Reality vs Feel

Something interesting happened in the middle of LudumDare42 this last weekend. I had just finished my work on a black hole shader (in the above image on the left) that was going to be used in our game. (pretty much copied and pasted from this helpful youtube video)
But although the effect was actually really cool, it just didn't fit the way I had hoped it would.
In our game, a black hole chases you around the level. If it gets too close to you, you get sucked in and die. I know that in real life, black holes warp the light around them so you end up seeing what is behind them on the edges and then absolute blackness in the center. The black hole shader that I had implemented did exactly that, Woo hoo! The problem was it lacked the sort of feeling I was going for. The "real" black hole sort of pushed and smooshed the world around it. I needed something that would actually give the player the feeling of being sucked up into it. So I had to make a choice, use what we had already implemented that was "working" and was actually more realistic OR go back to the drawing board to find something that matched the feeling I wanted.
In a game jam, that decision is a tough one to make. You only have so many hours to finish and submit your game, so any detour can really slow your progress and lead to cutting other features. On the flip side, though, you typically only get one chance for people to play your game. If it isn't right the first time, you just don't get a second chance.
I decided to attempt to redo the effect because it was just too important to the feeling of our game. With some pair programming help from Logan ( @bitdecay ), we were able to come up with a simpler, less realistic, but overall better feeling shader (in the above image on the right). As you can see in the picture, on one side, the world is sort of smooshed and warped around the black hole, and on the other you can see the world is sort of being pulled and stretched towards the blackness. In the end, that pulling effect created a much more visceral experience when you get caught by the black hole. You can actually feel the anxiety when you see the world at the edges of the screen behind you start to stretch because you know the black hole is now right on your heels.
Sometimes in games the importance of realism just doesn't trump the importance of the feel of the game. When someone plays my game, I don't want them to think "Hmm, that shader effect sure was accurate." I want them to say "Wow, I can't believe how close it was to getting me!". Experiencing something that makes you feel will almost always create a more lasting impression than something that makes you think.
Thanks for reading, and I hope you will check out our game: Eventful Horizon



