Tuesday, July 19, 2016

Five (Less Apparent) Reasons a Convention Was a Great Idea for Our Indie Game

Alkanaur has technically been in development for over two years. We tinkered with concepts and story ideas for a while. Then we slowly learned how to build a game. As the project gained momentum we were forced to think beyond making the game itself and start thinking about marketing, publishing, and distribution.

Last summer, I attended the Salt Lake Gaming Con and had a blast. I saw great cosplays, watched some competitive League and Hearthstone, and attended a couple informative panel discussions. But my favorite part of the event was visiting with local indie developers for both board games and video games.

At the beginning of this year, Robby and I decided to set a goal to attend SLGC in 2016 even though our game was still early in development.

We narrowed our dev goals to completing a polished demo, so that we could give players a good taste of what to expect with Alkanaur. Our work became more focused. We met more often.  And in the final 2-3 weeks before the convention we exhausted ourselves until, with only a few days to spare, we finished our demo. It took me plenty of caffeine, and my partner had to take a couple days off from his day job, but we did it.

So was it worth it? Heading into the convention, we knew we could expect some playtesting and hopefully a list of sales leads. We watched for gameplay issues and kept an emailing list so we could contact interested players when we go to Steam Greenlight. And while we did reap some of those expected benefits, we also noticed several more. So here are five less obvious advantages from our experience at a gaming convention.


1. We Gave Ourselves a Clear, Measurable Goal

Unless you work in game development, it’s hard to grasp just how giant a video game project can be. And for a small indie team like ourselves, part of the struggle is simply knowing what to do next. When we decided to present a demo at SLGC, we set our first official development goal. As I mentioned above, that goal helped us hone our work and develop our own project management system. And after the convention, we both felt more comfortable with setting future development goals.


2. We Learned from Other Devs

At the convention, we spoke to a lot of visitors as they played our demo. But we spent even more time speaking to the other indie devs near our booth. We talked about convention dos and don’ts with the developers of Legacy of the Elder Star. We chatted with the devs behind Crashnauts about the merits of Unity 2D and Unity 3. We discussed the Greenlight process with the minds behind the fanciful We Need to Go Deeper. From these conversations and others, we made important decisions about our own game.


3. We Found the Essence of Our Game

Probably our least favorite part of the event (aside from the bugs) was pitching. But after making pitch after pitch, we started to get a better read of the game we were trying to make. It sounds silly—after all, we’d been working on the game for a couple years. How could we not know our game was about? Yet when players or press invariably asked unexpected questions, we were forced to find answers. Many of my personal design principles (which I’ll share in a future post) were revealed as I justified design decisions and explained gameplay goals.


4. We Received Emotional Feedback from Players

When we attended the convention, we were ready to receive plenty of gameplay feedback. We only had time for some very limited playtesting from friends and family members, and we knew that we’d find some bugs and balance issues. As I watched player after player lose—the demo might have been a little too tough for players new to tactics games—I found myself paying more attention to the player than the actual game. I noted our visitors’ moments of frustration as well as their moments of triumph.  For example, we had a couple young kids try out our demo. I noticed that they had a lot of fun even though they really didn’t understand the game. Eventually I realized that they simply enjoyed moving characters around the screen while the enemies gave chase, and I realized just how important fluid animations and an adaptive AI can be.


5. We Remembered Why We’re Making a Game

Like point #3, this point might seem a little esoteric, but I truly feel that this was by far the greatest benefit I personally received from attending a gaming convention. As developers, it’s easy to get tunnel vision on what the project needs to continue. Perhaps it’s even necessary for a successful project. Watching people play and enjoy our game reminded me on why I needed the project, why I needed to make a game.

Out of hundreds of players, only a few people actually beat our demo battle at the convention. I vividly remember one of those victories. A group of young adults all came in a group. Two of them played our demo while the others watched. One player lost fairly quickly, and soon all eyes were on the remaining player. Two of the three characters on his team had already died, but he had also eliminated two of the three enemy AIs. His remaining character—Clarion, our principal protagonist—fled from the burly enemy with only a sliver of health, kiting the enemy around the map and firing fireballs. The small crowd literally gasped as the tactic finally worked and the tough enemy collapsed. High fives were shared. The player stretched out his wrists and grinned. I looked over at Robby and we exchanged a small nod of satisfaction.


In short, our trip to SLGC 2016 was definitely worth it. We had to step out of our comfort zones, but we now feel revitalized and ready to take the next step in our game’s development.

Wednesday, July 6, 2016

2D or not 2D

Well, the convention is over and we survived. And now after a month, we're back at it. However, we received loads of great feedback and noticed some things that we could definitely improve. Since we never really posted a screenshot, I'll put one up so it can then be forgotten after I tell you our next move.


You might not be able to see, but the current version includes a very block-y 3D world with 2D sprites overlaid on the top. It made a bunch of things relatively easy, but introduced several problems that I believe were unnecessarily introduced by using 3D. I'll just name a few.

  1. Making tiles that were dynamic pieces of art (for example, with grass that overlaps another tile) instead of obviously textured cubes is much easier (in my humble opinion) to achieve with 2D.
  2. The performance was starting to drop a little, but that might have been my naivete with Unity.
  3. I found a very nice asset to handle isometric tiles that vastly reduces the amount of programming necessary.
Aside from personal preference, I think this revamp was a good move. As this is our first project, I have been learning how to use Unity and program with their component based architecture. As with anything, there were growing pains, but I think I finally realized the best practices. I will admit that the code had grown from experimental to a patched together architecture. However, it was quickly becoming a monolith that wouldn't scale very well, so I decided to redesign it with a proper architecture and best practices. One of these decisions was to simplify things with a 3rd party library and to use 2D. The rebuild still in the early stages, but based on what I've learned up to this point, I think it will be a step in the right direction. In a later post, I will go over more details about what I've learned and my ideas about how best to utilize Unity.