This past week was nearly entirely QA for the upcoming patch, along with some business shenanigans. I'm happy to report that the inventory has been reenabled in town, for good this time. Any items which shouldn't be used in town will now just not work in town! What a concept!
The fonts in the game have also been adjusted to be that cleaner, no-outline look. It looks a lot nicer against the new menu UI.
Finally, I managed to improve some old quests. Specifically, "Hunting Party," "Sketched Out," and all of the library quests have seen some bug fixes, clearer journal edits, and other similar things.
Short post for this week since it was mostly cleaning up all of the things we've previewed in the past. Check back next week when the patch goes live, and we've got all the notes up here!
We're back from SXSW Gaming, and their inaugural pitch competition, and holy cow that was an exhausting 24 hours! Here's a run down of all I got to do (which is just as much for me to remember as it is to talk about what got done this week).
Considering travel, I had basically 1 day at SXSW. So at 9 am on Friday morning, I started at the Hilton to meet with Webcore Games, a neat studio that seems to have their fingers in an awful lot of pies. From VR to 2d to casual and everything in between. They do a fair amount of outsourcing, and I'm excited for possible partnership opportunities for more Vidar market penetration as well as on upcoming projects.
Next up I met with David Wolinsky before his panel on suicide prevention in the games industry. David is the writer of Don't Die, an awesome collection of long-form interviews on the games industry, self-reflection, insecurity, and a hint of Gamergate exposition. It's phenomenal stuff, and you must check it out.
And then it was finally time for the pitch competition. The competition was divided into two rounds - in the first, 16 games competed in closed room sessions before a panel of 4 judges. Before the presentation, we were each given 30 minutes with a mentor to help go over our stuff. This was tremendously helpful, because just talking it out helped me focus on the problem I wanted to emphasize with the judges. The only concern I had? How do you take the feedback from a 30-minute mentor session and immediately incorporate it into a 10 minute pitch? We didn't have any time in between, so it was going to have to be done on the fly.
As if that wasn't enough, my computer died about 3 minutes into my presentation. Slideless and defeated, I improvised and tapdanced and mercifully had print-outs to give to the judges. After a 10 minute presentation, I fielded questions like "how on Earth are you doing this alone?" and "what's your break even point?" and just like that it was done.
I explored the convention hall a bit while waiting for the results to be announced. SXSW Gaming is growing, but it's not there yet. The place is like, 1/10th the size of PAX East, and walking through the featured indie showcase I saw plenty of empty booths. The only major anchor tenant was Nintendo, showing off the Switch, and lines for that were pushed to the outside of the hall - so that line huggers wouldn't have seen any of your signage etc. I think in 3 years this convention could be really awesome, but for now, I'm glad I didn't spend $1200 on a booth. IGDA Austin had the right of it - they bought one booth, and then rotated in several games in a few-hour shifts (spreading the cost in a pretty efficient manner).
Just about as I finished making the rounds, the finalists were announced, and Vidar was chosen with 7 others to participate in the Final Round!! [Insert Dramatic Music]. This time, 2 additional judges joined the panel (for a total of 6) and the presentations were open to the public. My computer pulled through, and at the end, I got extremely few questions. In legalese we call this a "cold bench." It's worrisome. It means the judges aren't engaged in your presentation, and I felt defeated. After one or two questions, I kind of realized that it was because Vidar is already on Early Access, and that my presentation had covered all of their other go-to questions for other presenters ("what's the gameplay loop?" "what's your target demo?" etc.).
Sadly, Vidar did not win - but major congrats to the team from Tessera Studios because they seriously deserved it for their VR thriller game Intruders. No worries, though, I made it exactly where I wanted - the final round, to be able to present Vidar to the public. And afterwards, ended up sticking around with the judges for over 2 hours just to chat about marketing, where Vidar goes from here, etc. That was the part that made this an invaluable experience.
From there I left for North Austin for IGDA's post-SXSW Gaming Dinner, which was absolutely wonderful. I got to meet aspiring devs, old friends and new, and writers from some of my favorite indie games. And finally got to eat - because I had forgotten to all day. After about 20 hours of go-go-go, I crashed at the hotel for an incredibly short nap before hopping on a flight home.
And now we dive back into cleaning up the patch for April 4! Caught In Your Web will feature our next Town Event, "Venom." As I teased last week, this Town Event centers on Dorottya and Katarina, and specifically follows the quest "Clearing The Way." Players who make it that far into their story will be able to explore a new side area in the Water Cave filled with spiders. They'll need to be quick, or else they could run into one of the worst possible fates in the game - two villagers dead in one night.
This Town Event comes complete with an additional helper quest as well, Arpad's "A Test Of Leadership." This quest, while quite different from "Make It Work" (which we previewed in detail a while back), takes its place; that is, you can only get one or the other in any playthrough. If "Make It Work" is unavailable to you, but Arpad's reached his leadership path, then he can help you out in completing "Venom" to save a villager from a poisonous spider bite.
To trigger "Venom" you'll need the following:
The rewards are not to be missed, either, and finishing the quest can definitely turn the tides of the Water Cave in your favor!
That's all we've got for this week. Next week we'll have a short preview of some additional changes and quests, and then the week after that the patch drops! See you then!
A small post for this week, but for good reason. We just wrapped up at Big Apple Con, and this week we're headed to SXSW to talk about Vidar, so not a ton of new announcements.
That being said, we're about 90% done with implementing "Venom," a new town event focusing on Dorottya and Katarina. It's been wonderful to finally and fully put some meat on the bones of their relationship, and I'm excited to have some full blown queerness in the game.
We'll have a full scale preview of it for you next week, for now, wish us luck at SXSW!
This week we slapped a fresh coat of paint on the menu screen. Here's what we've got for you:
This lovely book has replaced that ugly, small window in the top left corner of your screen. With that boring black background. And all of its grossness. Your journal will also show up in the book, for a more, well, journaly feel.
The inventory menu saw a small improvement, we finally got rid of that stupid "key" icon that required you to have to press twice to enter the menu. Wonder what that was all about? RPG Maker has a concept of "key items" much like a lot of other RPGs. In Vidar, everything is tagged "key item." We had deleted the other default menus (like armor, accessories, weapons, etc.) so the only thing left was the "Key Items" menu. But the window that forced you to choose among those possible menus remained.
Further down the road (that is, not for the upcoming content patch) we'll be revisiting the item menu again. We're saving that for a bigger inventory-management overhaul later in Early Access.
We also added a people-looker-upper:
This is part 2 of 3 of my plan to improve playability around town. Part 1 was the town map (added in late January). Part 3 will be a "Book of the Dead" in the Church that updates you with the names of people who died - so long as someone is at the Church to update it. Combined with this directory, players will have access to a suite of possible tools to aid in exploring town, all available from different citizens.
Note that the directory will only be available if you have the journal, and it won't be terribly functional at the start of the game. Only people you've met will be displayed in the directory, so if someone dies before you speak with them, they'll remain a silhouette forever.
This week we also added "Vigil" and "Music to My Ears" to the game. Last week, we talked about how "Make it Work" was added as one more path into the Wolf Cave. Well, "Music to My Ears" is one more path to the library, for many of the same reasons! Lilja's quests were feeling a little lackluster and often stalled out, so she's the perfect person to seek this long buried treasure if Mihaly is dead.
We're off to New York City's "Big Apple Con" this Sunday, sitting in the Playcrafting Booth. If you're in town, come by for swag and to play and buy the game!
See you next week!