Networking™ post mortem
Because this is my first “post mortem” of my first “game” and because of the format of these blog posts I’ll try and keep it short and simple so that maybe some usefulness can be squeezed out of it.
What went right:
- The idea. While in my idea brainstorming list I had “let the room be a space station”, “make the room grow”/”shrink the player”, “player has VR and so the room changes”, etc., I’m glad I ditched them for something “out of the box” (wow do I overuse quotes..), something I am quite familiar with, something that I thought many within the game dev community would be familiar with – the doom and gloom of the networking experience. Although I wish I had thought of doing something with roombas, damn is that a gold mine!
- The aesthetic (kind of). As many here, I am the opposite of an artsy person. I can’t draw, I can’t model, I can’t even light my damn scene right! So for people in the game I went with what I could use – Unity’s primitives, namely capsules. A capsule for the body, some spheres for eyes and an animated capsule for the mouth. I really don’t think highly of the whole visual style of the game, but here’s the golden nugget – a quote from a player saying ”
Networking … with like other blobs of meat … count me … out … It took like 5 sec of speaking before i started to look for exit. […] Nice idea but their faces they are almost real it is creepy you hit the uncanny valley.” The decision to go with the simplest thing I could accomplish lead to enhancing the actual message and feeling I was trying to convey. All said, I also recognize that the reviewers might be motivated to comment to get the extra coolness (or whatever the system is) and also tend to try and encourage other devs and leave out the harsh things.
- The xp. This being my first jam/compo lead to it being an amazingly rich experience. The most important thing I learned was how possible and even easy it is to experiment and do something that you can test out quickly. I don’t want to use the word prototype as to me that is linked more with the testing of mechanics/ideas that are already thought of. This, on the other hand, showed me that I can dedicate some time to just give birth to something I hadn’t even thought through. Also, having done all the voice over-recording, failing to do simple volume balancing, producing crappy looking aesthetics, writing lame dialogue that I wished I could re-record but ran out of time, I learned to appreciate the work done by people within all of the other fields even more. And even more importantly – I understood how flawed my communication with team members in other projects has been when trying to convey what I want in this part of the game or another.
- Webgl. I know I had it easy using Unity and webgl being accessible with just one click of a button, but from the amount of reviews my shitty game is getting and also the fact that I am myself more likely to play games that are easier to launch (i.e. webgl), having a webgl build is pretty important if you want your game to be played by a wider audience.
What went wrong:
- The preparation/execution. Alright, so I’m browsing twitter on the evening of Friday the 16th when I see someone mentioning LD37 happening this weekend. Keeping in mind people prep for it months before (not sure what they’re doing though), I gather all my might and try and learn how to produce screen shake (yes, I’m that much of a noob). Because the one thing I will definitely need in LD is screenshake. I spend about an hour on that and then go on with my life. I decide waiting until 2AM is not worth it and go to sleep. I’ll wake up at 7, be full of energy and ready to go. So I wake up at 10, find out the theme is one room, lay in bed for almost two hours trying to think of something worthwhile, then a couple of hours more until I pin point what I eventually want to do. I used to be able to go by a day, rewatch 6 episodes of californication while drinking with friends, game some baldur’s gate, pretend like i’m gonna go to lectures and spend some more time playing civ 4 and then go to sleep at the end of the next day. It’s been a long time since I have tried doing that and have been on a strict grown up regime ever since. So obviously I have a good 8-9 hours sleep after Saturday. The point is – I wasn’t ready and didn’t try hard enough.
- Coding a dialogue system. Ok, if you read anything in this post mort, let it be this – if there exist tools for something you want to do, even if they take an hour or longer to learn, learn them. You have never encountered anything like this new thing you’re trying to do, you have absolutely no idea how you’re going to go about implementing it, therefore – use tools already available. I researched and found out about Yarn and then tried learning it and then thought “hey, i think I can code a dialogue system” after already spending 1-2 hours on finding existent tools. So I start looking for ways to do this. I find many answers which don’t do what I want, I try to tweak them, I somehow crash Unity with infinite loops a couple of times and then after about 6 hours or more wasted – I’ve got it! A hideous, inefficient solution consisting of nested coroutines within nested coroutines ad infinitum. Just learn to use the tools available to You, especially if they have been implemented in numerous semi-well-known games.
- Building the build. It didn’t technically “go wrong” but it did waste some of the precious time by the end of the cycle. Expect things to go wrong, ESPECIALLY if you’ve never worked with the target build (e.g. webgl). For some reason “yield return new waitforendofframe” wasn’t working on the webgl build so I had to come up with a way to go around it so that input wasn’t registered more than once within a frame.
Overall, according to the comments, the game made some people laugh, some think, most complain about low audio volumes, but I am fairly satisfied by what I accomplished in the amount of time I had, having only begun learning Unity (and game dev) 3-4 months ago.
I intend to do a proper remake of it in the near future and team up with people who know what they’re doing when it comes to art and sound this time. Maybe VR? Who wouldn’t love to come back home after a networking event and play engage themselves in a VR game on networking? If you’re interested follow me on my pretty much non-existent twitter @erikiene, I will definitely announce it there once it comes out.
I invite You to try my walking simulator / hearing sensitivity test out yourself and see what you think! All feedback is welcome – especially harsh, nasty things, as long as they’re honest and fair.
Also, congratulations to everyone who entered LD and almost all of the entries I tried (close to 200) have been amazing experiences in one way or another, both compo and jam wise.


























