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@rosvita-game
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This is Rosvita
We applied to Stugan in April 2015. We had a concept, a barely playable technical demo (I wouldn’t go as far as calling it prototype) and a goal: Create a vertical slice. Here’s our application video.
In the months that passed from sending the video to arrive at Stugan we barely got any progress done on the game due to our busy professional lives. And this is what we arrived with:
There was a lot of things wrong with this, specially the way the character moved, so we basically restarted. The only thing that stayed was the slicing mechanic. And we wrote a post about it: Lets Talk About Iteration and Killing Your Babies.
Four weeks into Stugan and we had a dozen designed levels, we had playtested a fair bit and we were moving forward with art.
We were progressing steadily but we had a big problem in our hands. The game wasn’t very much fun and the ideas on how to improve it were drying up. It felt like it was never going to click. At this point Alexis Garavaryan came to Stugan as a mentor and when he played our game he put the finger right in the wound and forced us to face the inevitable. We had to rethink the entire game. And so we did. We scrapped the main mechanic of the game that was with us since day 1 of the project. We were now making a different game and effectively scrapped everything we came into Stugan with.
You can read all about it in this post: More Words on Rosvita’s Direction Change.
Fast forward another 4 weeks and this is what we ended up with:
We are proud of what we’ve achieved here. In spite of having had to change the entire game we still managed to be very close to achieve the goal we set ourselves. The only thing we had to cut out was the story that we wanted to deliver, but most importantly we come out of Stugan with a fun (if a bit unpolished) game.
This incredible journey ended with a showroom at the Tekniska Museet in Stockholm. The reception to Rosvita was above our expectations and it was great to see dozens of people loving the look of the game and having fun playing it even though it’s still rough around the edges.
Now, we’re set on developing Rosvita further and hopefully be able to continue working on it full time until an eventual release.
Wish us luck! :)
Day #52 - Fin
This is it.
Last day.
All the teams gave a 5 minute presentation to show what they’ve done these 52 days. There was laughter, there were tears and there was a sense of overwhelming gratitude. It was such a privilege to spend the last 2 months amongst 20-odd insanely talented developers, being mentored by some of the most successful people in the industry, all while being in one of the most idilic locations we’ve had ever been.
We are now on the bus heading to Stockholm to present the games at the Tekniska Museum. It’s eery how the same bus journey 2 months ago felt so different. We came as strangers, we leave as family. It’s impossible to express how thankful we are to everyone that made this experience possible. Specially Jana, Tommy and Oskar.
As a last note: If you’ve been reading this diary and you’re not sure how good this whole thing was… Well… it was kind of life changing. It was above and beyond the best expectations that anyone had. And if you’re wondering if you should apply next year, there’s no other possible answer than….
Day #51
Paul Brady from Consort Partners was with us for 2 days. He flew from Texas just to come to Stugan and meet us. What a privilege!
Immediately after arriving, he gave a presentation and talked to the teams one-on-one. Such a hero. Also, this man is a torrent of good advice about marketing, PR and messaging.
We have so so much to mull over when we get back to our normal lives. Thank you.
Day #50
We had Jon Hare with us. Yes, that Jon Hare. Yes... the Wizball, Megalomania, Sensible Soccer, Cannon Fodder, etc. Jon Hare. YES.
He talked to us about how a lot of people still treat game development as an hobby without taking into consideration sustainability and how that affects indies the most. Very down to earth and honest talk.
He also played Rosvita and gave us feedback on the game. And once again, mentors deliver! He suggested a new control scheme for the game, which we all really liked the idea of and dove in immediately to test it out. It was so much better. Such a massive improvement.
Great stuff!
Day #48 & #49
We’re writing this on the last day of Stugan and we no longer have any idea of what we did these days.
We walked in the woods, we worked, we play-tested our game...
We swam, we played games... just another day at the office in Stugan...
FUN!
Day #47
Today we were visited by Jens Bergensten (or Jeb). Which, for those who don’t know who he is, he’s just the lead developer behind that little indie game called Minecraft.
It’s a bit mind boggling meeting and talking to someone that had such an impact in the history of games and of the games industry in recent years, but here we are. Stugan organisers delivering yet again and providing us with these amazing opportunities. He also took the time to talk to the teams individually and give feedback on Rosvita. It was pretty sweet!
Day #46
There’s a 1000 year old copper mine-turned-museum in Falun (the closest city to Stugan) and Falun’s municipality offered us tickets to go for a tour. And so we did. And it’s awesome.
(photos by Mark Backler)
Besides being a beautiful place, the tour was incredibly atmospheric. If you have the chance to go, do so. It’s great.
A Friday well spent.
Day #45
We’ve experimented briefly with different shaped ‘bubbles’.
If they’re not round are they still bubbles?
ANYWAY... Existential questions aside, we have a couple of nifty ideas for us to play around with this but it’s out of scope for what we want to finish for Stugan, so that’s going to be shelved for now. But it’s NEAT!
Other than that we’re still adding bits of polish here and there, tightening up the controls and adding another level. Everything seems to be on track for the finale. Fingers crossed.
Day #44
We’re sprinting through to our final days at Stugan and, with a still significant amount of work to do, we’re adding more art assets and wiping a couple new levels to show of the puzzles.
We’re trying to cover a lot of ground with a very tiny demo. It’s quite a hard balance between easing the player in and showing off the potential of the game mechanics.
Day #43
In preparation for the Stugan final event we started putting in some bits and bobs to smooth out the experience.
Obvious first thing... Starting menu.
Now that we have full gamepad support and are embracing it as our controller of choice, we needed to change a bit the HUD.
So we added a laser pointer to help players aim and implemented a restart level function.
Here’s a work in progress video
Things are progressing well, and Rosvita is starting to look more and more like an actual game.
We’re very pleased with the progress. :)
Day #42
We had Paul Wilkinson from Nio Games with us. He talked about his experience as a developer and then as the founder of a company.
He also went on to talk to us about analytics and how to position yourself to potential investors.
In other news, we’re going to have our game in front of random people for the first time on the 15th of August. That gives us about 10 days to get the game to a state where people can actually play without any assistance. We still have a lot to do on top of ironing out all those annoying nooks and crannies, but we’re optimistic.
It’s going to be great! :)
Day #38 to #41
Oh man, we’ve been slacking on this dev diary, haven’t we?
We might have a good excuse though. We’ve been hard at work to get the game in a state where we’d be comfortable enough to apply to EGX Leftfield Collection. We didn’t send a build as it’s still a bit too early for us, but things are looking good. We’re aiming at having about 20m of gameplay by mid-August and that gives us more than enough time to have a really tight build in time for EGX (if we get accepted).
We did so much cool stuff though. To show off our hard work here are a couple of screenshots.
(obviously, some assets are still very much placeholder) “But the submission deadline was on the 31st of July! Couldn’t you have updated the blog during the weekend?” - you ask
YES! We could’ve. But we took a day off on Saturday to go kayaking across the gorgeous lake that we have here.
(Photo by Robin Baumgarten)
Totally worth it!
We had such a good time. We did about 13km and it was absolutely blissful. And then on Sunday we had to rest our deeply sore muscles... We’re game developers after all. These things take their toll. :P
Day #37
We had two more mentors coming to Stugan.
First off was Ellen Sundh showing us the life changing work she’s doing at her company, Coda Collective.
Incredibly inspiring stuff that made half of Stugan want to buy Arduino sets and start tinkering with electronics.
Then we had Andy Touch who works as Tech evangelist at Unity Technologies.
(He’s the pretty one looking at the screen)
Andy stayed with us for 3 days helping out all the teams with feedback and technical expertise with Unity3d.
It was great having them around.
Day #36
We are heading to our final sprint here at Stugan and the vertical slice that we set out to do feels within reach. Things are looking good but we still have a lot of work to do.
Simon has been doing the art pass on a new level, Mark is polishing the character animations and João just added multi-platform controller support to the game.
With the new mechanics, controllers are a natural fit. We didn’t even had to think about ifs or hows. Absolutely no brainer.
(arting up progress on level 2)
Thanks for reading.
More words on Rosvita’s direction change
If you have paid a visit over to rosvita-game.tumblr.com you might have noticed that big changes have happened with Rosvita. Huge changes, like American meal portions size changes.
Today Rosvita is, to a lesser or greater extent, a different game.
What, how, why, when? All good questions I’ve recorded a video on the subject which will give some context but I will go into more depth below.
The new set of mechanics are focused on smoothing out the player experience with Rosvita. Whilst the line slicing was unique it’s use from the player’s point of view was fraught with problems.
(the old line slicing mechanic in action)
It very quickly became convoluted for the player to adequately place and manipulate lines in order to solve puzzles, especially when paired with the kind of movement and free interaction we wanted to player to have with the world as they solved puzzles. In short, we had two sets of mechanics at odds with each other. This is pretty much exactly what Alexis Garavaryan had said to us and something we as a team had been politely ignoring this entire time.
(as you can see in the above video, using the slices requires the player to completely stop and focus on the slicing mechanics, this creates friction in the experience.)
The original design for the game was a mobile focused puzzle game in the style of The Incredible Machine or The Amazing Alex. You had no control over Rosvita directly, instead you created your slices and reality segments and hit the play button and watched Rosvita automatically run through your reality warping Rube Goldberg machine to success or failure at the far end.
(an example of the triggers we were using to facilitate this automated movement.)
But as the project progressed new considerations came to light:
First we shifted our target platform, mobile gaming has become an incredibly toxic environment to release your first game, especially one which would require as large an investment of our time and effort as Rosvita. So now we are focusing our efforts to PC and then console. From what we have discussed with other devs and industry professionals these markets are less saturated (though far from virgin grounds,) and a lot more forgiving for first time developers.
Secondly we had to think about the type of experience we wanted the player to have. We want them to engage with a deep story, connect with the character and revel in their exploration and discovery of a meticulously rendered fantastic world. A fire and forget mobile game would not suit these aims as they divorce the player from this kind of connection.
With these things in mind it seems obvious now that our core concept wasn’t going to fit but when you are knee deep in development it is hard to see the wood for the trees and instead we kept hammering away at that square peg trying to work itself into a round hole, tweaking bits here and there in the hope that eventually everything would click into place and the game would suddenly become fun.
A clear lesson we learned from this painful process was this; If no amount of adjustments fixes the problem, you have a fundamental issue which you must address first.
If we couldn’t marry our slice mechanic with what we wanted to achieve in the game experience the slicing mechanic had to go!
In it’s place we have a reality changing system that is more rooted in Rosvita herself. Before we had disembodied slicing, now we have a projectile fired by the player that creates an area of effect when detonated.
(The new mechanic in action, we quickly realised that the bubbles could affect the projectiles too. This illustrates how much of a boost to our creativity this change was)
Whilst this gives the player far less versatility it does ground them in the world. In turn the restricted control offers them a lot more clarity in solving puzzles.
Have you ever been to a shop to buy a snack or a game or something only to find yourself overwhelmed by the amount of choice you have? You are paralysed with indecision as your brain tries to calculated the optimal decision to satisfy your munchies or alleviate your boredom.
The same can be true of games. Rosvita’s slicing mechanic was too granular, it allowed for a ton of scope in solving puzzles, too much in fact. When solving a puzzle the player was presented with a blank canvas and told to go at it, this is a recipe for frustration. Good puzzle design allows the player to express their own intelligence and ingenuity by providing the tools to facilitate and guide them. Obfuscation is not good puzzle design!
Bringing the mechanics back down to earth and focusing them on Rosvita’s physical interaction with the world provides a better framework for the player’s intelligence to shine!
With the focus now placed squarely back on Rosvita it feels more natural to have direct control over her movements. There are no longer two competing mechanics vying for the player’s attention and so the overall experience is finally cohesive.
(The interaction is a lot more straight forward now)
The final reason this change is an important and difficult lesson for me. These changes bring the game in line with other titles, our colleagues and competitors.
This took a great deal of effort on my part to come to terms with. As creators we want our game to be unique, it’s only natural. We want to break new ground, we want to explore new ideas, we want to stand out! But uniqueness for uniqueness’ sake can be toxic to creativity. If your clever unique aspect is compromising the whole project then you have to be brutally honest about its inclusion.
In Rosvita the slicing was problematically unique. Perhaps it could work in the aforementioned mobile game but for the experience we’re creating we need something instantly familiar for the player to latch onto but also something more wieldy for us as developers.
There is no shame in this. By removing one unique thing we are able to bolster other unique aspects of our game by offering a sort of scaffolding of tried and tested mechanics on which our more nuanced mechanics can hang.
This mirrors our desired experience for the players. I stated before that being presented with a blank canvas obfuscates the puzzle for the player and will frustrate them as they stab blindly into the dark. By trying to apply our intelligence and creativity to a more structured setting we are able to make the game so much more than it would be otherwise.
Simon wrote a more in-depth post about the enormous changes that Rosvita went through in the last week and why we made them.
If earlier we talked about how you shouldn’t cling to an idea and why you should ‘kill your babies’ when things aren’t working out, now a more fitting metaphor is probably why you should ‘kill your eldest son’. Here’s the original text:
Day #34
First we had Matt Hall (creator of Crossy Road) paying us a virtual visit and having a Q&A session with Tommy Palm.
It was refreshing to have someone like Matt being so candid about the creative process behind Crossy Road and about his career as a game developer. Great stuff.
Then we had Kadri Ugand, co-founder of GameFounders, talk to us about the good work their doing and the successes coming out of their games accelerator.
Last week we also had Tommy Persson mentoring us, which we completely forgot to write about here because of the massive changes the game was going through...
He’s a lawyer working mostly with the games industry. He talked to us about all things contract law and gave amazing advice for us who are starting out.
The amount we are learning about the games industry as a whole from so many different perspectives is mind blowing. Thank you to all the mentors that have taken the time to talk to us and to Stugan for making all of this possible.