I’m not sure where this phrase came from – but when I saw this drawing, it kept nibbling at the dark recesses of my brain. I had turned it over, puzzling it out until I was trying to take a nap, and a daydream-ish vison came to me:
Booper, just in a sea of white, and no way to see where you are. Kinda like Morpheus in ‘The Matrix’ when he introduces Neo to the construct:
Except- its a maze.
And my daydream was that the only way you can find your way out is by walking. And as you walk, you leave footprints. I’m not sure if the walks would simply be invisible and the player would have to run into them and see they could go no further; or if the maze was high up and falling off the edges was instant failure and restart at the beginning.
Luckily, my kiddo LOVES drawing mazes.
So I grabbed one, a quick one he made on his Boogie Board that I managed to photograph before he deleted it, and cleaned it up in Photoshop, then ran it through the Cubester add-on for Blender.
I also just got the latest Unity Humble Bundle, which has the Aura2 asset – and its VR compatible. So I quick added some fog and BAM! – I have the start of a new level. I just gotta figure out where it fits in story-wise.
edit – my youngest solve part of the mystery. There Is No Game came from the days they were addicted to online Flash games (most notably, ‘Red Ball’) and they had discovered one called, ‘There Is No Game’ – its a lot of fun; you should give it a spin.
After the debacle of having my SSD (the one with my OS on it- of course) start disconnecting at random led to me having to run the gauntlet of reinstalling everything, frantically trying to recall passwords and resetting a bunch of others in an attempt to get back to a fully armed and operational battle station.
I did get everything up and running – was grateful to have a larger SSD just lying around to migrate to, and despite my system freezing up for a minute or 2 several times a day, I’m back in action.
Having lost a couple of days to the usual time suckage of taking care of kids and preventing my house from falling apart completely; I did have a small (but powerful) moment that got me reinvigorated and felt like a big ‘win’ on the dev front:
I thought up a game mechanic, added it- and it just… worked.
I mean, this is huge. For the guy who seriously debated having a 3rd person game where the character (and the player) could ONLY look forward – no turning- because he did not know, or even consider that a Playmaker action for mouse look had already been made and was trying to reinvent the wheel from scratch. The dev who spent weeks (and still has problems with) getting a VR headset to fade on command – actually got something to work – and on the first try.
For all intents, I should not be so impressed with myself over a simple mechanic like this, its just a trigger zone in front of the door that plays a ‘door opening’ animation, and a black rectangle that fades the view for a sec while moving the player to a new location, in this case, a cube with a wall & ceiling removed and surrounded by a bigger black cube to blot out the sky and environs.
Now let’s see if that streak holds as I try and get my demo on Steam, 2 weeks before I’m showing my game a GDEX…
Kicking everyone the #$%^ out and getting some damn dev work done.
I’m busy trying to squeeze in dev time / prep for GDEX / fix broken stuff around the house and of course; the eternal struggle of what to make for dinner.
I’ve also found myself at a bit of a loss – Oculus isn’t offering all Start members the same deal as last year for Oculus Connect – we ‘older’ members are being offered a $200 ticket price for Connect this year; which when you add airfare, $300 a night hotel + incidentals – adds up to waaaay more than this solo dev can afford. I also did not make the Oculus Launch Pad program – so I’m feeling a bit down about dev work in general.
Nevertheless… He kept slogging on. I was helping a fellow VRTK’er with playtesting his game. Since I didn’t quite understand everything about his game, and my limited vocab was not getting the message across; I offered to record some gameplay and post it for him. In my usual manner, I jabbered away like a kid on a sugar rush, adding my own narrative as I explained why I was having difficulty in understanding how to operate simple things like buttons and levers. I must have provided enough chuckles because he repeated said I should start a YouTube channel and record myself being a fool while playing various games. Great – another thing for me to do that I couldn’t possibly explain to my mother in law. She still can’t comprehend hats in TF2.
Looks like I’m still on for GDEX this year – hoping to up my game with a new banner and using a tablet to capture email addresses instead of the ‘paper on a clipboard’ method I’ve been using. Hope to get some new enthusiasts and to have my demo up on Steam. I’m also hoping people can take one of the custom postcards I’m having done up, courtesy of the Cleveland Game Co-Op. Also need to start updating my site to not allow spambots to flood my email list.
or, ‘Why is daddy cleaning the cat with a shop vac?’
Less than 2 weeks to go, and I’m gritting my teeth down to stumps. My extroverted child has taken an interest in science and has a bajillion-and-a-half questions about; volcanoes, black holes, the largest known star, earthquakes, tectonic plates, Marianas Trench and how the world will end.
I just wanna work on my game, kid.
And on top of that, with all the travels, playdates, family gatherings and other distractions – I’m super way behind on basic household chores. Like cleaning the gutters. Or the litter box.
And all of this is keeping from my game. In a BIG way.
In the meantime, my kid has been working overtime creating all kinds of new neat stuff, and I cannot keep up with photgraphing / scanning all of it. There is now a very large pile of 18″ x 24″ newsprint sketchpads growing on the couch in my office and its showing no signs of slowing. There have been all kinds of new dev experiences popping up and I’ve been struggling to find the time to apply to them all (especially since the wife is the better at editing than I am and wrangling her from her busy schedule is a task unto itself)
I did manage to find this lil’ guy in my son’s sketches and he set off a whole slew of creative ideas. He’s the guy skulking around the playground that kids should avoid. He’s the bad guy keeping a close watch on our young hero. I want him wandering around the level and if the play gets too close, he’ll slink away and hide. Eric from the Playmaker Slack channel suggests giving him some dynamic music that gets more threatening as the player gets closer.
Here he is – in game. I realized that his cigar smoke wasn’t parented just right, so that is now fixed and his cigar will puff properly now.
So, with my limited time (usually gotten by dragging myself out of bed early before anyone else wakes up) I’ve been trying to plug away at the first level by populating it with assets.
(Un)Fortunately for me, this is all I have time for.
Since the kids have been on summer break, I’ve been back to my old schedule of wake at 5:30am, coffee, email, biological functions (thanks, coffee), and work for an hour or so until tis time to wake up everyone for work/ summer camp/ speech therapy/ social camp/ swim lessons/ etc. Which entails dragging at least 2 people out of bed, ensuring they get dressed, make lunch for at least 2 of them, breakfast for all 3 of them all while dealing with a neurotic housecat that simultaneously wants to a) eat. b) be pet. c) go outside to kill things. All at once. And will meow like she’s Lassie lettimg me know that Timmy is in the well again AND the barn is on fire. At the same time.
So – I plug away, making assets as a way to keep moving forward and slowly adding them to my opening scene. Its gottent ot he point where I have to either repeat some of the building I have, or bribe my kids into drawing new ones with juice boxes & snacky bars.
In an effort to help speed up my dev process, I tried using a ‘prefab brush’ I had downloaded as a way to quickly place assets in my scene – like flowers or trees, any sort of element that placing by hand would take waaaay to long with my limited attention. After struggling with the download (either my download was so old as to not work – or my version of Unity was) I ended up on the Asset Store and I found this inexpensive gem.
Its been an absolute steal at the price, and being able to mix and match prefabs, randomly size and rotate and save these brushes as a preset is exactly what I need – the biggest problem is I want to go back to my old demo and paint the $#!+ outta it now…
If nobody has ever said anything like this, allow me to be the first:
The biggest detriment to getting work done is the vacation.
There, Now you can quote me. Got back from a trip to Cancun with the missus over a week ago – and while it was lovely, relaxing, restful; I just can’t get back into the swing of working on my game.
Perhaps the time off has my mind & body yearning for a respite. Perhaps its now that we’re in full on summer vacation mode and I’ve got 2 kids, swim lessons, summer camp, social camp, torrential rainfall causing massive amounts of lawn growth, speech therapy, playdates and the desperate need to get my house cleaned and some on the table for dinner – might have something to do with my inability to get something done.
Trying to get even a bit of work done with kids around the house is like trying to brush your teeth while eating Oreos. If I sneak away to work on something; it becomes the most important thing e v e r that I come see the latest Lego creation my kid has made. Or they decide to start smacking each other with electrical cords.
But – I’m slowly getting back into it – plucking away at a problem I had right before we left; I managed to get a car I had modeled out actually moving around the level and a few more buildings done:
Hopefully when I get a chance to look through the sketchbooks the kids had while on vacation they’ll have some more inspiring work in them.
And family vacations (two of them) and summer camp (2 hours of driving each day) and play dates and social camp for my kid on the spectrum and swim lessons and..
WHEN does school start again!?!?
It’ll be just a bit better this year, if I’m fortunate enough to go back to GDEX; its slated for October. And not on my eldest’s birthday weekend, as usual. So, I’ll have a couple of extra weeks to polish the very basic first ‘real’ level of my game, which is currently somewhere in between crude stick figure storyboard sketches and whiteboxed with Legos and action figures.
One of my favorite gems of NYC was Stuyvesant Square Park, it was always well manicured, quite and held some manner of quintessential ‘park-ness’ that always appealed to me- so I thought I’d use it for a basis of my first level; where we meet Booper, see the kind of world he lives in and set up how he gets lost.
Seeing the start of this level makes me realize I will have to work a ton to get to the level of polish I’ve been demoing at the shows I have been attending. And having two boys and a filled activity schedule does not make for easy dev work. I’m dreading the idea of having to rouse myself at 5:30 in the AM to squeeze in any solid time of un-distracted work. I’m hoping that I can get the kids involved; having them record sound effects or draw me a prop that I need on the fly is a huge bonus.
Perhaps the kids are going to get a little more TV time than I’m normally comfortable with…
Lately I’ve been watching a lot of GDC talks about all this things I don’t know about game development and the wife noticed. After a while of watching my face wrinkle and morph as I puzzled over these talks, ranging from ‘WTF is this guy talking about!?!?’ to those random ‘Aha!’ moments; she threw me into a tailspin by asking: “What would you talk about, if someone ever invited you to do one of those?”
I really don’t know. I’m not anyone’s idea of a developer, not in the classical sense. What little attention I’ve gotten has been from sheer dumb random luck and based on when it looks like some these talke place – it might just be past my old man bedtime.
BUT – I do know this – if I ever do, I wanna just talk about being a dad, trying make a game whilst being a stay-at-home parent and I wanna do it in the style of Spalding Gray: a table, chair, mic and a glass of water – and just monologue about how I got to where I am-
So, I’m getting reeaally close to having my demo finished.
Thing is: I’m getting into such a state of Flow that I’m having a bit of a tough time with my non-stop brain coming up with more and more ideas. I’m totally cognizant of feature creep, but this is aesthetic stuff that really send the game to a whole new level – like making the flower / money level happen all at night.
I’m anxious to get this demo playtested, and with a little luck, I might just get some soon. As I was showing off some stuff on Facebook, I got an invite to join the Educators in VR Discord, and they created a whole new channel for playtesting, based on me stumbling about blindly asking if anyone wanted to play my little game. Looks like one of the teachers will be demoing it to a class full of kids on the spectrum; hopefully they enjoy it as much as my little guy does.
The other reason I want to finish is that I finally started making progress updating my project to the latest version of Unity – and I am so ready to play with ProBuilder, the newest version of Playmaker and nested prefabs. I did a quick experiment and was able to export a Probuilder mesh, pull it into Oculus Medium, sculpt it and put it back into Unity with very little fuss, and no scale changes.
I’m hoping this sort of whiteboxing method will help increase my productivity and reduce the time it takes to playtest my levels. I have rough ideas and when I sculpt them out in Medium, the scale is usually way off and I need to futz and kludge the mesh until it sorta work – with luck, this can eliminate the back and forth I’ve been doing. In the meantime, its back to the grind – and trying to figure out why any time I get a game breaking bug, my materials get deleted off my player:
So back in September, when I was fresh off going to Oculus Connect 5, I immediately turned around and rushed to Columbus to show my game at GDEX for the second year in a row. I was distracted by life shortly thereafter and only wrote about the OC5 experience and I never wrote about what GDEX was like on my 2nd go-around.
It was as much fun as the first time – got to see people that I met my first time, including Leonard – my very first ‘customer’ who was the very first non-family / neighbor person to try my game; and we hit it off immediately.
One of the people I met was a gentleman who asked if I would be interested in showing my game at a Maker-space type convention early in 2019. I immediately jumped on the opportunity and gave him a business card. And promptly forgot about it in the hustle and bustle of showing off my demo to the crowd of kids that swarmed my table.
Until he wrote, months later; asking if I was still down with exhibiting my game.
So, I mandated myself a deadline to finish my demo – polish it up as best I could and use that as the reason I would release my ‘vertical slice’ to the public and start getting serious feedback and (fingers crossed) funding to make the game proper. I threw myself into a frenzy and got a lot of the problems that had plagued me for a long time knocked out, and to a point where I was 75 / 80% comfortable with maybe, possibly considering it ready for public consumption. Then I got ready to show it.
I’m fortunate that my brother-in-law and his family live just outside Columbus, I get to crash at his palatial mini mansion and raid his beer fridge before crashing in his guest room; instead of having to get up crazy early in the morning to drive the two and a half hours from my house to C-Bus. Even with his proximity I still end up skirting being late due to our late night geeky chats – but I’ve done this enough that my setup time is really short and suddenly I’m in the thick of demoing my game. And quite often I had a line. I needn’t have worried about having enough content – parent were often cutting their kids playtime short to accommodate the gaggle of young faces eager to see what the game was about. Mental note: I need to see if I can get a 2nd PC running so I can demo more than one at a time.
MakerX was different, it was a lot more family & kids. More just pure ‘consumer’ perspective than fellow devs looking to network and swap ideas. I love seeing kids play and how they react that someone their own age was crucial in making this game possible. I got a lot of questions about what programs I used and how could people get started, and I think my ‘non-coding’ use of Playmaker inspired a few people who might have been put off by having to learn coding.
I also appreciate parent feedback, who feel that while kids are desperate to use this new technology, it is dominated by zombies / shooters / violence and that there is a shortage of kids content; so I’m happy to have a niche that I can fill with Booper. I was also surprised to see that in my one day at MakerX, I got as nearly as many sign-ups as 2 days at GDEX.
The day passed quickly and before I knew it, I started seeing people pack up their booths – except it was an hour before closing – and I was still going strong; showing my game to plenty of newcomers, as well as several repeat customers who came back to explore a little more or to go further than their parents let them the first time. Eventually these trickled off and I packed up for home – realizing that this time around I had ONE glitch and no problems that I had to make a note of to fix when I got back.
I might just be ready to ship this thang.
Post script: After posting photos and tidbits on social media, I got this pleasant surprise: