This past week I was at Austin Game Conference, a recently-revived event focused on the games industry, development, VR, and all kinds of fun things. Vidar was part of Intel's Game Developer Showcase; it was a great time seeing games that were different from the usual East Coast Indie Circuit.
VR was definitely a highlight of the conference, with a full speaker track dedicated to the subject (and other tracks veering into the space), and several booths on the floor dedicated to demoing indie games on VR. For attendees who had never played with the Oculus or Vive before, it was the best time to try it - typically any game using a headset no matter how good or bad has a long line at conventions. Here, there were enough that you could just walk up and start playing.
For my part, I'm thrilled to have emerged with close connections to Intel, and hopefully they'll be able to help promote Vidar in the future!
Because I was demoing at AGC, a lot of polish was added to the specific scenes that appear in the demo, in an effort to really showcase Vidar. Lots of other fixes have been added as well, and the game is feeling pretty decently stable. Just in time, too, because I'll be on vacation next week, so we won't have another patch for a while.
Alpha Build 0.7.1.0
Map / Puzzle Updates
This week we started deploying Mac keys - 10 went out as our test run, and we'll ramp up depending on how that goes. Additional Kickstarter backers got their copy of Vidar as well!
That's all for this week. We're off next week and the week after, be back around October 18!
Today, tomorrow, and Thursday I'm demoing Vidar at the Austin Games Conference. I talked about it a fair amount on the blog last week, no need to rehash. However, rather than tempt fate, I'm avoiding pushing a patch this week for fear of breaking something. I mean, I'm sure there's plenty that's broken. I just don't want to screw up the demo pre-Austin.
That being said, a lot got done this week! The new title screen is vastly improved, a number of long-standing bugs have been resolved, and the tool UI is much improved. Events should clip a little less. Specific events like the Wolf Cave and Erik's Cave have been cleaned up. Oh, and the trailer video is finally done =P
Next week will definitely be a patch, and likely the last major one until mid-to-late October, when I start introducing new content.
That's all for this week!
No patch this week, but dang I'm excited for some of the progress that was made this week. There were lots of little bug fixes and quality-of-life changes, but the biggest was that all variants of the concluding cutscene were added. All that's left now is the credits, and Vidar will be something you can play from start to finish in all of its crazy buggy glory.
Here's roughly what the last cutscene looks like....logically speaking:
In other news, Vidar was accepted to the Austin Game Conference Intel Game Developer Showcase! I'll be presenting and demoing the game at a pre-party on Tuesday, September 20, and then I'll be on the floor during the conference on September 21 and 22. Check out the website for all of the talks etc., and here's the exhibition floor:
See that "Intel Game Developer Showcase" in the middle? I'll be there! If you're in Austin, come say hi.
I'll save the line-by-line for next week when the next patch is released. Another 13 steam keys and 8 direct downloads went out this week. Mac build is imminent, I promise!
It's here, it's here, it's finally here! This patch is a doozy, it includes a lot of fixes to various crashes, an additional quest with Vidar's littlest villager, and all of the improvements to the look and feel of the game. Most importantly, however, it has the ending. So, spoiler alert, if you're not quite ready to confront the Beast, turn back now.
The final confrontation takes place in the Ruins of Old Vidar, deep beneath the town. New mechanics and puzzles have been introduced for that section. Plenty of cutscenes have been added to increase the intensity.
Alpha 7 (v. 0.7.0.0) Patch Notes
As for all the rest, 5 Steam keys went out this week. I had hoped to get the Mac build out as well, but we've discovered a memory leak in that version, so I'm holding it back another week.
This week will be focused on getting the new trailer video ready, so it's unlikely I'll have a substantial patch ready by Tuesday. Fear not; I'll be releasing additional optimizations in September, and then additional content will start coming in October!