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Kairo World Tour 2011

The past few of months on Kairo have seemed like a bit of a whirlwind. The alpha build of the game was on showcase at the Develop conference in Brighton, the NotGamesFest in Cologne and PAX in Seattle. As I write this I'm preparing to fly out to LA for IndieCade which will hopefully be my last event of the year. It's been a real adventure, I've learned a lot about the demo process and a lot about how players interact with the game. Mostly though it's been incredibly exhausting.

I want to give special mention to NotGamesFest as it was a truly wonderful event. Each game was treated with a huge amount of respect beyond the typical booth space. The whole place was filed with a sense of atmosphere that really enhanced the games picked to be part of it. They even gathered all of us developers together for a private chat to share games we're working on and ideas we're struggling with. I hope I can attend next year even if I'm not exhibiting.


Develop, Brighton

Hindsight is 20/20

I have some background in marketing but I was always as the guy who produced materials that the sales guys took on the road so doing it myself was a huge eye opener. So I wanted to just talk through some of the lessons I've learned from the process as a one man developer that might be useful for other people who are going to go through this.

Everyone Plays Differently - Before Develop I decided I wanted to make the controls as simple as possible so added in gamepad support. To my surprise I found a big audience of people there were PC only gamer and were uncomfortable moving around with the pad. The setup at NotGamesFest on the other hand was mouse and keyboard and again I witnessed some people who were not used to that control scheme. The simple and obvious solution I should have gone for was to just give players the choice of both gamepad or mouse/keyboard. I did that at PAX and it worked great.

The More the Merrier - I did all three of these shows on my own which was tough for me. I'm a fairly social guy but three days of pitching my work wore me down. I know some people don't mind or even enjoy it, but for me I could have really done with some help. If I do similar events next year I'll be taking someone with me to split the load.


NotGamesFest, Cologne

Be Careful with the Code - The few days before NotGamesFest I made some huge changes to the game that really improved the exploration aspect of Kairo. I tested it as much as I could on my own but I missed something. It was now possible to fall off the world into nothingness in one of the rooms. Sadly over the few days a bunch of people ran into the problem. For PAX I fixed all the bugs I'd introduced but was super careful not to do anything so drastic so close to the event. Essentially I was incredibly stupid to make such drastic changes without enough time to properly test the game.

Be Over-prepared - I had a ton of different ways to put up signs for my games including a big popup banner, some normal posters, one designed to fit on the back of a monitor. I also had a ton of connectors and cables for all sorts of possible eventualities. I even took screen wipes. Over the course of three events I used pretty much everything. I tried to think through everything I might need, because if you take too much worse case scenario you have some extra spares sat in your suitcase.


PAX, Seattle

Proof in the Pudding

Ultimately this is all PR work which is bit of a distraction from finishing the game. And doing all this work has slowed down the development process, however sadly as a one man indie I've not got much choice. If I don't do all this no one will. However I am determined to hit my deadline of having the game finished by the end of the year, still a few months left. Doesn't seem like a lot of time.

Finally, I should probably mentioned I recently put out an Alpha 2 release of the game. My plan had been that Alpha 2 would include the next explorable area of the game. However all this show floor work has lead to me making tons of improvements to that first section of the game and it seemed unfair to withhold that from those of you who've already pre-ordered and new customers.

Lessons from the coin-op

As I mentioned in my last blog post I’m taking Kairo to the Develop Indie Showcase and PAX Prime. These will be the first time Kairo has been playable at any kind of public event and this presented me with some problems. Kairo is designed to be a a solitary experience, as much as I love co-operative and quick action games that’s not what Kairo is about. It’s designed to be played patiently in the comfort of your home as you soak up the atmosphere. So I’ve had to do a bit of work to make the game a bit more show floor friendly.

Shiny Attraction

Step one is what old arcade games called an attract mode. This is when you leave a game running and it starts to play either a video or a chunk of gameplay. This was to draw you to come over to the game and encourage you to put your money in. Apart from the money bit this is just as true now as it was back then. Leaving the game on a static screen may look okay but it’s not going to entice people over to check the game out.

As I don’t really have a traditional title menu screen I’d not really planned on adding any kind of attract mode until now as I simply don’t need one for the final release version of the game. Though now I’ve made one I might include it as an extra in one of the menus for the curious.

For my attract mode I picked a handful of rooms from the game and have animated a camera doing a birds eye fly through of the room. It loops between those rooms and the animated intro sequence. It’s fairly simple but I think quite effective. As it’s all done in engine it does mean these sequences will be updated if I change the rooms over time and I can add in new rooms as the game gets closer to completion.

The Vertical Slice

The other problem with Kairo is that the opening few minutes are a little slow paced and very linear. This is intentional for the normal player experience, I wanted to give them a little bit of time getting accustomed to the world and the mechanics. However with people potentially only playing for 5 minutes I would imagine a lot of people would never get past that initial acclimatization process.

So what I’ve done is setup it up so once the game is switched into show floor made it starts players off in the first hub room. Dumping players straight down at the heart of the game for them to explore in whatever direction they choose. I also blocked the door that leads backwards towards the start of the game.

This demo build is rigged so it can quickly be reset back to the attract mode and wipes player progress when it does so the next person can start afresh. Also in this mode the quit button has been removed from the menus, so I don’t spend all day relaunching the game when people accidentally hit it.

Simple and Sweet

Finally I wanted the game to be really easy for someone to pick up and play instantly and while the keyboard and mouse control isn’t complicated just giving people a 360 pad seems even easier and more welcoming. On top of which I’d always wanted to add pad support eventually anyways.

I took the opportunity to basically rewrite most of my input code. So the game can now be played on the typical keyboard + mouse, mouse only or with a joypad. Incidentally getting my options screen to work with a pad proved to be the most tedious coding task I’ve had to endure since starting Kairo.

The other benefit to come out of this is I made sure to hook into Unity's Input Manager a lot better so players can now reconfigure all the controls before starting the game.

Ready To Launch

This all might seem a little boring and I guess some parts of development are like that. While doing it the most frustrating thing was knowing I was putting in a few days work that is mostly not contributing to the final game. However promoting the games at these show is important and means more people will get to try out Kairo.

I’m now away for the weekend at TIGJamUK5 to make games with awesome people, then next week I’ll be away in Brighton to demo the game. Then I will get back to actually working on more content. Busy times.

Kairo on the move

Kairo has been available for pre-order for a few weeks now and things have been going really well. We got an absolutely lovely write up by John Walker over at Rock Paper Shotgun which made me very happy as I'm a huge fan of the site.

I'm hugely grateful to all those of you who've pre-ordered so far and especially those of you who've taken the time to email me with your feedback. The nature of indie development is such that I can really take on board what people think about the game and fix up problems I would never have found myself.

July in Brighton

I've also recently been selected for the Indie Showcase at the Develop Conference in Brighton. I'm very excited about this as it's a chance to show the game to a ton of the UK's top developers and publishers and hopefully see what they think of the game.

The lovely folks at Haunted Temple Studios have also had their game Skulls of the Shogun picked for the showcase. Sadly they can't make it over to the UK for the event so I've agreed to run their demo booth as well. So it's gonna be a crazy two days at the conference.

August in Seattle

In return the Haunted Temple guys have offered to give me some of their booth space at PAX Prime. This is probably the most exciting development for me as PAX is a huge event I've always wanted to attend and now I finally have a really good reason to head out there.

Most importantly though is that approximately 70k gamers are gonna be there and hopefully I can coax more than a few of them into trying out Kairo for themselves. Getting the game in front of so many actual players is both a thrilling and daunting prospect so I can't wait to see how that all works out.

September in Beta... hopefully

Obviously on top of all this PR work I am still working on Kairo pretty much 7 days a week right now. I've been doing a huge push to flesh out missing content at the moment and I'll try and post a development update later this week. There's always so much to talk out but I forget to blog because I'm so busy working on the game.

Kairo alpha + preorder now available

I've been working on Kairo for nearly a year now and while it won't be finished until later in the year I figured it was time to open pre-orders. However the exciting news is that by purchasing a pre-order you will get download access to alpha builds.

The alpha build currently includes the first (and smallest) of the game's three areas in a fully playable form.

Pre-orders are priced at $8 and can be found at the Kairo microsite site:
http://kairo.lockeddoorpuzzle.com

If you've not been following development let me tell you about the game. Kairo is a 3D first person atmospheric exploration and puzzle solving game inspired by minimalist and abstract architecture.

Here's a recent gameplay trailer:

Kairo: Puzzles and Obstacles

I describe Kairo as a 3D atmospheric exploration and puzzle solving game. I list the puzzle solving last because to me my primary goal is to build a fascinating world for the player to explore. However the puzzles are also a huge importantly part of the game because those are what will make the world more engaging, and I want the player to feel invested in this world.

I have found developing these puzzles to be the most difficult part of designing the game. They need to be varied, they need be interesting and they need to feel like they're an integral part of the environment and not just pasted on top. They also need to be challenging without being totally frustrating to the players.

So I wanted to help you understand how difficult I've found this by focusing on a single room that I've really struggled with. Which I'll be calling the Circular Room for reasons that will become obvious.

Inception

Puzzle rooms start as a blend of two ideas, one being an idea for the what the architecture of the room will look like and the other being an generic concept for what type of puzzle it's going to be. For this room I wanted the architecture to be based around circular discs forming the floors and structures and for the puzzle I wanted to be based around playing with light and darkness.

This is one of the few rooms that I've never really sketched out on paper and nor does it come from any reference imagery. It's just a very clear visual look in my head I've wanted to portray.

The puzzle for this room is also unusual because it's based of an existing game of mine. At the World of Love 2010 Game Jam we were doing a 3 hour jam where I'd spent 90 minutes playing with Unity water effects and was nowhere near making a game out of it. So I started again and put together a very simple game in the remaining 90 minutes that I called The Darkening.

In The Darkening you had to navigate a simple set of platforms avoiding shadows. If you touched them they'd absorb you and you had to start again. Some of the shadows moved along patterns and some expanded outwards once your were near them. Not too complicated but I thought a fun little jam game.

Development

My first version of the room was focused on the visual style I wanted for the room, I spent a lot of time building the circular platforms the way I wanted them to look. Afterward I replicated the shadow mechanics of The Darkening in the room giving the player a set of challenges to navigate. You can see the model of this version below, the red lining is the collision boundary and was invisible to the player.

In short this version of the room was unplayably bad. I knew this as the shadows were in there and you can move through the room. The shape of the room did not work well the mechanics. You could initially just walk around the dangerous areas very easily and my attempts to make it trickier just made it more frustrating. I got some people to test it and they hated that puzzle more than anything else in the game.

I played around with the room layout and shadow layout a bit but knew I was getting nowhere. The original jam game had been fun, this was not. I needed to get closer to the original game. So I redesigned the level to resemble the original Darkening much closer though adopting the circular floor aesthetic. This level structure allowed for a better flow of the shadows mixing different types: static, expanding, swinging, chasing.

Tesing

A version of the game went out to other developers for testing. Even still it came back as the most hated room in the game. While the rest of the puzzle in the game were about solving a mental challenge this was a fast paced skill challenge. I tried to tweak and change the speeds involved to make it more forgiving but at that point it was no longer even a challenge, just a chore to work your way through.

I went back to SketchUp and tried out a few different room layouts to see if I could find one that would "work" but I knew it was a lost cause. The whole puzzle just wasn't working out. While I know there's definitely milage in the light and darkness mechanics and it's something I'm going to revisit in later parts of the game I needed to start this puzzle again with something fresh.

Re-imagining

Around this time I was struggling with not only this but a few other puzzles in Kairo. They were too arbitrary and felt more like busy work than progress. When I was designing The White Chamber I didn't want traditional adventure games puzzle that often made little sense, I wanted every puzzle to be a genuine obstacle your character is facing that needed to be worked through. It took me the longest time to realise that this is what Kairo needs too. Less locked door puzzles and more engineering challenges.

I came up with a new vision for the Circular Room, instead of getting past some nonsensical shadows it was more about starting a pilot light for a great engine. The puzzle is simply to work out the start up sequence to get this vast system up and running again. It's a simpler puzzle and maybe less inventive but it's one that I feel fits into the game work better than what I'd been struggling with.

I've still got a lot of work to do on Kairo and the puzzles are likely to change more over the course of development. I want the player to feel like they're bringing the machinery of a dead world back to life and not just jumping through hoops I've put in their way just to slow down their progress.

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