Archives for posts with tag: PAX

AAAAAAAAAND I’m BACK!

So, to start with Not Dead Design’s Not Dead Designer is still NOT DEAD! I know, truly remarkable! Despite going through a full week of being well and truly outside my comfort zone I got through it, and I would like to think with a few more friends on the other side!

My week started with GCAP (Games Connect Asia Pacific), which is the Australian equivalent of GDC. And following the rules of Australian equivalent of x thing that exists in America; GCAP is much smaller than the American version, but personally I see that as a plus as too many people can be too overwhelming. But that said, this year’s GCAP WAS HUUUUGE! I went a few years back as a student when I had no clue what I was doing, and the attendance this year was at least two times larger.

20171024_095032.jpg

I had a pretty good time at GCAP, I made some cool new friends. Watched some really informative talks on a whole bunch of stuff. This year I was gravitating towards the business/marketing panels the most because of me wanting to learn how to best promote Kana Quest. And I feel as though I got my moneys worth out of the conference which I don’t know I did the last time I went. That’s not a statement of the quality of the conference last time, but just me saying that I didn’t know how to utilize the knowledge I received last time. I also saw one talk given by one of my old university lecturers. Though the most memorable talk was probably the one given by Rami Ismal from Vlambeer and Teddy Dief. Here’s a video clip from it. I think you can figure out why it was so memorable.

Fortunately I only made a complete ass of myself one during the whole time at GCAP. Which is always nice. Oh and I got invited to go get dumplings after the second day of GCAP with a bunch of other cool folk. So that was awesome.

Then Thursday arrived. And I had to bump into the convention center. Walking into that hall and seeing my game art next to so many other amazing games was so much more amazing that I could have ever hoped it to be. It just felt incredible. And that was before I had my TV, my tablets, my signs, my merch, my lights. I’m pretty sure I had a big goofy grin on my face the whole time.

20171026_103432.jpg

Well I did until my hire company was late turning up. A full two hours late. Everything was fine to be honest, but I’m the sort of person who will always assume I’ve messed something up. So the whole time I was certain that I fallen for a scam, or that I mis-typed my bank details. One unfortunate result of the rental folk being late was that I couldn’t go out and buy some small supplies for my booth. So by the time they did turn up I was running a bit behind schedule and that resulted in me missing the Freeplay Parallels exhibition that evening, which was sad because there were some games there that I really wanted to see in action. Wayward Strand, and Unnamed Goose Game were the two I really wanted to see, but couldn’t so that was disappointing.

But then before I knew it, it was Friday and PAX was upon me. PAX opened for press at 9:00 am for press. I got to meet quite a few really cool media folk, including Meghann O’Neill who writes for PCPP (PC Power Play). I mention her specifically because I used to read PCPP regularly and her opinion pieces were basically the first critical thought applied to games I was ever exposed to. And basically got me thinking critically about games myself. Which in term resulted in me wanting to make games. So getting to meet her was really exciting.

So I should probably talk about my set up at PAX real quick. So at AVCon (my first Con experience) I was really disappointed in my presentation, and resolved to improve it for PAX. Which I think I did. Well it does help that the base set up for the PAX indie pods look pretty great to begin with. But there were a few big things I changed that had a really positive impact I think. Firstly the game was running on three tablets that I hired out, not just my personal laptop and a friend’s personal laptop. Secondly I bought some LED strip lights ahead of the convention which just looked great. Thirdly, I had a big TV screen that passersby could see some prerecorded footage of the game. I felt this was a really good setup. Finally I had a version of the logo in English as well as the Japanese logo so people knew what the game was called without knowing Japanese. I feel this setup was so much better than what I had at AVCon. It was more inviting, people could tell what the game was about easier, and it attracted attention more effectively.

20171026_143003.jpg

I also want to talk about the people who were helping me exhibit. Lise, Chris, Katie, Luke and Reuben. Without question I could not have done PAX without all their help. It was so incredible having a team of people I could rely on to help out and man the booth when I got too tired. I want to specifically thank Lise for taking control of my social media for the weekend. I just want to thank all of them so much, because they are all so amazing and so lovely.

Image may contain: 2 people, people smiling, people standing and indoor

(Ok soppy stuff over now)

Lol psych! I also want to thank my amazing sister Phoebe for making all of our merch. She hand made every single plushie, and every single t-shirt. She worked so hard. One the first day of PAX we sold out of all our plushies and we had to ask her to make more. And you know what she did? She worked till the wee hours of the morning to allow us to have more plushies to sell the following day. She worked so hard. I cannot thank her enough.

22829740_180656755822982_6147795618363885215_o

Ok, now the soppy stuff is actually over, where was I? Oh yeah, Friday and the show floor has just been opened to the public. Something you don’t immediately realize about PAX is how when the flood gates open, not much happens at first. You would think suddenly there’s a sea of people. But its a bit more gradual you have a few stray people walking through and bit by bit more and more people find themselves in the indie section and before you know there a crowd of people watching your game and all three tablets are taken. In fact at times I thought I should have gotten a fourth tablet as there was that many people. In terms of how busy we were, we were surprisingly busy. We were never empty, we always seemed to have at least one or two people playing at all times. We were not as busy as RUMU the game next to us but then again, their game is about a sentient roomba sooooo, its kinda hard to compete.

In terms of the response from the players, it was really good. There were a lot of folk who were legitimately disappointed they couldn’t buy the game there and then. People loved the art style, and they liked the concept. Also the elevator pitch consistently sorta caught people a little off guard in a good way (The elevator pitch is : A puzzle game that’s a cross between Dominoes and a Match-3 game… but it teaches you how to read Japanese). I think giving people the first bit which is kinda unremarkable and then hitting them with the sucker punch of “but it teaches you Japanese” consistently got a lot of people really interested. Another really good piece of feedback actually came from a very small group of players: Native Japanese speakers. I had three native speakers of Japanese (that I personally talked to) come and play the game. And all three could sit down and play the game and enjoy playing the game despite knowing all their Hiragana already. This is really important because it means that the game aspect of Kana Quest is fundamentally a fun game. This has been a fundamental design goal for me from day one.

On the negative side of feedback, quite a few people were a bit disappointed there were no plans for Kanji, vocabulary or grammar in the game. Which I understand completely, but none of those things will work within the game framework itself. This is a very clear drawback to the approach to the design I have taken. I get to have a fun game, and it teaches a very important skill, but anything beyond the scope of that skill is basically impossible to implement in a way that doesn’t break the game. The other piece of feedback was that the actual logo needs a bit more work. While the color scheme looks good and works great, the actual logo doesn’t read very well. So I will likely be doing some more work on my branding in the near future.

No automatic alt text available.

Another thing that happened at PAX was we ran a “win a free copy of the game when it comes out competition”. Basically to participate all folk had to do was draw their own Kana tile face and give me their e-mail and the 5 designs that I liked to most would win. People really liked this, we got a load of entries and it was pretty fun choosing the best designs. Once I chose the winners I animated them as if they were going to be added into the game as I thought it would be cool to see their work come to life. You can see the five winning designs below.

And I think that just about sums up everything that happened at PAX this year. It was an incredible experience and I look forward to doing it all again next year. Anyway thanks for reading and I’ll see you next week!

Advertisements

So, PAX is getting awfully close now isn’t it.

I’m kinda going batty just trying to get everything together for the game. But the most infuriating part is that everything I’m doing looks like I’m doing very little from the outside.

When all you are doing is fixing small little bugs you don’t have anything interesting to show. I wish I could show you a bunch of exciting new features but I can’t. The closest thing I have to anything new is a loading screen hint section. HintDemo

Anyway. Apart from this the main thing I’ve been working on is contacting press people who are coming to PAX who I think would be interested in Kana Quest. I’ve had a little bit of a response so far so that’s better than nothing. Found one person who was perfect for Kana Quest. They were interested in educational games and taught Japanese themselves. So was able to contact them and get a positive response there.

I also got to contact Meghan O’Neil at PCPowerPlay. That one is big for me as I used to read her opinion pieces in PCPP a lot back in the day. And was the first proper critical thought about games I was exposed to. So without her work I probably wouldn’t have wanted to make games. I don’t think Kana Quest will be her jam, but I do get to say thanks so that’s exciting.

In other news it looks like Kana Quest merch will be available at PAX so if you are interested in a Kana Quest T-shirt, Kana Soft Toy, or Socks, PAX Aus is your chance!

Anyway. Hope y’all have a good day and I’ll see you around. I won’t do a blog post next week, but you will get a MASSIVE one after PAX!

Till then.

Bai

Sorry for the late blog post. I promise I have good excuse!

Here is my excuse –> https://www.youtube.com/watch?v=3wjyHFURurU

I made a trailer for Kana Quest in the lead up to PAX! Speaking of PAX what do I still have to do? Well a lot. We are less than a month out and hooo boy am I scared as all hell! Here is my list of things I still need to get organized.

  • Tablet Hire
  • Order more business cards
  • Pay the official PAX for any of the additional furniture I need.
  • Rigorously play-test the new tutorial.
  • Find and Squash as many bugs as possible.
  • Make a convention mode.
  • Try to get into contact with as many media people as possible.
  • Organize a convention survival kit.
    • Lots of water
    • Butter Menthols
    • Gaffer tape
    • Scisors
    • Hand Sanitizer
    • Wet Wipes
  • Organize shifts for everyone helping me exhibit.
  • Set up my Steam Storefront
    • This one is going to be a blog post all to its self so I’m not gonna get into it all now.
  • Set up a video loop of some stock game-play footage for the booth so people can always see the game being played.

The thing that is really getting to me is I don’t know what I don’t know. There are so many things that need to be doing, and I feel as though I’m probably making a bunch of mistakes with all of them. But I don’t know what they are. This is also a large part of my own personal insecurities coming out here: I fundamentally don’t trust myself not to make an ass of myself.

Anyway I’m getting sidetracked. Let’s talk about how I made my trailer. Well for a start I used After Effects to make it. It’s the only video editing software I’ve used before so it was a natural choice. I really didn’t want to spend time learning a new tool. I only bought it for one month of use though. I don’t see the need for buying for a year when I’m probably only going to use it for two months in a year at max.

That said, After Effects is awful and I hate using it. I think I just hate video editing in general (guess that I’m not gonna be the next big youtube sensation). And I got to experience some fun little bugs from After Effects.

  • Upon installation, After Effects decided that I didn’t need my windows settings. So it just discarded all the stuff I’ve added to windows 8 to make it run like windows 7. Also this just in windows 8 base interface is still awful.
  • The phantom youtube music. While I was importing assets and setting up my composition I was listening to youtube music. I hit the preview button and somehow my youtube music got encoded onto my preview. Every time I played my preview the same bit of youtube music would play. I ended up having to re-import some assets to get rid of it.
  • Not a bug per say but AE particles suck. Guess I’ve been spoiled by Unity’s particle systems but the restrictions are stupid. For example you cannot lock your particles Z axis, which sucks if you have a 2D game. You also can’t have your particles animate off a sprite sheet. So I couldn’t use any of the particle assets I already had made in the game. Oh, I just remembered another thing AE particles can’t do. You can’t have sub emitters.

That said AE has added a few things that do make life a hell of a lot easier. Namely the graph editor is way easier to use than it was the last time I used AE. Oh and the inclusion of the “shy” layers made keeping my timeline a bit more organized way easier.

Anyway, that’s me for the week.

See you next week.

Hey welcome to this week’s Kana Quest Dev Blog. Where I get to talk all about what I’ve been doing for the last week. What I achieved, what problems I had and how I solved those problems for my game Kana Quest (A Puzzle game that’s a cross between dominoes and a match three game that teaches the Japanese phonetic Alphabet).

So PAX Aus is now less than a month away. This means most of my energy is being spent preparing for that. As a result very little new content for is going to be made for the game. I’m patching bugs certainly, but making new content will have to wait for now.

KanaQuestPAXBanner180dpi.jpgKanaQuestPAXBanner280dpi.jpgSo what sort of things are taking up so much time? Well mainly getting my booth ready. I learned from AVCon earlier this year, that your presentation matters. It matters a lot. Thankfully PAX provides printing of artwork included in the booking of the booth which will improve my baseline presentation a bunch. But I do need to make the artwork for those posters. As of this week I can officially say that I have been given grant money by Creative Victoria to attend PAX Aus which is amazing and I of coarse can’t thank them enough. And that bright pink banner topper is part of the conditions of the grant. I have to display the Melbourne International Games Week branding on my booth. Which I am more than happy to do. I also made an English version of the Kana Quest Logo as at AVCon I realized that most people had to ASK what the name of the game is. I want my players to know the name of the game without asking so it was a natural addition.

One big achievement this week was this little beauty (please imaging me saying beauty in a really strong Aussie accent).

TaxAccept.pngTurns out getting my tax information verified by Valve turned out to be a bit of a headache. I’ve been trying to get it done for last three weeks and its been very frustrating to do. I do need to give massive shout out to Carmine Fantarella at Games of Edan (Link: gamesofedan.com/icebox-speedgunner#_=_ ) . He provided a bunch of help in this department. So I do want to give thanks where thanks is due. If you like fast paced action games go check out his game ICEBOX: Speed Gunner, its really sweet and just plays amazingly.

So now that Kana Quest is on Steam what’s the next step? Well the next step is setting up my Steam Storefront. This means I need to make a trailer, prepare some HD screenshots and once again make sure my presentation is top notch. Once I’ve done that I’ll submit the game to Valve, they will review it and it will go onto the Coming Soon section.

 

Finally for this week we have the tutorial. For as long as this game has existed teaching players how to PLAY the game. Which is saying something as the first people to ever play the game were two native speakers of Japanese. This week I finally got sick of my tutorials not working so I sat down and made a list of skills the player needs to have to play the game.

  • Know how to flip the Kana to see the English
  • Know how to move the Kana.
  • Know how Kana match with each other.
  • Understand the win state of each level.
  • Know what the undo and restart buttons are.
  • Understand that Stone Kana can’t be moved.

So I went off and made the following tutorial level.NewTutorial5.gif

So this tutorial level does a few things differently to all previous versions. Firstly this tutorial takes place entirely on only once scene. This means I can add new concepts one at a time and those additions will be the focus of attention. It also is much harder to sequence break than previous version. Actually I specifically made it impossible to do so. I can’t afford players who just skip the tutorial as they will be lost. Anyway I need to now playtest this new tutorial to ensure that it’s up to the task of teaching everyone at PAX Aus.

And with that, another Dev Blog comes to an end for another week. If you are interested in Kana Quest please follow me on twitter @notdeaddesigner or follow my blog here on WordPress. I hope you all have a great weekend, till next time.

 

Hi Welcome to the Dev Blog for Kana Quest. If you’re new here and have never seen or heard of Kana Quest, read this blog post for the Who, What, When, Where, and Why of Kana Quest. –> https://kipentheodor.wordpress.com/2017/09/09/kana-quest-primer/

Otherwise read on to hear about what’s been done over the last week!

So I have one and a half months till PAX Aus hits. And I am officially freaking out. There is so much to do and so little time for me to do it. I still have to get Kana Quest onto Steam so I can take preorders at PAX. I still have to implement some sound into the game. I still have to organize my booth’s set up. There are still some bugs that need to be ironed out. I need to make an awesome trailer to show off my game. And finally the one thing that has me worried most of all, my tutorial is still awful.

The tutorial has always Kana Quest’s biggest weakness. I tried to sit down this week and think about all the common misconceptions people have when they sit down and play.

  • They think they are writing words.
  • They think Hiragana is Kanji and start freaking out they don’t know the meaning of each letter.
  • They don’t understand they are trying to match sounds.
  • They don’t understand the win state.

So how am I going to prevent the player from thinking these things?

I

Don’t

Know

That’s it. The reality is I’m just not sure. But I cannot afford to give up. So here are some ideas I have that hopefully will help fix the problem.

Idea 1. Completion Gauge: So most people when playing are not sure what their goal is. If I give a visual representation of how close the level is to being completed it will better communicate the goal. I think it will help players know how close they are to completing a level, but not necessarily understand why they are completing the level.  CompletionGauge2.gif

As you can see I have already started work on this idea, mainly because I think this is my best one. To get this working though I have had to change how I handle checking whether or not the level is complete. Now the game will find the largest group of Kana in the level. Before the game would only actually check the group size starting from one location. I had to change this as if that starting location was the last to be connected it would be very easy to have a situation where the gauge goes from zero to full which would only confuse player further.

Idea 2. Show the Player the Hiragana Table: So the idea here is to show the player the whole Hiragana table after they learn their first three Kana. Hopefully this will demonstrate to the player that Kana are phonetic letters and not Kanji (which are pictorial). The other great advantage of doing this is I prepare the player for all the characters that they will learn. That way they don’t freak out that they are going to have HUNDREDS of Kana to memorize. HiraganaTableGif.gif

Idea 3. Show the English Sounds Matching in Tutorial Levels: The idea behind this one is that the player doesn’t get to see where things are matching. While this is a core part of the gameplay later on, for the tutorial the most important thing is that the player understands the core mechanic. If showing the English for a little bit will achieve this I’ll try it!

Idea 4. Change the Structure of Tutorial Levels: So the idea here is that I increase the size of the early levels but not increase the difficulty. What I’m thinking is a really long level with the same Kana repeating but with stone Kana to limit movement. Coupled with the completion gauge hopefully this will communicate the idea that creating matches is the goal.

So those are my ideas on how to improve the tutorial. They aren’t perfect so if you have any ideas, PLEASE TELL MEEEE! I’ll see you all in a week’s time where hopefully I haven’t turned into a stressed out wreck.

Before we get into the meat of this week’s update I just have some big news about Kana Quest. Officially Kana Quest is going to be heading to PAX Aus this year! If you are planning on coming come say hi and give the game a go! I would love to hear your feedback! And if you have any friends going tell them to check Kana Quest out! Anyway with that done, onto the week’s work!

So this week I’ve been working on implementing the second world into Kana Quest. I’ve known for a while that I want to transition between worlds by clicking and dragging the screen. And for the background art to join up seamlessly. So what’s the process of doing this involved?

world2MoreCurrent Step one was making the background art for world two. This was the easy part. All I really needed to watch out for here was to make sure that all the layers are repeatable so I can make the world as long or short as needed.

 

The next step was ensuring that the two worlds can transition into each other. This step will be easier in the future thanks to more planning in the world two art but no such planning was done for the first world’s art. As such the seam is a little abrupt. But its not an immediate shift so its better than nothing.

World1to2

MovingToWorld2

Part three was bringing the assets into unity and getting the camera to move when the player clicked and dragged. One small bug occurred with this though. I made my camera a physics object. Turns out any child object of a physics object loses its ability to know if the player is clicking on it. This caused some of my menus to stop working.

 

World2WithParallax.gif

Once we had the camera moving we had to get the background parallaxing with the camera. This means that the foreground art will move more than the background art to create the illusion of depth. This turned out to be troublesome as I kept being able to make my world two art not line up with the first world art. Thus forcing me to find a way to ensure that the art would always come back to the right position. This took half a day. It was not fun.

So here we have the last part of getting this whole thing working. The transition. This gave me the most trouble out of everything and is what I spent most of this week working on. The reason is for the first world I had used a static overlay that would fade in OVER everything in the scene. This overlay would work fine as long as the overlay was the exact same as the background. But once you add a variable camera position you no longer can guarantee this. So things had to change. So now, what is happening is I have a script that finds all the visible parts of the background, and prevents them from being destroyed when a new scene is loaded, then it moves those objects into the same relative position as they were in the previous scene. This is important as the camera’s position changes scene to scene so if this didn’t happen the art would be misaligned, or not in shot at all. Then would take all other objects in the scene and fade them out. Once the new scene is loaded it would get all the new non-background objects in the scene set the transparency to full and fade the new objects in. The result is what you can see below.

FirstWolrd2Level

 

And that was the process involved in adding the second world to the game. All subsequent worlds will be easier as I won’t have to worry about making the last three steps all over again. It will be set up for me already! Anyway I hope you all enjoyed learning about my process.

Till next week.