#ScreenShotSaturday 003

Forgotten BallScreenshot 3 is very new, it shows new colourations for the brickwork, a new enemy of sorts and I am happy with this area generally. There was feedback which I am acting upon, and it’s that the game is a little dark (image compression hasn’t helped) but I am fixing this and will update next Saturday!

Norwich Game Festival, after thoughts.

I wanted to write up my thoughts on Sunday, as it was a new experience very different from what I expected, and frankly I was very scared. It’s not a great topic, but this showing of my game was another step for me to overcome my anxiety. I suffer with anxiety, and have done for many years. I’ve never done such a thing like showing Forgotten Ball to the public, and I had been pretty unsettled by the thought. I’ve been developing Forgotten Ball for many years alone, not in a bad way just it’s a one man project and in turn not many people have seen Forgotten Ball, so I didn’t know what to expect. However these feelings all came to pass when a young lady sat down to play, not kidding this was a turning point.

Forgotten Ball is minimalist, it’s built with primitives and I did this to negate the expense of 3D assets, and that the game design doesn’t allow for expensive assets (iPhone/open world). Forgotten Ball has a large draw distance, lots of things to see and in turn I had to optimise this as well as I could. I also really like cubes.

I created Forgotten Ball as a game I want to play; a throwback to the generation of games when I grew up, the games that enticed, punished and celebrated with you. I think, when I see the look of determination on a players face, I know I have hit my primary goal, but I also saw that I was far away from a complete game in many other aspects.

The importance of people playing your game couldn’t be overstated. I can remember how crucial user testing was on Killzone Mercenary, but now in my own development shoes – now that I have something playable – I need to schedule user testing as much as possible. The first batch of players were in some ways the guinea pigs, the testers as it were. They caused me to make some key changes early Sunday, to a demo that didn’t crash once, and all but a couple played to completion – I am proud of this.

The first players made me change the following:

  • The game during ‘story look at’ moments force the controls to be disabled and some dialogue appears, sometimes there is an animation etc. In a 10 minute demo, this happened 6 times. That wasn’t acceptable, no matter what I’m trying to show the player. It now happens twice. I need to get better at this story business.

  • I halved the intro, literally halved it. I have a simple AI intro to the game where nothing happened, so I got rid of it. It wasn’t necessary and there is nothing worse than seeing boredom on a players face. A demo should be straight into the action.

    • So should I no longer show a demo as the opening of the game? I don’t think so, I don’t think many demos are that.

  • People didn’t understand certain aspects, and thought they could do things they couldn’t. I have made it so they could do some of those things, they were great shouts, even though they didn’t realise they were making them.

  • I have a section where you drop down into a lower section, players continually tried to trick jump up, they couldn’t do this. Maybe I will make this more obvious, maybe players should have to experiment more, I don’t want to spoon feed the player.

  • People died a lot, but it’s such a simple game that people continued to keep going. I asked why, and the response was coherent, they wanted to know how to get past it.

Opinion was split on the story, some hated, some liked. I need to make a decision here. Forgotten Ball is either a story based platformer, or it is not. I can’t please everyone, but I can make a choice.

  • Controls need an inactive prompt when a story is being told (few, and far between now). I hope this will alleviate any confusion of why a player can’t move.

  • Get a narrator in before September. This is essential if I really am going to take the plunge on EuroGamer.

  • Text was too small, this is a bug from the iOS build I should have seen it earlier but it needs to be done.

I built in Xbox controller support, its basic but it’s there. I don’t think I would have had half as many sit down and play without that. I thank the staff asking me if I had Xbox controller support early in the week when I went down to check it out. One thing is for sure, Xbox controls are there to stay.

I really enjoyed talking to interested kids on making games, I think I was the youngest developer there or close to, which maybe hinted that I was more approachable, I don’t know; I certainly was the least prepared. One thing I can say is that showing how easy it is to build something in Unity, coupled with peoples love for Minecraft; has inspired a few young children and parents to go home to learn in Unity’s game engine. The look of joy on a young boys face when I showed him the simple tools of building Cubes and applying textures in Unity3D. I also spoke highly of GameMaker, I have never used it, but people love it so couldn’t rule it out.

I really wish I had a badge to give away to everyone who played, or completed the demo. That would have been nice to do, but I could see people really did feel accomplished when getting to the end, but I wanted to reward them more.

I spent maybe a day or so creating a feedback form upon the end of the game. This was a mistake, though it’s handy to have (and I will keep the code) only two people told me how they felt. I was glad I had a 1500 character limit. However someone writing what they think stops another from playing, I won’t have that option there again. Someone did go on a rant, the other was very positive.

Feedback from developers, and public is very different; very different. Those whom code, will notice things that designers don’t, and vice versa. Kids are honest, and in my opinion brutal. I value a child’s opinion, maybe too much. But this feedback has created a long list of suggested tweaks, I will shelve them until the second public displaying, which I think is fair due to most feedback being isolated.

Controls in Forgotten Ball are different, it’s affected by physics, but doesn’t move like a beach ball. It’s a tough thing to understand as the ball isn’t hollow and because it’s different people did question it, I need to think about this more. I might make changes to it, I might not.

I got some great feedback, and loved meeting the developers that I did, Lawrie of Trash TV had some great things to say, as did Harry from Midnight Launch Studios, not to mention how friendly Sarah and Woody were from Utopian World of Sandwiches. I spoke to almost everyone, and should say that the Forum did a great job as did those who helped organise it. I ultimately really enjoyed it, and got a lot out of it.

Forgotten Ball had been likened to Thomas Was Alone, Fez, and Minecraft. My main inspiration is Dark Souls, and 16-Bit Disney platformers. However I of course have seen what Thomas, Fez and Minecraft do, but Forgotten Ball is its own thing and the similarities are slim.

The problems I am faced with now are different to before. Now after sharing my game, and seemingly doing well on twitter #screenshotsaturday I need to screenshot my game in a way that shows what is going on but doesn’t look so static. I need to be able to make sure that I have time to develop; which means I am now on a schedule. I need to make a gameplay video, and I need to discuss the possibility of funding and grants, maybe even kickstarter.

I now have to go back to full time work, and keep studying for my Masters. I’m in full time work and I worry how Forgotten Ball and work can co-exist. I wish I had more time to devote to a game I truly love developing, breaking and sharing, I now have to meet my (self imposed) January release date, damn.