VR immersion is one of the really good things about it.
You feel like you're in the world.
So with Nightlight, it was very much the thing of we don't want text boxes and things kind of appearing.
We want it to just be like, no, we want people to feel like they're in that environment.
So it's like, well, we can't have a text box we can't have like glowing ghost versions of the controllers to show you the controls and stuff
so like we had to kind of get inventive so we had like um for the controls we had like a whiteboard
that had it all like scribbled on which we actually did do on a whiteboard and we had to
take pictures and then matt photoshopped it in that that was that was a fun
few afternoons trying to like draw little cartoon hands holding like a controller and it was like
i reckon i think one of them took me like an hour just to try and actually get the pose of this
little cartoon glove to do what i wanted to do and then people come into the game and like oh
cool a whiteboard just draw all over it and you're like and they're like now how do i grab things it's like my god again any form of spatial awareness
yeah it is one of the things with um project nova that like because we are going we're going more
sci-fi it's like it won't take you out as much if we like pull up a hologram or something like that
like it's just very much so within the genre so it's like luckily luckily that's like a little bit nicer for us um like
yeah with the tutorial that we did for nova it's just like no we just have glowing glowing
controllers to be like press this button to walk because you know it's so much nicer so much easier
i was just thinking about a really stupid way that you could deal with the uh
not being able to show things you just have the wind blow and it just slaps them in the
face with a piece of paper and it just shows the controls even then they'd look at it go oh what's
that and then chuck it like they'd scrunch it up and just lob it into a bin like it would not
even cross their mind it could it could be bright red and say this is what you
need to read and they'd be like hmm not if people like to criticize the idea of a lot of our triple
a games using yellow paint to indicate like where you need to go what you need to grab but there's
a very good reason why a lot of games do it some games like
overdo it but there are there are especially games where they just have it's especially true
where games like have climbing mechanics where you can't climb on everything yeah so it's not
clear what is grabbable and what is not like you need some sort of indicator some sort of consistent indicator that shows you what you need to do and i i yeah i i don't know the best way you could handle that because at the end of the day
you're going to have people that choose to not interact with whatever system you provide
and i don't know there there comes a certain point right where someone is not going to interact with the
information given to them
and you try to hold their hand
as much as possible
you can't
solve it for everyone right
you inhibit other people's
experience by trying to hand hold
those that really don't want it
it's the balancing
act
it's definitely something with our projects that we have to like that really don't want it. It's the balancing act.
It's definitely something with our projects that we have to go back and forth on,
especially being indie devs.
If you're a giant AAA,
your game comes out, you have...
Well, besides the fact that before your game comes out,
you have a lot more money to do QA,
so you're already in a better spot.
We put out a game
I can't remember exactly how many streamers
and stuff like that we had play
Nightlight but I think it was
like 5 to 7
so it's very much a thing
so they were struggling with this
is this something we actually need to worry
about or is this just them
yeah is this a streamer problem
yeah it's very much a
pick your battle
sort of thing which is like avcon was really nice for that in terms of like you know we do have like
matt was saying earlier like you know you have the one guy who's getting motion sick but most
people aren't so we're like okay so in terms of people getting motion sick for the game that's
not going to be a big concern because whatever we're doing is working and um yeah we can with like a slightly
bigger test audience things like that like you know we can weed out those problems that are like
okay no it's just like one or two people like that can that can be something we can consider and you
know you know later on if we do more testing maybe it becomes a valid point and we need to do something
about it but like you know we can choose our battles now we can be like okay no one was able to work out how to do this puzzle that's that's a problem yeah right you know even
like at avcon we had some of that um like in terms of using your you know multi-tool like
weldy cutty thingo um that the official name that that is on the actual side of the yeah it's engraved
like it's um it was a thing was like uh anything that's got this symbol on it you can cut with
your tool anything that's got this symbol you need to like weld it back on right and people
read okay so anything that's red i need to cut and anything that's blue i need to well but it's
it's a red symbol and a blue symbol but they read just they just paid attention to red and blue and
just discounted everything else right so the actual little cutting things were like glowing
green so that they like you'd see them and pay attention and people were like okay i need to
look for red things and just like wandered around the entire room and they're like it's right above what you're doing and the symbol was
dead center on that thing and they're like uh-huh so that microchip on the other side of the thing
that's got like a red light on it surely that's what i need to be doing and it's like no bud yeah
it is one of those things of like developing like i mean you know as you were saying as much as
people give uh developers crap about the whole whole putting yellow everywhere to be like, climb here, that is definitely one of the things that we consider as we're going.
For us, we very much came up with the language of, oh, anything that's green, that is your interaction.
So any doors that the player can go through, any computers the player can interact with or just like you know things like that we're
like okay that's got to be green because that means interaction which is why we did have it
that like oh okay when you're cutting like that's green so it's like this is interaction but it's
just one of those things of like you know through people playing it it's like okay that's not the
associations people are making people are making like oh this thing is glowing red that's cutting so it's like one of those things of like we're just like okay well
we'll keep green for like everything else so that way they know what computer screens they can
interact with what doors they can interact with but like yeah welding and cutting okay now we're
changing that to be red and blue so you try to create a consistent design language and then not have other things overlap with that
but you don't realize that people are noticing other things that seem like they shouldn't
inter they shouldn't line up with that but they're not making the same connections that you made i
guess that's sort of the problem with designing puzzles like puzzles and other consistent interactable systems
are difficult
because as you're designing it,
and this is a problem with just designing
desktop software as well, as
you're designing it, you have a very
deep understanding of
what it is that is interactable,
what it is that is not.
If you're designing, I don't know,
take it out of game development, you're designing like an image editor,
you know what each of the buttons do, so it doesn't matter if the icons that are there are just completely random.
You know what the button number five does, like you've programmed that button, but then someone who
hasn't interacted with it before,
they have to learn all this stuff from the ground up.
And especially if you're doing things
that maybe other games haven't done
or you're doing things that other games have done
but in a slightly different way,
they might have a different idea of what it is
that you're trying to get them to do here.
Yeah, precisely.
No, it's definitely one of those things
as we're developing. As you say, I guess No, it's definitely, it's one of those things, like, as we're developing, like, as you say, like, I guess kind of to take it to software where people might be a bit more familiar with, like, the whole reason why the save icon is a floppy disk.
I was going to say the same thing.
Yeah.
Everyone always says that.
It's just consistent design language like if we're doing if we're doing something that other people have done like we look into it and be like okay is there a consistent design language here like you know
if we're putting a save button in our game oh tons of people have done it oh lots of people
use floppy disk okay we're using a floppy disk like it's kind of one of those things of um
there's there's a very particular word for it but it's like symbology and things like that the associations of
symbols and the meanings behind them
and stuff like that, we kind of have to be aware of
okay, if we're doing X, there is this
symbol that's associated with it, so we should be using
that symbol, because
at the very least it means
if we localize the game and change the language
that symbol should hopefully
stay the same so if you
know things bugger up then people can just go by the symbols but yeah it's it can be fun
so what sort of puzzles exist in this game like what what have you played around with here
uh currently a lot of them are just based around either cutting components off.
So, for example, in the demo that we showed off, there's an electronic panel that malfunctions,
and basically you have to cut off the lid to it.
Then a lot of the puzzles, a lot of the meat of the puzzles is currently just item interaction and item placement.
So, again, that electrical panel,
one of the circuits within it are fried,
so you have to go up, rip the circuit out,
you know, go find another one
that's hidden around the room somewhere,
so you've got to go look for it,
grab the new one, chuck it in to replace it.
We do have plans for some of the later puzzles,
like they'll be a little bit different and things like that,
but, you know, generally I like to talk about stuff that is in the game 100 so um and then yeah the final thing is just welding so like you know again same puzzle electrical panel you
cut it off you've replaced all the parts you need to put it back on weld it all back on so it stays
together um that's kind of like the the meat of what most of the puzzles are
once they understood like how the interactions work did you have people who were confused about
some of the puzzles and didn't really get them or most of it like fairly straightforward
it's definitely like both yes and no like a lot of people like oh okay i gotta cut this thing off oh okay cool
oh that thing's got a red light above it everything else is green okay i'll grab that
cool oh i can grab it sweet oh what is it oh it's broken oh i have to replace it
sweet find a replacement oh it's over there grab it bang other people
but again it's just that thing of like how handholdy you want to be because
you know we've already put this like microchip directly next to the thing that you got to do
to then you know that first time you're doing it right make it clear so that moving forward
you can you know understand that level of oh i've do this this and this which it worked much clearer
after that first initial sort of tutorial bit um but even then it was like some people just didn't
get it but others picked it up straight away so it's like that it's that weird case of
and it wasn't even just like first-timers
weren't getting an experienced user's word.
It was like, oftentimes, almost
a solid mix.
So it was just one of those things
where I think it's just kind of dependent on
whoever's doing it.
Eventually, most people got it.
Some people got it straight away, others we had to
nudge in the right direction, so it's just a thing of being aware of that sort of stuff
um and yeah like how much you can actually help yeah like any of that sort of stuff like if it's a
common thing like obviously we'll look into reworking puzzles or making things more obvious
and things like that but yeah sometimes like you can't like the example that matt
was kind of saying about like the circuit board it's like it's literally next to it we don't
really want to yeah it's kind of a weird awkward situation of like we want you to know what to do
but we don't want to be handholdy because if we're handholdy that sets up an expectation of
oh the rest of the game you're going to be handholdy right so we want to be like no we'll we'll show you how to like do this first
one after that you know we'll let you go you can work things out like it's nicer for us because
you know we don't have to put in a whole bunch of guides as well as like it's nicer for the player
because you know they feel like they're actually like accomplishing it and like you know they're
the ones that are sitting there thinking like,
okay, I'm working out what I'm doing.
It's not a thing of I'm being told what to do.
So it's just nicer for everyone, really.
Puzzle games can be a bit of a challenge for me.
People have seen me play puzzle games.
Sometimes there's games that just click with me.
Others, others...
There's a reason I don't stream puzzle games that often,
and my usual go-to is, like,
right now I'm playing through Devil May Cry 4.
I just run into a room, I click buttons, things die.
That's what I do.
Or I'm also playing through Kingdom Hearts Birth by by sleep so i run into a room i spam
thunder surge things die i don't have to think very much about what's going on
yeah no no 100 it is again that sort of thing of like if it's not a genre or something that
you're used to you know it will be more difficult whereas people that you
know jump in and they're like oh i've done stuff like this before even just like escape roomy
type experiences like in real life like if you're super into that like okay i pull a broken thing
out i'm gonna have to find a replacement to put broken thing in so it's like just that kind of
vibe i guess it's like if you're familiar with it you'll get it if not it might
be a bit more challenging but eventually you'll still get there it's just like it's tougher
no i i even know from my own personal experience like i i do i'm not about to say i play every
puzzle game ever but like you know there are i'm definitely a bit more of a puzzle gamer and stuff
like that like i i love the room um i love that series but like yeah for me i'm just like i'll play through the room which is
kind of point and clicky and stuff like that but if you put me in front of something like monkey
island or some other thing like that i'm just like i'm gone like i some games just like
some genres or sub genres just like they just don't work for my brain.
Point and clicks have always been one of those ones that I just can't
because it's just like, oh, I have a towel.
Ah, that must mean I break the window.
It's like, what?
Some of them just
it's kind of down to the developer in terms of
making that clear and stuff like that.
I know there have been
numerous cases throughout the years of
like games that have done puzzles that people didn't get like i can't remember if it was a
monkey island one or another one but i remember there was um a puzzle a puzzle game from
late 80s early 90s or something like that that a lot of people struggled with and it was because
like a lot of the game had been very methodical and it was just i pick
things up combine them do whatever but there was like a particular section we had to get past like
a bull or like some other aggressive animal and it was like a time-based thing where it was like
oh no you just have to aggressively click get past to get past and i just remember watching
videos everyone being like how what i don't understand this is just stupid like you spend
the entire game just pointing
clicking getting items putting them wherever and then this just becomes a reaction thing for some
reason right which i think is the thing in general like when it comes to gameplay and payoff in like
a sort of finale type situation like you spend the like majority of your game doing you
know x y and z don't then just fully flip the script right at the end and expect people to
understand exactly what they have to do um as well as like try have the gameplay and sort of what
you've taught them count at the end you know not like hey here's this whole puzzle game and now to win you have to
do it out with a bunch of enemies it's like right right yeah like the so it's using mechanics to
build up to like a climax rather than yeah getting to some big point and it's like hey
now you're playing a rhythm game enjoy yeah exactly unless that becomes your game of like
you know i remember playing like near uh automata i was gonna say this is this was actually a real
i was referencing a real thing um yeah draconguard 2 i believe is the one i'm thinking of where the
game and so the gate the rest of the game actually it's game, so Drakengard was the series before Nier.
It continues into it.
I believe Drakengard 2 ended
with a 30-minute rhythm game segment,
where if you failed it,
you had to go back to the start of the segment.
Now, Yoko Taro is a psychopath
and hates everyone,
especially his players.
So this does not surprise me that he done,
that this was the thing that happened in one of his games.
Like, he's had a number of games where like nia obviously had the option spoiler for nia automata i give the option to delete your save file at the end of the game to help other players yeah if you
get the super secret ending but um he's done other games where if you fail it will delete your save
file um gosh that's just but like even even same sort of like
yeah gaming series like near automata like the amount of times that game changes like genres or
like controls and stuff like that it it does it a lot but it works because like you get used to it
and you kind of get used to like oh okay we're swapping up we're doing a bullet hell section where i'm you know flying through and now i'm dodging bullets and having to take
out enemies oh okay now we're back to the more hack and slash gameplay right within the first
10 minutes of that game you have a understanding of like a lot of the range of what it does like
you do i believe in the first 10 minutes you have the the bullet hell segment then you have the
hack and slash and i i think a hacking segment might be very shortly after
that anyway so maybe in the first like
30 minutes to an hour of that game
you have like a good understanding of
what's going on
yeah which again if
the whole thing of changing up
gameplay styles is a big part of the game
then doing that
towards the end in like a final climax
makes sense like you make use of all of
these different things that you've learned but to go from like one to just a completely different
thing it's like where's the correlation sort of thing right right but some games still manage to
do it it still works oh yeah no i mean i think everyone's probably guilty of it at some point
like you know you're from oh yeah this you know you've got this really cool puzzle game and I think everyone's probably guilty of it at some point. You know?
You're from, oh, yeah,
we've got this really cool puzzle game and you know what would be really cool
is if we had guns and stuff,
big fight scene. It's like, yeah,
that would be cool, I agree.
But.
But do we have any of that in the rest
of the game? No.
I'm blanking on the game.
That co-op game
where you escape from a prison.
Yeah, no, another one.
A Way Out?
A Way Out, yes.
Yes, where...
Once you get to the final segment,
it turns into a third-person shooter.
Yep.
Yep.
The whole rest of the game cooperative like you need each other to complete these like puzzles and stuff there's a few shooter segments
throughout but it's not like the primary gameplay loop in the slightest and then it's like it was a
cool twist and a like really interesting way to go about the ending so like i mean at least they had it peppered through but like yeah no it was very much a and now this is where we are it's like
have you played um it takes two i haven't i've seen okay some footage but like it was very very
like little like because yeah well each chapter in that game it basically changed like you get a new ability for each
chapter but some of the chapters are entirely different games like there's one part where it
turns into basically diablo and there's another bit where it's like a third person shooter and
like it it sets it up pretty early though things are going to change like each time you get a new
ability but then as you go further it goes even more down that route like not only just new ability
but like okay we're gonna take that to the extreme now now it's a whole different genre that's great
yeah no like i i kind of i can't remember who i watched play it but i remember watching it and
it's like you get towards like the i think it's like towards like the space segment i don't remember
one particular section i was like oh yeah like the guy he can change size and the um girl she has like magnetic or gravity boots or whatever
and then it's like um now we're a side scroller for a couple of minutes
i suppose correct me if i'm wrong is the nature of it not like it's kind of a story
like different stories like about this sort of like paired doing different sort of things
basically each like each chapter is them doing trying to do some sort of task to repair their
marriage effectively um usually the the it's one of those things where it's like hey you're doing
this thing that seems completely unrelated and then the the narrator who's bringing you along
the way is like and here's the lesson you learned it's just like yeah did i i sure if you say thanks
for letting me know i appreciate it did i i don't know i've been spent i've spent the last 20
minutes yelling at like my partner or whoever i'm playing with because they were doing the wrong
thing yeah but yeah that's a game that like sets it up fairly early on that things are gonna
like change throughout rather than just being like a surprise here you go enjoy yeah yeah like um
kind of to bring it back to vr and slightly dunk on valve or just kind of say a complaint um like
playing through half-life alex like as you're going through you're playing through the entire
game you keep finding resin you're upgrading your guns
like solid gameplay love it
but then it's like last level
oh we take away all of your guns and now to
like do combat you're like throwing like
weird
organic pus balls at people to like
get through the final section
like everyone on this team
and stuff like that like most of us have
well yeah most of us have played it like early on this team and stuff like that like most of us have well yeah most of us have
played it like early on in development and stuff like that one of the things that everyone was like
kind of we should be doing is like just play vr stuff and like yeah that was always one of our
grievances with that game we're like dude game is solid but like that last section just kind of like
takes away all of the achievement like i've gone through i've upgraded all my guns i'm expecting like a last final battle where i get to like use them and
do whatever and then it's like and yeah for some reason we take away all your guns and
you can't do anything except throw balls at people may or may not have been what i was
referring to but trying to keep it vague yeah no i yeah like there's some games that i play where i'm like this is an incredible game
and then all of it just feels wasted because of just some weird way they want to end it and
like it's sad when it is really sad when you play such a incredible game and it's just like
well the last 30 hours have been good but but that last 10 minutes yeah it it's it spoils it
it leaves like which i mean an ending is a hard thing to pull off it's you know trying to
especially for a long game like that you know find a payoff that's
worthy of all of this work and effort that you put in and all the fun and joy that you've
experienced but like to then sour it is like the ultimate challenge of like okay we built it up
we built it up we built it up crap yeah yeah it's like that that cliff it's either
like a bridge or it like crumbles it's even in even in films and stuff you know satisfying ending
is one of the biggest challenges that there is um you know sound like an english teacher
yeah it's like mastering an ending is almost impossible but trying to at least make it
satisfying enough to people that have experienced what they've experienced
is the goal yeah have either of you played the original god of war trilogy the ps2 ones no
i want to so badly okay well i i should say i have under the caveat of i think it
was god of war one i got stuck in a room okay so i couldn't it was basically it was basically like
a u-shaped room and you had to kick a box to get around but it's all under a timer i couldn't i
couldn't yeah okay i got stuck there i can't remember exactly where it is i swear
it's like somewhere where yeah it's somewhere during that i don't i think it was one but i
remember just getting stuck there and just being like i want to finish this goddamn game but i
can't do this puzzle i'm too slow well i'll say what it is without spoiling the story elements then. So at the end of the game,
during the big final boss segment,
there's a bit where you have to protect someone.
And it is just throwing hordes and hordes and hordes of enemies at you.
And it goes for like 10, 15 minutes.
And if you make a mistake,
you go back to the start of the
segment and the person you're protecting takes like five hits and they die so the
rest of the game is so fun and then it's like oh my god can this just finally end
already I've been doing this for two hours it's the ultimate insult the ultimate
swaberoo haha last mission is an escort mission
yeah like when a game sets itself up is like like when i'm playing like a souls game i expect i'm
gonna get to a boss it's gonna take me three hours to do but like when it suddenly changes
like that's when i'm like oh my god let me stop playing already yeah especially like the god of war games
there's so much fun just hacking and slashing
and throwing enemies around the place
and all that sort of stuff
and then it's just like oh no now I have to protect this person
and make sure they don't die so it's just a thing of like
I can't just be over here juggling
harpies or something like that like now I have to run
back to the other side of the room to go protect
the person because like one guy
got past me
yup
interestingly
it's an absolute tangent
we're on a tangent anyway
alright, groovy
with the only God of War
game that I've played so far is
the first one for the PS4
like the 2018 remaster
like I've wanted to play the old
ones but i've never gotten around to it and they were like a bit before my time so it was just that
thing of you know being too young to actually play it in my strict household um but i found that in
playing like through 2018 the bosses and like bigger enemies that like are meant to be like the big challenging
ones I did in
one go because a lot of it was just quick
time sort of stuff
whereas the actual
hash pack and slash
elements of like the rest of the
enemies in just general traversal
and like
the one little bastard like the
flying guy on the
water planet like he
hits you and everything goes dark I was on that
for like three hours
it was 4am and I was like I need to go
to bed I've got class in the morning
but I want to kill him
and then I went to bed
I came back to it the next day and I smashed it first try
that's more infuriating
but like I found
the smaller enemies harder because
it wasn't necessarily
quick times it was like just learning patterns
right yeah
I think the thing is
like especially with that game it's
the combat system is very much so
developed around you kind of
being more 1v1 or 1v2
so it's like the second it's like three people
it's like okay no i have to annihilate this guy because otherwise i'm getting overwhelmed
and you know like you know you can swap weapons and yada yada yada but it's very much sort of
thing like i just played with the axe the entire time like yeah they did so well with the combat
in regards to like i mean all the weapons to be honest that's how I felt playing
Sekiro as well where it's like
1v1 combat is really good
the second is a second enemy it's like
just
how do I get you two apart how do I do it
just panic panic
panic how do I like
stun this guy for a moment so I can like
get away and just deal with the one
guy rather than having to try to deal with both of you yeah yeah i i that was a really fun game that like zekiro is
basically a it's an action puzzle game like really that's what it is honestly that's the way i like
to think of a lot of the souls games but there's one thing i was going to bring up earlier about
um puzzle games the uh the games that really make sense to me are less of the, you wouldn't really
consider it a puzzle game, but when you think of it at like an abstract level, it kind of is.
When you have like really complex platformers, like a game like Celeste, where it's like the
platform is incredibly challenging, but a lot of the challenge also comes from working out
how to navigate around the level.
Like, it's not just a matter of getting your jump timing correctly.
It's, like, where do I even start to look at this problem?
Once you get to some of the, like, later areas in that game,
they get really, really complex,
especially when you start doing, like, B sides
and then try out C sides sides things get ridiculous very quickly yeah i i haven't personally played the
game but i've seen um some gameplay from like early stages and then some from the late stages
just like the late stages all i'm seeing is just the character floating because it's like just one
of those things like oh i've got a dash and jump and yeah it introduced new mechanics as well to these walls yeah
it's yeah by the end i'm like okay this is just like a mario maker level where the creator was
like i'm gonna make everyone hate me there are like a one percent pass rate there are a lot of
uh the models have gone insane with that game like there are some levels
which are basically designed to only be taz possible and some people try to do them by hand
but they're like you need pixel precision movement for like 20 jumps in a row like crazy things like
that yeah no i i have heard about some of like the modding and stuff like that um in i can't remember
if it was the games plus discord or uh the adelaide uh the yeah adelaide game developer discord
um there are a couple people there that worked on some of the mods for the games and stuff like that
and like yeah they get like like modders in general general are crazy some of the stuff that they pull off
that reminds me of the
I think it was a couple weeks ago
there was the Fallout London
yeah, yeah, yeah
the Fallout 4 fan-made mod
where it was like, oh yeah, we're just recreating
massive sections of London and all this
oh god i i want
to have a shot of playing that just to see like what they've done with it but like it does seem
like it's a little finicky and complicated to get going because like bethesda brought out the
next gen update and apparently that just messed everything up for them because they've spent like
however many years making this mod i remember like oh we're gonna change this stuff for like five to seven years ago like when i first
got my like youtube account like i was super into fallout at the time because i was playing through
four so i was watching a lot of content for it and then yeah so like fallout miami was another
one but like i think either it was the same people sort of working on or that same
kind of vibe where it's just like a huge mod.
But yeah, then
London is like, oh wow, this looks
wicked. Is this like an actual
thing? And it's like, no, it's just a fan-made thing. And it's like, wow.
And then, yeah, I hear it's going to be released
and then see articles about how
they've had to push back the date because
Bethesda released their next-gen update.
And I think their quote was bethesda never loans which i chuckled that but it was that thing of like i don't have that same sort of understanding of it at like that level that they do but it's
like i can i can see how them just jumping in and fixing up some stuff and playing with things on the back end
without sort of discussing with these people that have been working on this massive thing
however many years it's going to affect them sort of thing yeah i hadn't really been following um
that game but i i do occasionally pop into things like skywind and sky bolivian
which for anyone who doesn't know is remaking Oblivion and Morrowind in Skyrim.
And like,
I can only imagine just the amount of effort something like that takes and the
amount of passion you need to have to make something like that.
Yeah.
I can only strive to have that much passion.
I just,
I just remember seeing memes and stuff like that um that
was you know kind of quotes from people basically saying how like you know if people aren't being
paid they'll be so lazy and then it's like oh yeah here's like that minecraft model map that's like
the like library of alexandria with like all these like forbidden texts and things like that
that people in other countries don't have access to and i'm like yeah it seems about right like if people are passionate enough
about it they don't care about being paid or not like they will just make that thing so it's like
definitely like yeah like you got fallout london you've got like yeah the um marowind and oblivion
and stuff like that being made in skyrim and it's just like, if people are passionate enough about it, they will just do that thing.
Absolutely.
Like, I don't know, modders
are another
beast.
They're a different breed.
Absolutely.
Especially seeing some of the stuff
that they can pull off.
Skyrim and
Fallout 4 are definitely two of the bigger
more well-known ones like especially skyrim like modding scene behind that's ridiculous
but you know seeing that and it's like oh yeah i made a mod for skyrim i turned it into
an 8-bit dungeon crawler and it's like first off why second off what like i there like there are other games that have this as well usually it's
any game that has like a big scene around it is always gonna have at least a couple of people who
are like this this is this is my time to shine even if they don't the devs don't provide any
like dev tools you'll still find people who are like i am going to spend
all this time working it out and especially when it's a custom engine right like if it's a game
in building unity and unreal like that gives the like the people who are doing modding at least
something to work off of but if it's some like weird custom engine this is the first game using
it and people still work it out i did um
i think back on like the uh people who were doing like early pokemon rom hacks like nowadays there
is a lot of tooling available to easily do rom hacking especially for the gba stuff there's a
lot of stuff there for ds stuff as well but if you go back to like the early stuff people were
modding the like the ROM files
directly they weren't using
any of these fancy tools where you can just like drag and drop
shit around and easily create new
areas like
they were writing assembly
and actually building crazy shit
oh yeah
recite the ancient text to me which I was there when they were written
oh yeah no like i mean it's definitely
one of those things like you know founding modders and stuff like that like yeah people who are
taking like you know pokemon red and blue and like all this stuff and emulating it's like
the amount of work that they have to do to work out like how this is working and how i'm gonna
be able to do anything and this is insane like nowadays it's like you know even just modding stuff nowadays it's like a lot of people use like
nexus mod manager and stuff like that and it's like you know back in the day when you first
started doing it it was like i know you need these files you need to put them in here you
need to edit this so then that looks at this file and like there was so much stuff and it's like
nowadays it's just like no we've made an entire custom program it'll just you just click a button the mod is in it works
like i i started playing minecraft back during the uh the beta and back then
there was like i think very early beta like 1.31 something like that um and there was a
modding scene back there like that there was no tools for
it but people were people were putting mods together and a lot of the a lot of like early
mod packs coming out back then and trying to get those mods to work together when there was a lot
of overlapping like item data and the people who put together like the early like feed the beast and things like that those
were crazy people yeah no i i remember i don't i don't even know when i first like when i first
mucked around with minecraft but i remember yeah like watching other people play it and seeing like
some of the shaders and like embs and like all that sort of mod stuff and i was like oh yeah
i'll give that a shot i just remember it was like an entire day trying to get one shader to work because it's just
like there's like basically no tutorials or nothing I'm following to get this to work it's
just like okay this guy said in this one YouTube video to do this thing I found this online forum
where this guy's saying do this thing as well excellent now some stuff's working
yeah i was at that point just trying to download a bloody texture pack
back in the day of like minecraft.net or whatever it was like okay is this one going to give me a
virus oh it has oh no then this is my family computer why is it screaming at me what's an ad fly i don't understand yeah we've already gone through that
uh plenty by that point with our limewire so you know oh yeah those good old days i'm like
oh hey i you know what this particular thing okay now let's play the gambling game. I want to download New Divide by Linkin Park.
Why have I got a virus?
I just like Transformers, man.
Come on.
Oh, God.
So we should probably talk about your games more.
That's fine.
Your previous title, project nightlight so what is
the what was the premise with that one i'll take this one i guess yep yeah okay so in project
nightlight you are a night guard on their first night on the job in this government facility
called the department of blank also just known as the department it's your job to you know secure the facility and make sure that
everything's you know locked up where it's meant to be all that sort of thing
you're guided through the game by the facility itself by the like other person
on the walkie-talkie which you sort of get at the start of the game.
And upon getting to the sort of more secure floor of the facility, you discover that things have
gone awry. There's an artifact that is meant to be in containment, which various pieces are missing. So you have to go explore the different levels of the facility
to then bring everything back together
and ensure that it's back safely where it needs to be.
And then some weird shit happens.
So how long ago was the uh was that project started um that project was very early
very early concepted um sort of in through 2021 which is when we formed as a team through the
graduate diploma at um a and then in that, we sort of, you know,
as a team decided that we wanted to do a VR game
and we had that knowledge sort of going in.
And then in terms of market testing
and what we thought would be best in terms of making,
you know, like a narrative
or making the most of VR to begin with,
we figured, you know, a narrative game would be really cool
because there's not many of them out there.
Because, you know, at that point,
Alex had sort of blown
Up and boneworks was doing really well
so it was that thing of like we want to give people something to be able to play and then
You know we figured okay. Well, what can we make the most of VR with and you know
Immersion is the key sort of thing and we're like well, what's more immersive than a bloody horror game?
Where you know, if you're scared you can't actually look away from the screen but apparently you can
just face the other way down a hallway and moonwalk down um but yeah it was like this
so it just made sense like the ideas clicked um and then yeah from there we sort of spent the year
doing research on it like validating it market testing it and you know looking into gaps in that sort of field in terms of like a vr sort of horror game like
there's a bunch out there but it's just that thing of like what could we do that was cool
we stumbled onto the liminal space sort of scene before it exploded and the backrooms went into a bajillion and five, seven thousand games
like
early to mid 2021
we were like this would be like a really cool thing to capitalize
on because not many people are doing it and it seems
like there's a demand for it
so we validated it like
you know
got through, did a bunch of research on it
and then by the time that
we started active development
and through the release it had blown up and it was like well if we release it into that same sort of
you know drive and thing it's going to be oversaturated so we pulled back on that a
little bit um so it's not necessarily the main focus of it anymore but you definitely experience various liminal aspects to sort of what you're going through
like enhanced with you know paranormal weird crap i'd never actually heard the term liminal
space before like i i was aware of the concept but I've not heard someone say that before.
Yeah, it's effectively, I think the literal transition,
oh, sorry, the literal definition is, like, a transitional space.
So, like, you know, say, like, a corridor or something like that.
But what makes it more intense and, like, sort of eerie
is the, like, vibe of, like of like you know like an empty like shopping mall
like an empty corridor or whatever like it's that feeling of like there should be
life here but it's so devoid right it just gives that eerie feeling of like okay something could
happen it's just like like that weird uncanny valley but like for a space that exists right
um which like there's like subreddits on it and
there's a whole discord that i was in for like a whole last year um yeah like that's when we
discovered the whole thing it was like this would be really cool if we could like translate some
like either these specific environments into this sort of game and that sort of stuff and then
obviously the back rooms blew up and it was like well maybe pull back on that we can design our
own sort of levels and spaces
with this sort of stuff in mind.
So, like, the first one is, like, a giant sort of office building
where, like, there's, like, a massive sort of bullpen area of desks.
And the next level you sort of go through,
it's, like, a different, like, an apartment building
with, like, infinite floors stretching up and down.
Then the final one is just a real like we call it like the liminal
nightmare because it was a nightmare to make like it was just different like aspects of those two
levels but like merged in ways that just don't really make sense in terms of like traditional
you know geometry or architecture i guess um so yeah it was like a just a really cool thing that
we stumbled upon we were like we could we can make this work um which was yeah really cool to
bring to life i guess um yeah so when you went into that game like what assumptions did you have about a VR game and VR development
that maybe didn't turn out to be true when you actually got people testing it?
That it wouldn't be that hard.
I will say, one of the funnier ones,
well, funny for everyone else, wasn't funny for me
because I had to redo massive sections of the entire game, that people funny for everyone else wasn't funny for me because i had to redo
massive sections of the entire game uh the people knew how to use doors yep um we had we had a doors
update that's how bad we had a doors update no um in the in the first iterations of the game and
the demo and some stuff like that like the doors were just doors like they were just on a hinge joint you just push the door open and the door opens we had people play it like you know local developers things like that
um unfortunately doing vr stuff it's kind of hard to get testers just because you know
uh not as many people um but yeah like you know we put it in front of people people are like oh yeah
this is how it's working.
Some people were perfectly fine, other people were kind of a bit weary and just being a
bit weird about it.
We had a whole bunch of people who would basically walk directly into the door, stop, open the
door completely, and then continue.
And then we have other people who will grab the door as they go in and open it.
But then yeah, once of got it out to the
public it just so many issues ensued of just like people not yeah not meshing well with the mechanic
or the mechanic not meshing well with people um i remember seeing quite a few times of people like
um opening doors uh kind of walking away walking back and you know the doors obviously
they're physical objects and stuff like that but they kind of have like infinite force and it just
kind of hit the player they get shot up through the roof and then suddenly they're on the outside
level and we're like well that's gotta be fixed that was one of those big ones where it was like
we know how to break the game based
on how we know how it's meant to work.
We never just stood in the doorway.
And it hurt so bad because one guy was like, so immersed.
He was like genuinely getting spooked and we were like, it's actually going well.
He got like an hour and a half in and then it happened.
And he was standing in the doorway
and it closed on him and he just jumped through the ceiling and we were like what the hell was
that yeah and then from there everything just went downhill so quick and it was like brilliant
but yeah it was like just one of those crazy little things of like you expect people to know
how to do something and then they just don't so we transferred all of
like every door in the game like we already had some sliding doors and like that mechanic existing
but we made every door in the game a sliding door even when like it doesn't technically make sense
because certain doors were designed on angles where you need a hinge door,
but these sliding doors just disappear into the wall
because y'all don't know how to push a door.
Even then, it's just that thing of like,
we tested it, it was fine with most people,
so we didn't think it would...
Not even didn't think it would be an issue,
just never even crossed our minds
that it could be a problem,
and then all of a sudden it's like,
oh crap, okay, people are actually struggling with this this so we have to go back and fix it i think
it was like two weeks that it took me to like go through and replace every single asset make sure
it worked like yeah yeah it honestly wasn't the replacing it was the play testing because there's
a lot of functionality assigned to those doors like you know it having puzzle elements and things like
that like you know it's like oh you need this key to open this door and stuff like that so now it's
like a thing of okay well that was working on that door now i'm gonna make it work on this door
now i've got to make sure that that's actually working and that like if you bring these 30 other
objects into that door it's not gonna like glitch out and open anyway the door's not gonna like
clip into the floor rotate yeah uh yeah no that that was definitely like one of the bigger ones it's just like
i mean to be fair like after that you know we do we do some research into doors and like
every game developer is just like doors suck like even people are making more traditional
video games like i can't i can't remember the exact article, but I remember reading one that was from Naughty Dog
talking about The Last of Us,
and they're like,
yeah, we spent six months
or some ridiculous amount of time on the doors
just because they just don't work.
Obviously, by the end,
they work, they're fine, it's all good.
But it's just a thing of like,
yeah, no, apparently that's just a thing of like yeah no
apparently that's just that's just a common issue is that doors suck at video games oh i think i
found uh a ign last of us ign right up about uh about yeah an ign right up about it uh putting
doors in video games is a nightmare say developers developers behind games like last of us 2 star
wars or republic and others weigh in on the door problem in games so yeah uh fun fact everyone that that's an issue if there's a re if
there is a re you know if there's a doorway and there's no door in it that's why because
developers hate doors even the act of opening doors clunk is how either a player reaches out
and puts their hand on the doorknob which feels slow and requires line of animations or doors fly open magically automatically which
breaks the immersion you're probably hoping to attain this immersion breaking is really the core
of the issue which breaks immersion uh or what breaks immersion when a game aspect manually
draws attention to itself in a negative fashion doors even implemented well do this frequently and players don't even notice they aren't there hmm yeah i get i you know i'd never thought of this problem but thinking back
on some games that i've played like in sekiro i think every door opens away from the player
then when i played like final fantasy 14 they do open towards the player but the doors are just
not solid objects so they just don't matter at all they just you walk towards the door like it's
like a you walk towards the guild the doors just they just open for you they're just people
they're just open doors for you it doesn't matter don't think about it you can just walk straight
through the door.
It's fine.
We're not going to deal with this problem.
There's one guy there who specializes in door magic.
Just open the door for you.
Yeah.
I had never thought of this problem, but I guess...
And then VR, you also have the issue of, like, do...
Because if you're coming from, like, a traditional game,
then most people are not used
to having to actually physically open a door in a game either so like they might walk up to the
door and be like oh the door's locked because they the door's not opening we it wasn't even
that we had a dude walk up and go so how do i open it and we're like he he so far grabbed everything
in this room with his hands and then walked up to the door and said how do I open it and we're like buddy
how do you open a door in real life and he was like
oh yeah and just grabbed it
walked straight through it was just like that
mental thing of like doors
yeah doors
doors
huh
but yeah no it's
definitely a thing of like VR is kind of the worst
of both worlds in that respect
like you know
again like you know we have to do
a doors update so we start looking
at what other games are doing
you look at something like Boneworks
all of the doors in that they're just hinges
like you don't grab it
you don't do anything just you physically
push the door and it'll naturally
swing open um
i'm trying to remember what half-life alex did so they they either like didn't have doors or
yeah they have like auto opening doors and stuff like that they had doors because you could push
them open to your gun oh no that was i remember that distinctly that was boneworks or was that
alex alex did it too for sure yeah i remember peeking through
little rooms just like just like any any headcrabs am i about to get jumped
but yeah no it was one of those things like yeah we start looking at what other people are doing
and it's just like yeah you've got like a myriad of like people who are doing ultra realistic doors
where they're physical objects you have other people who are just like we're not doing doors like our entire game just a whole bunch of doorways like
no doors in them and then you have other people who are like oh yeah no it's all animation based
so it's just like a zombie style just open it manually yeah i'm thinking like in skyrim for
example the only doors that exist are loading screen doors
like doors to go into a building
or it's like an event trigger door
like you put the golden claw in the door and it's open
if you're in like
any of the
castles or anything I don't think there is a
single door inside those buildings
except to go back outside
yeah
it's a pretty cool thing to like it's like like back-end like
forbidden knowledge that like once you know it you can't unknow it sort of thing
there you go so now anytime you're showing games to people look look at the doors see what they did
i'll definitely have to keep that in mind and i'll i'll yeah that you know what i i can probably
think of some games where they just
don't handle doors differently and
they do treat them like physical objects and it is...
Yeah, I...
You know, I can think of a couple of games where I have gotten stuck in
walls because they just treated them like
actual objects.
Yep.
Just, you know what? Don't use doors just just use just use like um cloth everything just has a cloth
it has its own separate problem now you have cloth physics to deal with yeah and that getting stuck
in the wall but at least at least that might be easier maybe It's funny, to combat that,
because it was just such a big issue that we had,
being sci-fi,
we have the luxury of space doors,
where it's the future,
and they open for you.
Yeah.
And the only difficulty with that was,
A, how do we want them to shut,
and B, how long do we want them to take to open?
And it was like, finding the happy medium in that regard but like now you don't have to touch them most you do is scan your hand near them but like unlock them and then it just does it for you
because doors you don't want to have the player
be able to walk back to the door and then
stay in between it as it's closing
Yeah
Yeah
Yeah, we very
specifically engineered the doors so they don't close
if the player's too close to them
Because it's just like
yeah, that was a running issue with the previous
thing, previous game before we had
had to change it all over
I don't want to go through this game again and change
all the doors please don't make me
hey look now you know
for future games just
don't door
no doors yeah just don't door come up with a reason
why the doors are open already
or you don't touch them
that's the next game it's actually a game about a door thief and he's gone around he's stolen reason why the doors are open already, or you don't touch them. That's the next game.
It's actually a game about a door thief,
and he's gone around, he's stolen all of the doors.
There's so many bad ideas I can think of by just
not accepting that this is a problem
like you could
god
yeah
yeah doors
you know I was not expecting to learn something about
doors today
do you have any other
forbidden knowledge about video games
that most people probably wouldn't realize do you have any other forbidden knowledge about video games that
most people probably wouldn't realise
oh it's all held together with sticks and spit
oh that's all software
if there's sticks
yeah if there's sticks
the amount of times programming stuff where it's just like
oh this is working
why is it working
oh yeah yeah that's all software though
there's nothing special games there I don't know about anything specifically
but like I'm just trying to think of stuff that people don't already kind of
know about like people know about things like the a lot of triple-a games they
have you crawling through gaps because it's just a hidden loading screen, like things like that are pretty well known now.
Yeah, yeah.
Nah, I was thinking more like um, how guns work in video games, how like a lot of guns don't actually fire from where the gun is.
It's all just like from the centre of the screen out, because then that way whatever you're looking at is what you're gonna hit uh yeah there's definitely a lot
of trickery around that of like if you think something works the way it does it's probably
just more the visuals look that way yeah like proning in in a shooter as well as always a bit
wonky like if you uh because if you let a if you prone based on the actual player body you get to a point where you're
actually not able to prone back as far as people would expect but it so what ends up having a lot
of games you end up just clipping halfway back through the wall because it's just that's how
far players sort of expect to be able to move, even though really it should not happen like that at all.
Yeah.
Like you don't have any colliders on your legs,
so your legs are just like half the room.
Yeah, yeah.
Yeah.
Reload animations are another one that can sometimes look really wonky.
And a lot of games end up having different animations
for what the player is seeing and what other people are seeing
just because the animations just do not work properly.
Because again, you're often aiming from your face anyway.
So if they were to do it properly, things just...
There's a lot of...
What you're saying, there's a lot of trickery just to make things
make sense to the player, but also
well, you
can get away with a lot more stuff in a single player game, right?
Like, when you have a multiplayer game, you need
to make it make sense to other people. In a single
player game, you can do weird things that
look, you don't really have
legs. Like, you're
you're actually
just like a floating
torso. Like, the legs are a whole
separate entity like just other dumb little things oh yeah i mean i mean if you want to
see an example of some of the stuff like that i remember um when cyberpunk 2077 first came out
uh people were trying to make like third person mods for it so like you could run around in third
person and they're just seeing this horribly disfigured being like moving around
but when you're in first person it's like oh this looks fine and it's just like no the arms are like
horribly broken and on weird angles yeah if you can't see it it it's not doing what it's meant
to be doing no that is a just a rule even in film like animation and all that sort of stuff it's
like if it's off screen it's not moving
i don't care if the top of the body is over here the legs are back here and it will snap to
wherever you need it to next like a lot of games especially if they have fixed camera angles a lot
of games will do really especially on older consoles where you have to do a lot of weird optimization, a lot of weird culling, will have, like, oh, that clock tower over there,
it actually doesn't have, like, a left-hand side
because you're never going to see the left-hand side
from where the camera is angled.
Yeah.
That kind of culling and all that sort of stuff is...
Oh, man, our whole ship does that once you're outside the ship.
Actually, a really good example I was thinking of
is in Kingdom Hearts 3, in the Ysora fight,
there's this whole city that you can see around you
and people have used fly mods
to go and look around what's in the city.
But a lot of the things that are off in the distance
are way bigger than they actually should be.
So you have billboards that are like 20 times the size,
just so at the distance they are,
you can actually still see them.
And buildings where things are just weirdly scaled
because you're never going to be at that distance,
but they want things to look a certain way.
And there's a lot of games that will just use 2d images to fake something being 3d at
a distance because you're never going to see it at an angle where you actually can tell that it's
not a 3d object yeah yeah yeah another one that's probably kind of pretty commonly known especially
thanks to like um the the more recent
spider-man games is like how people do fake interiors how it's like oh yeah you have this
building it totally has an interior it's like no that's just six images pasted together to
resemble a room like i'm sure that room existed at one point and some dude took some photos and
then just pasted them all together so it looks like there's an interior there's there's a lot of trickery when it comes to um shaders and things like that that you can do
um which like yeah shaders are basically just a way of like computing uh materials and textures
and stuff like that and you can do some really cool stuff with them where you can mess with people
there's a way that fake interiors can be done well and then have you ever seen the fake interiors in the um gta remastered trilogy in especially san andreas i mean first
off i just hear that i already know it's just the best thing you've ever seen yeah so the interior
you see through every window is the exact same interior but it's also really scaled down so
it looks like the room is like super far away it just doesn't make any sense oh that that does kind
of remind me of um in uh in nightlight we wanted to have mirrors so like you go into the bathroom
and like it's all reflected we tried doing that through like more traditional methods so we just use what's referred to as a reflection probe which is
basically just like a point in space it just basically takes you know an image from that
point looking everywhere and then that's what gets used for all the reflections for metallic things
we tried that the reflection of the room was about seven or eight times bigger than the actual room.
So we had to, we ended up getting this little package thing
that basically puts a camera on the other
side of the mirror that's looking directly towards
where the player is, just so you
get an accurate representation
of that. I guess that's also another thing.
Yeah, the infinite elevator, that was fun.
Infinite elevator? Yeah guess i guess that's
another thing uh reflections of video games are so fake oh yeah half the time it's just
they put the like a copy of the room on the other side and then have a player character just mirror
your movement yeah that was like early resident evils i'm pretty sure yeah i was gonna say that
was a there was a silent hill game that kind of actually messed with that.
Where it was like, you're in the room, and then I think the marrowed room things start growing and going all disgusting,
and then it leaks into your room sort of thing.
I do remember the old classic Spyro.
They did that for a lot of the ice.
Where it was like, oh oh yeah you're skating along
the ice it's like no no no there's just another copy of Spyro flipped upside down underneath you
so it just looks like there's a reflection yep yeah the um it like it it's easier to forget that
is happening in the 3D games but if you go go back to 2D games that have reflections,
like in Pokemon Ruby, Sapphire, and Emerald,
there are a lot of places
that have water on the ground.
It's just a sprite,
like flip-flops around.
It's easy to accept that with a 2D game
because you kind of know
they're not doing proper reflections there,
but it can be easy to forget
that in a 3D game,
those same sort of optimizations
are going to be used
because it's really only fairly recently
that we've actually been able to do proper,
like, real reflections.
And even then, it's on really expensive
and really, like, computationally difficult to, like, use.
Most games have reflections that are fake.
That's the thing.
Yeah.
And even then, with, with like ray tracing and stuff like
that to get those reflections you have to be super picky because like yeah as you say it's expensive
like you can't just ray trace an entire game it's like no no anything that's like within like
a couple of meters that's ray traced anything that's further away that's just fake yep yep and even then like it might still be cheaper
just to do it fake like that's the thing oh it's always it's always cheaper to do it fake but it's
just about like you know if it'll look as good or sure that's what you're going for like you know
if you're going for a cyberpunk or a spider-man aesthetic where everything looks like super
really realistic and really nice then that's just one of those things
where you're like, okay, this is going to cost a lot
so we're going to have to make sure that it's not
happening that often.
I think for a lot of games though
I get the appeal of doing
really nice, crazy
realistic looking graphics
but I'm of the camp that
art style is always king
like a game that has a good art style is going to look incredible forever like you take a game
like okami on the ps2 like that game still looks amazing or shadow of the colossus or like yeah
you go back even further like i've talked about like rayman one like that game especially 2d games 2d games
have aged so well if they if a game had good sprite work it has good sprite work maybe like
the anime like especially if you go back to like snes a lot of like animation stuff may not have
been at the level of like modern sprite work but the sprites themselves still look incredible.
Yeah.
It's one of those things where it's like,
especially PS2 era stuff is what I grew up on.
Yeah, same.
And then coming from there and then looking to now, you think back to looking at some of those games
and some of this stuff
looks better than like some of this more realistic stuff and it's a weird it's almost
like a trick of the mind in terms of like as much as it is like obviously lacking in visual fidelity
it still looks better in terms of like it holds up in a i don't know if it's nostalgia or
what but it's that special sort of magic where it's like it doesn't have to look perfectly real
but because it doesn't look perfectly real it ages better well i think it's the difference between
aiming to be real and aiming for an art so a game that aimed to be real on the ps2 looks
not great frankly like if you look at a game like um i don't on the PS2 looks not great, frankly.
Like, if you look at a game like, I don't know,
the early Call of Duty games, right?
Like, they've aged not great.
But if you look at a game like the Jak and Daxter trilogy.
Oh, yeah.
Incredible.
Still looks amazing.
Yeah, poly count isn't as nice as it could be.
Sure, whatever. But, like, the game had a style it's going for,
and a good style is going to be timeless and what's even better is that they lent into it that hard that they could break it
in ways that added to that visual style whereas like modern things are more limiting when it comes
to that sort of stuff um it's like looking at the early I think like the original like PS1 crash model
Yes, like none of those faces and polygons were actually connected
Because then they could like morph him and twist him in like all the fun little ways for him to dance without it like
You know breaking in other ways, which is just really fun behind the scene the little thing of just like that's wicked
And I feel like even on that note of just like games with that like fun art style like the more cartoony sort of very stylized sort of stuff is
like you know it was almost easier to do that 20 30 years ago than it is now because people are
expecting you know smoother more high fidelity things and it's like where's the
sacrifice of you know cartoon to like the realistic mix i think toys for bob like the company that's
done like the spyro remakes and all that sort of stuff they've done an insane job at like
translating that across and like they've like in my opinion they've bloody smashed it yeah um but like it's
really that perfection of that like 20 year evolution in style it's like it's really really
cool um there's another game that got announced recently which is going for the ps2 style with
today's hardware um it's on my steam wishlist i'm gonna turn my monitor back on but like i remember
sending it through to my friends and i was like this looks like it has the potential to be just
like an absolute sleeper hit um because like i'd never heard of it and then i think it i think it
got a publisher that might be why why I got a notification about it.
I think I wishlisted it.
The big catch.
Release date's still to be announced.
All that sort of stuff.
It is that Jack and Daxter IROC. It is that
exact art style.
They've hit it incredibly.
It's like,
I've never heard of this game
before like why haven't I heard of this like when I was
a kid and it's like no it's coming out now
and it's like
okay that
yeah right yeah that does look
really cool like
I'm like it's very very
intently on my wish list like there's a
demo and stuff that's out for it now,
which I have been meaning to get to.
But, like, it's just...
It looks so perfectly that art style.
Like, they've nailed it.
Yeah, but it's doing, like...
Like, I don't know how they've done it.
It's doing things that just wouldn't have been possible.
Like, levels of movement, loading zones that just...
You couldn't have done on the hardware. so it's using the modern hardware but keeping that
like classic art style that's so cool it's so so cool um and yeah i sent it to my friends
you know sleepyhead of the decade and then not one of them replied to it and i was like you're definitely a sleepyhead yeah that's right it's sleepy here but like it's you
know for sure if it doesn't do numbers i will be sad for them because my god it's hitting me
exactly where the nostalgia lives of that yeah that exact era of like the you know funnily enough um like i'm on the steam
pager now one of the games it's like oh similar to this was um a hat in time ah i'm just like
that's the same sort of thing like it's you know it's not your like high fidelity like ultra
realistic it's still got that like kind of bit more of a nostalgic uh aesthetic but yeah just using like modern
hardware and stuff like that i just noticed who one of the publishers was um exceed games
who do the zenran kagura games sure okay why not i mean you know
it takes money to make a game that's true that's where it comes from sometimes you just you can't
be picky um i'll definitely check that one out i absolutely will yeah like it was just that like
that thing of like that perfect nostalgia and it was like i like it was just the perfect chance to
bring it up it was like they're making the most of today's technology and taking advantage of the nostalgia of you know 20 years ago it's like it's crazy um yeah yeah that that's really
cool i'm very happy to know about that um we're coming up on the two hour mark so it's
yeah it's about time to end off the show. Fair enough.
So, I guess let people know where they can find the game,
where they can find all the stuff about the studio.
Yeah.
We're Fringe Realities, as previously mentioned.
We're at Fringe Realities on, I think,
Facebook, Instagram, Twitter,
TikTok, technically, but we haven't posted anything there for too long and I need to get back on that.
YouTube as well?
Yes.
Yep. YouTube.
Thank you.
You know, all the big ones.
We've got a link tree, which you can go to and all that stuff's, you know, in there.
We've got a link tree, which you can go to and all of our stuff's in there. Theme has...
We've got a developer page.
So Project Nightlight, the demo for Project Nightlight and Project Nova are all there,
ready for either wishlisting or purchase.
Nova is currently only wishlistable, but hopefully we're going to have a demo coming out either late this year, early next year.
You know, depending on how things go.
If, you know, if the fates align, fingers crossed, it'll be, you know, soon-ish.
Yeah, we, you know, are there. And yeah, find our linkedin as well we don't run linkedin um
yeah just google us you'll find us yeah you'll find us eventually or yeah twitter is probably
the easiest one because it's got the link tree so you can follow us wherever you prefer your
socials do you have any plans to demo the game at any upcoming cons
or are you done for the year?
I think for now we're done for the year.
It's a game that is, you know,
not exactly designed for convention play,
which, you know, is just the nature of making a narrative,
long-form VR game.
So, you know, if you want people to get enough of an experience out of it?
It's you know typically kind of like we had at Avcon like you got people
Waiting for like 15 minutes while other people get a decent chunk of sort of play time
And PAX is just huge like we'd love to go but it's that thing of having it actually
in a spot where it's convenient for people,
as well as enough time for people to actually play and enjoy it.
It's going to be that thing of, you know.
But yeah, and then I think there's a showcase thing that we might be featured in soon-ish.
But, you know, I don't have all the details on that yet, so I won't go committing to anything.
Yeah, it's uh exciting times awesome um anything else you want to mention or is that pretty much it for for you guys um play indie games fair enough play our game specifically
but that one you know um as well as in thank you for having us on
it's been absolutely awesome amazing meeting you guys um yeah we'll do my outro and then we'll uh
we'll finish it off so uh go check out my main channel that is brody robertson i do linux videos
there six ish days a week i've got my gaming channel brody on games i'm by the time this
comes out i might be done with devil may cry 4 uh i don't know if i'll still be playing kingdom hearts maybe look maybe i finally start playing
elden ring it's possible it'll happen eventually and if you listen to the audio version of this
you can find the video version on youtube at tech over t if you want to find the video release uh
wait no i did that if you want to find the audio release I've done this like 200 times I still can't do my
outro if you want to find the audio release
go to your favorite
podcast platforms there is an RSS
feed and put it in your
favorite app I'll give you guys
the final word how do you want to end us off
what do you want to say
is that the one
what is that the one is that the word what is that
I was just gonna go
so long and thanks for all the fish but yeah
yeah I mean good afternoon good evening
and good night
fair enough
I don't know