Tree Band Problem

David fixed the issue with the floating branches when you merge the tree. Mostly it had to do with getting quaternions right to handle the correct rotation.

We had another problem though, with the bands on the tree:

treebandproblem

These are only supposed to appear at the base of the tree to indicate how many fruit cubes grow from it. I think Chris wrote the script so that it should only go on the trunk part, which should be separate from the rest of the tree.

Anyway, right now it is getting applied to the entire tree.

Pagoda Pillar Level

Last night’s stream started off as an attempt to put in the finishing touches of a level, and then ended up as a debug session in which we uncovered some changes with Unity’s instantiation code in their latest update. All in all, another typical night of gamedev.

Part 1: https://youtu.be/YqT1O4WKwRU

Part 2: https://youtu.be/EjJTEL0-kCo

Anyway, we did manage to solve the weird bug, but then Unity crashed pretty hard, so I ended the stream then.

Afterwards, I was able to set up the level to run again. It took some tweaking, but I think I finally got the level of scale I wanted in order to convey some sense of mystery:Relativity_01 Relativity_02 Relativity_03 Relativity_04

Gravity Direction Gizmo

Given that I’m making a game that involves switching between multiple gravity fields, you’d think it’d be pretty useful to know which gravity is in which direction in the editor view.

For a long time, I’d basically have to hit play and walk around inside the scene, in order to figure out which gravity is pointing which way. Having the cubes in the scene helped, as I could then derive the direction from their arrows.

It wasn’t a massive problem, but definitely a minor annoyance that came up now and then.

Anyway, I finally got around to putting it on our trello board that I needed a gizmo to tell the gravity direction.

Chris started working on it this morning.

At first the gizmo’s size depended on the camera zoom in iso view (worked fine in perspective), so when I was working at the zoomed out level I normally work at, I could barely see the gizmo:

gizmo

(it’s a tiny speck in the bottom right corner).

I needed to be zoomed in this much to see it:

zoom

Chris then fixed the size and made it constant in size regardless of zoom, but there was still this clipping issue when zoomed out, which didn’t seem easily fixable:

gizmo clip

At this point, we were looking at the default Unity axis gizmo. I remembered at some point I was playing around with changing the colors of the axes in the preference menu.

And then it occurred to me, that instead of writing a new custom gizmo, we could just change the colors in the preference menu, and use that to determine the gravity colors.

It only shows 3 colors, but since I know the colors very well by opposites (blue vs red, green vs yellow, purple vs orange), it lets me figure out the gravity direction very easily.

The bonus is that when I select an object, the axes for moving the object are correctly colored as well: gizmo xyz

Stream Archive

If you missed last night’s stream, here’s the archive:

Part 1: https://youtu.be/GWSW3qhSZuI

Part 2: https://youtu.be/qY3UTwXiKPA

Part 3: https://youtu.be/M-DdeGqc54I

I’ll be putting all my stream archives on a youtube playlist here: https://www.youtube.com/playlist?list=PLNqAA0dqOV6J2Q3Y26EvfwIrwQJANw64M

And of course, if you want to catch the livestream, it’ll be Monday to Friday from 8pm CST to about 10 pm CST at: http://www.twitch.tv/willychyr

Pagoda Pillar Level

Worked on this level some more today. Here’s the evolution of the level:

Relativity_Game_Screenshot-2015-06-22_21-29-31

Relativity_Game_Screenshot-2015-06-24_19-02-15 Relativity_Game_Screenshot-2015-06-24_19-06-10

Relativity_Game_Screenshot-2015-07-02_15-08-03

More shots of the (almost) finished level:

Relativity_Game_Screenshot-2015-07-02_14-25-28  Relativity_Game_Screenshot-2015-07-02_15-08-57 Relativity_Game_Screenshot-2015-07-02_15-09-17

 

Indy Pop Con 2015 Post-Mortem

I showed RELATIVITY at Indy Pop Con this past weekend. You might remember, I actually showed there last year as well.

Last year, I kept track of how many people played, and how long everyone body played for. I’ve stopped collecting that data now though, as it was mainly to see how long the game keeps people engaged compared to previous versions. Now, I see a significant number of people complete the demo, which is the first level, regularly.

This year, the con was much bigger. I think this was largely in part because they had several high-profiler YouTubers attending.

Indy Pop Con was three days, like last year.

This was the schedule for the show:

Friday, June 26
1:00pm – Opening Ceremony, Main Stage
1:30pm – Show Floor Opens for VIP
2:00pm – Show Floor Opens
8:00pm – Show Floor Closes, After Hours Activities Begin
12:00am – Show Closes

Saturday, June 27
9:30am – Show Floor Opens for VIP
10:00am – Show Floor Opens
6:00pm – Show Floor Closes, After Hours Activities Begin
12:00am – Show Closes

Sunday, June 28
9:30am – Show Floor Opens for VIP
10:00am – Show Floor Opens
5:00pm – Show Closes

Setup

Last year I had a table. This year, I moved up to a booth.

The con was much larger and busier this year. I remember last year on Friday, people didn’t start to come by and play the game until 2 hours in.

This year, there were people pretty much right away when the con opened.

What was really cool, was that there were several people who were already familiar with the game. A lot of people would tell me they had seen the game somewhere, but couldn’t remember where.

I think this is a good sign, because it means that the game is getting out there in a  lot of places.

There were also several people who had played the game last time I showed at Pop Con, and commented on how much the game has improved since.

Here’s a comparison of the 2 versions, about 1 year apart:

Design Feedback

It seems that every time I show the game at an event, I get one tid bit about how to change the layout of the opening level to make it even more accessible to players.

This year at Indy Pop Con was no exception. It has always been difficult for players to find the entrances to the various puzzle areas once they get outside. During a conversation with a playtester this year, I finally figured out what the issue is.

I’ll go into more detail on this subject during a livestream (which will be recorded and posted on YouTube) sometime later, but for now, it’s basically that I need to switch the entrance and exit areas.

Reboot Indie Game Awards

RELATIVITY was one of three finalists, alongside Battle Chef Brigade and Crashland!

The award ceremony was the last even on Sunday, at 4 PM.

Here’s the show as it was getting started:

Small, but dedicated audience!

Each team got on stage to present for 5 minutes.

Here’s me presenting (photo by Ross Herseman)

In the end, RELATIVITY got second place, and I got this skateboard!

Congrats again to Butterscotch Shenanigans on being a fellow finalist and to Trinket Studio for winning the Reboot Award!

(Photo by Living the Nerd Life)

Thank you again to Indy Pop Con, the judges, all the other game studios that were showing, and all the people who have played and supported the game so far! Thank you!