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Hi all,

It’s the second Saturday of the month which means its time for a now Kana Quest Devblog! Last time I said we were going to unpack several choice levels from the game, and what makes them good levels. And that’s exactly what we are gonna do. So

Now if you’re new here, Kana Quest is a cross between dominoes and a match-3 game that teaches you to read Japanese. You match sounds between letters, and when all letters are connected the level is complete.

GoodLevel1.png

This is the fourth level in Kana Quest and is the first level that consistently stumps players. Up to this point levels have been made to get the player used to moving Kana around, and understanding that stone Kana can’t move. This is the first level that actually tests the player’s understanding of how Kana match. So, how is this achieved? It is achieved by asking the player two simple questions; “In what order do the three movable letters need to be in so they all match?” and “Now that I have the order of the three movable Kana, how do I position them so that the one stone Kana also matches?”. These might seem like very simple questions, but there are a few factors that make them a lot harder than you might suspect. The first thing is that, this is the first time the player has had to order 3 Kana. Second is that all of the Kana have been deliberately placed so that the player has no matches, this means they are effectively starting from scratch. Thirdly the number of potential configurations is way higher than all levels up to this point. Finally, because the stone Kana is placed in the centre of the board, it means there are a total of 4 different correct solutions. But it doesn’t guide the player to any of those solutions in of its self. This forces the player to pay attention to the sounds of each Kana, and use that information to solve the level. Not use the shape of the level to tell them the solution. This is not to say that using the shape of the level to guide the player is a bad thing. It usually is a great thing to do, especially for more complex levels. But the purpose of this level is to test the player’s understanding of how Kana match.

 

GoodLevel2

The next level I want to look at is the final level of world 3. So where the previous level was testing the players understanding of how kana match, this level is testing the players understanding of one directional kana. One directional kana, are a lot of fun to play with because of how the restrict the number of potential arrangements of the kana. This is useful because it can be used to signal to the player the shape of the solution.

This level is set up so that there are only 5 possible positions for each row that could be the correct position. This helps the player start with a very strong sense of how to solve the level. But there are two curve balls in this level. The first is the one normal Kana (の) at the top of the level. Because this kana could potentially go anywhere in the level, the player has figure out how to best utilise it. The second is the one directional す on the right of the level. This says to the player that one of the three rows to the left of it need to be all the way over to the right, but you need to figure out which it is. When these two elements are mixed with each other they create an ideal puzzle. A puzzle where the player has a strong idea of their goal, but they still have to work for it. One last small detail from this level that I like is the blank one directional kana. These serve to prevent the player from trying red herring solutions. Red herring solutions are fine to have, but each red herring still needs to lead the player towards the solution. If a red herring just leads the player down the wrong path and leaves them at a dead end, you need to get rid of it, as it will only aggravate your player.

 

GoodLevel3.png

So for the last level that I want to talk about today is from the ninth world. If the first is an example of a good introductory level, and the second was a good intermediate level. This is a good hard level. So what makes this a good hard level? Well, honestly the same thing that’s made the previous two good; You know what your goal is, but you don’t know how to get there. This level achieves this with the り in the centre of the level. Because it is central, and it cannot move because it is a stone kana, the first thing the player will do is look for the other kana that match with it. In this level there is the transform kana (the rainbow coloured one), the ice ろ, and the paralysis ひ. The paralysis ひ has to end up to the right of the り because it can only be moved once before turning to stone. This leaves three spots left for the ice ろ. This puts the player on a strong starting direction for the level. But the thing that makes this level so challenging is that because of how ice, paralysis and one direction kana work, if the player makes moves carelessly they will trap themselves and be unable to complete the level. Once again, the needed end state is easy to determine, but how to get there is the challenge. The only real difference between these three levels is that they make the “how to get there” part more complicated.

Anyway, that’s the Devblog for this month. Hope you enjoyed. I’ll be back next month on the second Saturday of the month. I haven’t figured out what the topic is gonna be, but ill figure something out. Until then, take care!

Hi all, its another month and that means its time for another Kana Quest DevBlog!!

Like last month I have just been working on levels. But the big difference between this month and last month is that I am now SO CLOSE to finishing all the levels in the game! There are 13 worlds in a Kana Quest, I have finished making levels for 11/13, and the 12th world is more than two thirds complete. So we are in the home stretch here folks.

At this point I have had a chance to work with all the mechanics in the game and I thought it would be fun to talk about each in depth about the positive and negative elements of each.

mystery

And oh how the mighty have fallen. This is a Mystery Kana, and they were the first mechanic I made for Kana Quest, and I was so proud of it at the time. And I still think its a valuable thing to have in the game, but the more I used it the more utterly irritated I got when I play-tested any level with them in it. So why did I make them? Why are they important? And why are they so irritating? So I made Mystery Kana because I was having a very specific problem, players weren’t flipping over the Kana to learn the pronunciation to complete the levels in the first world. This is problematic because it would render the entire function of Kana Quest meaningless. So I needed a way to effectively force the player to look at them. Mystery Kana do that very well. They just also irritate the player at the same time. The way these things work is they cannot move, but can match. The player needs to keep track of what each Mystery Kana, does and does not match with. Then using that information, figuring out what the Kana’s true identity is. The biggest problem with Mystery Kana is they just simply break the flow of the game and force you make non optimal moves to figure them out, and then you can complete the level. The end result is they start to become a nuisance after a while, and its for this reason they get phased out after world 4.

OneD

The One Directional Kana have been a solid work horse throughout development. There are so many things about this mechanic that are excellent from a designer’s perspective. 1st is they are easy to understand from a player’s perspective. The arrow shows you what they do; they only move in one direction. 2nd is they have a huge amount of design space. Design Space is a design term for talking about how many different interesting configurations a mechanic can be used in. And these Kana allow for so many interesting levels to be made. I am still finding new and interesting ways to use these things even in the 12th world. They are also very flexible in how they can be used. If you want to build an entire level around them, you can and it will probably be a really fun level. But you can also just throw one of these into a level to help guide the player towards the solution. I suspect once I have finished making levels, and I’m in the polishing stage I will end up adding a lot of One Directional Kana for this exact reason. What’s more is they also have interesting interactions with basically every other mechanic. The only complaint I have against them is they can be very punishing of mistakes. The reason for this is if you move one spot too far and then make a bunch of other moves, you end up spamming the undo button more than is ideal.

IceDemo

The fourth world’s mechanic is the Ice Kana. These Kana will keep sliding in the direction you move them until they make an invalid move. These Kana are a good mechanic, but no where near as easy to work with as the One Directional Kana. They have a large amount of design space, they have interesting interactions with most other mechanics, and they can make some very fun levels. But the problem is that you can’t just through one of these into a level. Even if the Ice Kana is supposed to be a minor element to a level, you have to build the entire level around the Ice Kana to accommodate it.  This is not a bad thing as it allows you to create a nice change of pace for the player at points, its just something that needs to be treated with care. Another small problem is they tend to demand levels be a fair bit larger than a similar level without them would be. Other than that, I think Ice Kana are great.

SlimeKana

The Slime Kana are another mechanic in a similar vein of the Mystery Kana as they both play around the sound matching aspect of the game. And so what they do is they will change the vowel sound of any kana you use them with. However unlike the Mystery Kana, these do not get highly irritating after a while. The main reason for this is that they often feel like they are helping you, rather than getting in your way. And because of this is they can just be plugged into a bunch of levels to add a little bit extra. But the biggest weakness of them is that they struggle being the core element of a level. Where the Ice Kana can’t help but be a diva, the Slime Kana struggle with it. Another problem with the Slime Kana is that because the Kana that appear on them can only be Slime Kana it does mean that the Kana on them just get seen less than every other Kana. But the gameplay of them is still solid enough that I made two variants of them.

 

GhostKana

This is a Ghost Kana. Ghost Kana, cannot move and cannot match. But they will come back from the dead once the player has made a group of Kana equal or greater than the number on their head. This is a tricky mechanic. And honestly they represent the biggest disparity between what its like to work with them, compared to what its like to play with them. Because playing with them is honestly pretty good. They make interesting scenarios, and force you to think about the level in a different way. But from a designer’s perspective these things are so hard to work with. You have to engineer levels so carefully around these to make them fun for the player. They have very limited amounts of design space too, so I honestly struggled to finish the world where these were introduced. And what’s worse there are some mechanics that this straight up does not work with.

YaSlimeKana

So this is the first of two Slime Kana variants. This is a Blue Slime Kana. Blue Slime Kana are different because they only ever attach to Kana that end with an “i” sound… and they add an additional vowel to match with rather than completely changing the vowel. This is because of an actual function in Japanese. See Blue Slimes can only have the following letters や/ゆ/よ. And these letters can attach to other letters to make slurred sounds. For example き(ki)+や(ya) = きゃ(kya). So きゃ will match with “i” ending kana, “a” ending kana and “k” starting kana. This makes the mechanic quite satisfying for the player to use because it opens more doors for them than regular Slime Kana do. And its for this reason that they can be a bit frustrating to design around as a game designer. Another problem with them is they have to attach to a kana that ends with an “i”. This over the course of the game makes “i” ending kana being over represented in comparison to other kana. Whats more is that often you have to design levels in which fully utilise the multiple vowel sounds. But this often leads to further exacerbating the over represented “i” problem. But other than these issues, these kana have all the strengths of regular slime kana. And they allow me to illustrate an important part of reading Japanese.

Paralysis These are the Paralysis Kana. They can be moved once… but after that they turn to stone and cannot be moved. These are probably my second most useful mechanic, just after One Directional Kana. They allow for interesting level design, and they have a good amount of design space to them. Not quite as much as One Directional Kana, but still a large amount. They are also very easy to understand what they do. And they can be the focus of a level, or be used as a back up element. The biggest problem that they have though is they have a hard cap on how difficult they can make a level. This isn’t a bad thing as it does mean it’s basically impossible to make a level that is too difficult with these but it does make them a bit more restrictive as one might like in later levels.

Transform

Transform Kana are pretty straight forward. Then can become any Kana, but they can only be one Kana at a time. This mechanic probably has the least frills of any of my mechanics, and you what that’s ok. It works just fine. They ask a simple question of the player, and that question is “where am I needed, and what do I need to be?”. So the trick to designing around these Kana is making sure there is a spot that can only be connected with a Transform Kana. Which is fine as long as one is careful with the other Kana that are used within the level. If you aren’t careful the player will just plop the transform kana anywhere and not have to think at all. They also suffer the same problem that Slime Kana face in that they struggle to be the focus of a level, but they do slot into lots of levels pretty easily.

MaruKana

Here is the final Slime Kana variant. And this is yet another instance of me basing a mechanic off an actual function in Japanese. There are small added strokes called “tenten” and “maru” for Hirgana and Katakana. These will change the consonant of the letter they are attached to. In the game this often is something that is a disadvantage, not an advantage like the other two Slime Kana. Because of this you cannot finish a level if there are any Purple Slime Kana left in play. This forces the player to find the part of the level that can accommodate losing its consonant sound. Basically everything that applies to the first two applies to this one.

  DickheadKana

This is an “n”. Because they don’t share a consonant or a vowel with any other Kana they cannot match like a normal Kana. So I decided to make them the Unfriendly Kana that all other Kana hate. So for as long as an “n” is in the level, you cannot complete it. So how do you get rid of an “n”? You dump them into a rubbish bin. Which looks like this.

Bin

Once an “n” is moved into a rubbish bin both are removed from play, and the spots they occupied become empty spaces on the board. This mechanic requires a fair bit of set up to get working, but once you set up a level to accommodate them its a solid mechanic that has a solid amount of design space. One unique problem with this mechanic is using effectively uses up twice the amount of space that a regular Kana would. Because of this levels with this mechanic tend to look very cluttered and can be a bit difficult to process. Outside these problems they are a solid mechanic that just needs a bit of preparation to make work.

 

Finally we have Kana Sliders. The art for these is still under way, but what these do is they move every Kana in a row or column down one spot as long as there is an empty spot on the board in that direction. This is a very easy mechanic to design around and offers a lot of design space that had not been available for me for most of the game. Because Kana Sliders care about empty space, it allows them to interact with Slime Kana and Unfriendly Kana that no other mechanic has been able to do so far. The biggest problem with them however is they tend to make levels with ridiculous amount of moves required to complete them. There are levels that require more than 70 moves to complete with this mechanic. This can be problematic especially if the player makes a mistake early on as they will be punished especially hard for that error. Other than that issue, I love working with Kana Sliders.

And with that this weeks Kana Quest Devblog comes to a close. Next time I think I’ll pick out a handful of choice levels, analyse them, talk about how I made them, and talk about why I think they are special.

The devblog is back! Sorry for such a long hiatus, but we are here and a lot has happened!

But today we are talking about World 3. Just before Christmas I finished making the background art and the one direction tiles so I would be ready to make some levels!

World3Level1

All the levels for World 3 are now complete! Something I might do every time I finish making the levels for a world I might “review” the mechanic deployed therein. I’m going to judge a mechanic on a few different criteria. Most of these are normal things to consider for all game design, but the last is relevant specifically to Kana Quest.

  1. Complexity of the mechanic. (How long does it take for the player to figure out how it works? How much mental strain does it cause the player?)
  2. Design Space of the mechanic. (This is another way of saying how deep is the mechanic? How many interesting scenario’s can it be used in? Does it interact in interesting ways with other mechanics?)
  3. Fun Factor of the mechanic. (Just simply, how fun is it)
  4. Ability to help teach Hiragana. (Does the mechanic play help the player to remember what a Kana is or learn new Kana?)

So how did one direction tiles do? Very very well, they have a very low complexity so much so that a tutorial is often not needed for play testers, and it has a large design space! The fun factor is a bit subjective, but personally I find it quite fun. The only strike against one direction tiles; they don’t really teach Hiragana very well. They don’t work against that goal, but they aren’t any more useful than a normal Kana tile.

The only other problem with one directional tiles is they require a large level to be interesting. World3Level20.jpg

Due to a bunch of mistakes that I made when setting the game’s camera up, I have a hard upper limit to how big a level can be. On the whole this isn’t too bad as it forces me to keep the complexity down but it does mean that for mechanics like the one direction tile, I can’t use it to its fullest extent.

But on the whole I give one direction tiles a B+. Its a good mechanic that can be used to make interesting levels.

Before I leave you today, I just want to share my personal favorite level from World 3.

World3Level16.jpg

This what the first of a series of levels that I made where the player has to figure out the correct place to start matching the Kana. In each row there is usually only one Kana that will match with the row above or below it. Thus making the physical size of the level and the positioning of the tiles crucial to being able to complete the level.

World3Level16Complete.jpg

Anyway, I hope you all have a great week, and I will be back posting regular devblogs again from here on out! I will try for once a week, but if I’ve just been squashing bugs that are not very interesting then it will probably get pushed back.

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.

 

Hey, so you’ve stumbled onto my blog somehow. And probably you landed on a page about my game project Kana Quest. This is because for as long as I’m making Kana Quest I will be uploading a devblog of my process. However most of the devblogs are not great for anyone who doesn’t know what Kana Quest is…. which is you know…. most people.

SO! This is a quick primer on what Kana Quest is, and how it works.

KanaQuestTitleScreen.gif

So what is Kana Quest? Kana Quest is a puzzle game that’s a cross between dominoes and a match-3 game that teaches the Japanese Alphabet (Both Hiragana and Katakana). It will be released on Mac, PC, Linux, Android and iOS.

It is an educational game, but it is being designed to be a fun puzzle game first. This way, people who already know Japanese can still play and enjoy the game. Another key feature of Kana Quest is that there are no pop quizzes. A lot of educational games lean heavily on game-ified versions of school tests in the hopes that no one will notice.
KatakanaDemoThe main gameplay of Kana Quest revolves around Kana. The word Kana comes from the names of the two Japanese Alphabet; Hiragana and Katakana and basically means letter. In Kana Quest, the Kana have been brought to life and want to make friends. Its the player’s job to help them find their friends. Two kana that are next to each other will be friends if their names/pronunciation share a sound. So for example か (Ka) and な (Na) will be friends because they both have an “a” sound. The same is true for か (Ka) and く(Ku) because of the “k” sound. Once you know which Kana can be friends, you need to make a friendship group that includes all Kana in the level.
LevelDemo2For example. This level starts off with every Kana having at least one friend. But because these friendships don’t connect all the Kana into one group the level is not complete.

This gif also shows a couple of other important details. The flashing lines between Kana show that they are friends, and a sound matches between them.

 

Finally a quick description of the different mechanics currently in the game.

Blank Tiles: These can be seen in the above gif. These cannot match, but can be moved freely.

Stone Kana: Stone kana will match with other kana and must be included in the final friendship group but can not be moved. They have been turned to stone, you see.

MysteryTileDemo2Mystery Kana: These enigmatic Kana are hiding their true face. But their true identity is given away by who they become friends with. Unfortunately Kana who are hiding their true identity are not truly happy and must be unmasked before the level can be complete.

Slime Kana: Slime Kana do not have any consonants in their names. Slime tiles cannot move.But they can merge with other Kana. When they merge they change the vowel of any Kana they merge with. Slime Kana cannot match, but they are happy to help other Kana find their friends.SlimeTiles

And that about covers it. This primer will likely but updated over time as new content is added. If you have any questions please feel free to comment, and I’ll get back to you asap!

 

Hey, Welcome to this week’s Kana Quest Devblog where I talk about all the work I’ve done during the week.

So this week has been mostly about getting elements of the second world working ASAP. With PAX Aus fast approaching there are three major things I need to get done before then. First is World 2, second is getting it working on IOS and android and third is putting in some sound.

So most of implementing World 2 is done, the only tasks left on the plate is a tutorial for how to move to World 2, a tutorial for the mystery tile mechanic and finally all the levels. I’m trying to finish working on World 2 by the end of August so I have plenty of time to get the other things on my list done.

So I have two GIFs to show off this week. The first is a lock out screen if the player tries to move to World 2 without meeting the requirements.

World2LockedScreen

The other GIF for this week is a quick demo of how Mystery Kana work. So mystery tiles, cannot be moved and you cannot see the actual Kana. But they will match like normal Kana do. Using that information the player has to figure out what Kana is hiding behind that disguise. In this gif you can see the mystery matches with Ki and Na but not Ko.  This means that the Mystery tile must have the vowel “i” because if it was matching with the consonant Ko would match.  Then since we know that the vowel is “i” when we see Na match we know that the consonant is “n”. Add those sounds together and you get Ni. MysteryTileDemo2.gif

So there are a few things to keep in mind about Mystery Kana. Even if all the Kana match up if there are any Mystery Kana the level will not be complete. Secondly once you figure out the sound of a mystery tile, it will become a normal tile that you can move freely. This is great because it allows more interesting levels. For example you can make levels that are impossible to complete without unmasking all the mystery tiles.  This definitely increases the design space of Mystery Kana a lot.

Anyway that’s the devblog for this week. Hope you have a good weekend, and I’ll see you next week.

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.

So this week had one task. One job that had to be done. It was long, it was boring, it was tedious. It was implementing Katakana into Kana Quest.

Why is implementing Katakana such a chore I hear some of you wonder. Well simply because implementing each Katakana has a bunch of steps that are not at all interesting and when you times those steps by 46 (the number of kana) things get very boring very quickly.

So the pipeline is as follows.

  1. Create the sprites. (We talked about this last week as I was most of the way through making the Katakana Sprites at that point.)
  2. Set the image setting for each sprite.
    1. This isn’t too bad what I have to do is tell unity how it should process each sprite. How big the image is (pixels per unit), its filter type (point filter as bi-linear and tri-linear make pixel art look awful) and if its a single or multiple sprite image. Now all of the above I can do all in one go by selecting all the files at once, but below I have to do one by one, because Unity wont allow me to do this in batch. Finally I have to set the sprite size for multiple sprite Kana. So for each Katakana I had to go into the sprite editor and tell it to divide my sprite sheet how I wanted it divided.
  3. For each kana make an animation using the unity animation system.
    1. For the stone tiles this is easy. They are just one frame so its just a matter of dragging and dropping the image into a new animation. For the normal tiles this takes a while longer because I have to copy the animations seen on the Hiragana Tiles. But the big annoying part of this step is that I have a LOT of animations on the one object now. So much so that they don’t all fit on screen so adding a new animation took about three seconds of scrolling down the animation list before I could get to the “make new animation” button.
  4. Add those animations to the animator of the tile object, and then set up the logic of when to play those animations.
    1. So putting the animations into the animator is easy. Select all the files you want and drag them onto the animation screen. Setting up the logic has to be done one by one and is really tedious. Right click from where you want the tile to transition from and to (from all to each individual animation in this case). Then click the arrow that comes up and create the parameters controlling the animation. In this case, what is the tile’s hiragana number? Is Katakana enabled? And is this a stone tile or a normal tile. Rinse and repeat 92 times.
  5. The last step is to add a control for turning Katakana off and on. This was the last and easiest step. Now if the player presses ctrl+shift+k in game katakana will be toggled on and off.

And that’s the process. Since you got through all the technical stuff your reward is some gifs! Enjoy!KatakanaDemo

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Another week another update. This week has been kinda slow. This is partly because I’m still slightly recovering from AVCon. The other reason is this week I’m working from home and I always find a way to goof off when I’m at home. (This would be why people have work studios).

That said I do have some fun stuff to show off. The first thing which I am personally most excited for is the background art of the second world!ParralaxTest2GIF.gif

So I am super happy with how this turned out. The biggest thing that is different between this art and the tutorial background is that this has been designed to not be a static image. I drew each part of this background on nine separate layers that will repeat. The reason I have done this is because for each world I want to be able to add as many levels as I want without needing to redraw the art. This was a problem I noticed vary quickly from the first background: that it was drawn for a specific number of levels. If I need to change that number later on, making my backgrounds this way will allow me to do so. So now onto some of the artistic decisions with the piece. So this piece is set in summer following on from the last background that was set in spring. The rice in the foreground is a dead giveaway for this. A couple of other fun things about this piece is that it was inspired by the town I used to live in (Asago in Hyogo Prefecture). Lots of stunning mountains, rice fields everywhere, and ever so slightly worn down buildings. A couple of small details on the buildings is on the announcement board I wrote “テオドの” which basically means “This is Theodor’s”. Yes I am capable of being that vain.

Next up is Katakana. Katakana is one of the three writing systems in Japanese. All the gifs and images shown previously have been of Hiragana. Hiragana and Katakana (mostly) produce the same sounds, but Hiragana is used for native worlds whereas Katakana is used for foreign words. I have planned to have Katakana in the game for a while. The reason is that mechanically they will operate the same as Hiragana and A LOT of people forget their Katakana. So usually what happens is folk spend a lot of time learning Hiragana, then they get to Katakana and are just sick of rote learning letters. So it was simply a matter of when I found the time to implement it. Its not particularly hard to put in, just time consuming. But the first step is getting the Katakana sprites done.

 

Well as of this week I have all the Katakana versions of the normal and slime tiles ready to go. Not gonna put them all up in the blog post because that just takes up space for no real reason. Haven’t got them working in game yet, but the sprites are done so that is one big step to implementing it.

The way it will work in game once implemented is the player will choose Hiragana or Katakana from the options menu. Then all puzzles will appear as they normally would with the selected letters. This way the player can practice the one they want freely.

Ok. That’s me for the week. I’ll see you all next week. Take care.

 

So.

AVCon just happened.

My head is buzzing a bit still. My voice is shot to hell (I don’t sound like myself anymore). And boy am I tired.

But I had an amazing time. Getting to see people playing my game for the first time and genuinely enjoying it was incredible. And getting to become friends with game devs from Adelaide was a blast.

But this is supposed to be an update on Kana Quest and its development, not just me gushing how much fun I had. But as a result of AVCon, I honestly can’t remember what I added to Kana Quest leading up to it. So instead I’ll give a list of things I learnt from this weekend.

  1. Presentation is super important at these conventions.  All I had was an A2 poster behind me to tell people what my game was. My presentation was… lacking. But as a result of seeing my poor presentation I now have a really good idea of what I want for future events.  What I will want is a nice big poster that is as big as I can have it to catch people’s attention. But I also want one big screen for the game to be played on so that people walking by can see what the game is and what its like easily. However once I have my one big screen I will want several smaller tablets/laptops/phones running Kana Quest so that more than one or two people can play the game at once. Lastly I would like some small decorations to give my booth more personality. I’m thinking some nice print outs of the Kana tiles and a table cloth with stars on it would be great.
  2. My logo is not good enough. People who don’t know Hiragana didn’t know what my game was without me telling them. Thus a bunch of people would probably would have liked my game didn’t play it because they couldn’t tell what the game was about from the logo. This is a huge problem from a marketing perspective. I will have to change my logo a bit to fix this problem. And a smaller thing about my logo that I hadn’t noticed until someone pointed it out, the Na in my logo is drawn incorrectly. It’s not super obvious but its a small thing that needs to be fixed.
  3. The game is stable. Holy crap the game really is stable. I know that shouldn’t be a shock. But every time I have taken it to an IGDA meetup, at least one game breaking bug has been found. I’m guessing close to two hundred people played Kana Quest over the weekend and only 3 people found a major bug. They all found the same bug that when moving tiles in a certain way could cause the tiles to not move properly and thus cause a weird positioning error. Now of course I would prefer it if there were no bugs, but a bug that only three people found (one of whom was helping me exhibit) is a huge improvement.
  4. Tutorial still needs work. I knew this going into AVCon and its only been further confirmed after it. Now in fairness, the current tutorial is the best iteration yet as about 40% were able to play the game only using the tutorial and have a good idea of what was going on. But 40% is less than half. Better than it was (previous iterations had a 0% success rate). But less than half. Is. Not. Good. Enough. Thankfully some of the other devs who were there gave some good advice on how they would improve it.
  5. I’m on the right track. I know this one is really self congratulatory but I can’t help but feel as though I’m making really good progress. Kana Quest has had a total of fifteen playtests to date. And of those fifteen, from my perspective only the last three or four have been genuinely fun. I’ve been really worried that everyone would play it and just go “This is a cool idea, but its really just meh”. Instead I had people genuinely crestfallen that they finished the demo and couldn’t play more. I had people come back and play again, just so they could get gold medals on the levels they couldn’t get gold medals on. I had people upset they couldn’t pre-order the game from me. None of this would have happened four months ago when I started making Kana Quest full time. And it makes me so happy to think of how far I’ve come.

Anyway. Until next time!

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