I released a game, and I told no one about it.
It sort of feels wrong at the first glance, right? Having to work on an experience that you think is cool, for a considerable amount of time. Sacrificing the precious after-work hours in which you could play games, watch Netflix, solve the Rubik’s cube, stare at the ceiling etc. Basically anything that doesn’t include kicking the disciple switch on and make yourself feel a little bit more miserable for the evening. You think it’s worth it, worth the pain, in the end. This is a marathon and you have to force yourself sometimes. You dream of that release button, followed up by positive and encouraging player comments on the bottom of the page, maybe some coverage on press websites. Of course you’d be sharing that store page pretty much everywhere, right? That’s the result of your two year’s hard labor. If you don’t, why did you make the game, then?
It has been more than one year since my last entry, and even more since the first commit of Prefabric. I neglected noting things down for a while due to major changes in my life (like moving to a new country), but the flights back home gave me enough boredom to put this wall of text together.
Sorry for the wall of text. I guess I had just too much to say.
Edit: I forgot to mention that you can browse the source on Github
This is the first time I talk about my new pet project, Prefabric. Following the release of Fabric, I finally had the chance to think thoroughly on technical and design issues of the game, as I’ve pointed out, and it’s not even the complete list. It seemed like there were so many things done wrong that I felt so eager to jump into a new project to do those things right. I left Fabric so behind that even though I’m able to get my hands on a VR headset and know how awesome it could be, I’m not working on a VR port. Hell, I didn’t even start on Mac/Linux builds, which are roughly one click away. This is a mistake I’m currently doing, and I’m well aware of it. I hope I won’t regret it too much. Continue reading
It has been approximately 2 months since we released our puzzle game Fabric. So while probably it’s too soon to write-up a postmortem, there are certain issues I’d like to talk about. I’ve been aware them during development, but I think calling a product ‘finished’ makes its issues much more eligible to be discussed.
For those who are like “Fabric? wut?”, it is a first person puzzle game on Steam, which also happens to be first (game) project I’ve ever completed.
Using Visual Studio when working with Unity is awesome and Visual Studio Tools for Unity takes the comfort even further. Since Unity’s 5.2 upgrade, VSTU comes integrated with VS. Though with this integration, the developers took away some of the flexibility.
For instance, I would like my VS to have a very clean view. VSTU’s relaying Unity’s Debug.Log’s to VS’s console spoiles this neatness a considerable amount, since it opens and re-opens console window without my permission, as log prints keep coming. Before 5.2 integration, it used to have a nice configuration menu wihtin Unity, where one could toggle this feature. Now, appearently, there is not.
(EDIT): There is now with version 2.3. The code below is unneeded now.
When I asked, the developer was kind to give the answer, which is an editor script that toggles console redirection: