{"id":133,"date":"2022-09-14T07:27:00","date_gmt":"2022-09-14T11:27:00","guid":{"rendered":"https:\/\/tearcellgames.com\/?p=133"},"modified":"2022-09-13T22:18:37","modified_gmt":"2022-09-14T02:18:37","slug":"a-quick-chat-about-some-of-the-invisible-work-that-happens-to-make-a-game","status":"publish","type":"post","link":"https:\/\/tearcellgames.com\/?p=133","title":{"rendered":"A quick chat about some of the invisible work that happens to make a game&#8230;"},"content":{"rendered":"\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"577\" src=\"https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/stare-down-this-post-1024x577.png\" alt=\"\" class=\"wp-image-231\" srcset=\"https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/stare-down-this-post-1024x577.png 1024w, https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/stare-down-this-post-300x169.png 300w, https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/stare-down-this-post-768x433.png 768w, https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/stare-down-this-post.png 1438w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption>Do you know who I am?<\/figcaption><\/figure>\n\n\n\n<p>It seems like a million years ago now that the members of Tearcell Game Studio sat together in a Discord call and discussed moving forward with transforming Somnipathy from a limited-mode entry to Ludum Dare 50 into a full narrative experience for retail release. We quickly identified a list of what needed to be done to make that happen, and with public release of our demo on Steam coming up next week we wanted to take a moment to go behind the scenes for some of the business and technical efforts that went into bringing us to this point.<\/p>\n\n\n\n<p>I am Vibe, and along with being the voice behind our weekly blog posts (and a host of other duties related to the development of Somnipathy) I am also the business director for Tearcell Games. I sat down with Darius, our technical director and leader by acclimation and inspiration, and we talked about all the &#8220;I&#8217;s&#8221; dotted and &#8220;T&#8217;s&#8221; crossed to get where we are today.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"480\" height=\"270\" src=\"https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/bump-read.gif\" alt=\"\" class=\"wp-image-228\"\/><\/figure>\n<\/div>\n\n\n<p><strong>Vibe<\/strong>: Let&#8217;s go back to early May after we decided to make a go of it. I wandered off to do the &#8220;guy in a suit&#8221; thing and plan out our formation, draft our bylaws, and attempt to project some kind of budget, and you immediately got working on&#8230; well, doing what exactly? I know there were a bunch of technical adjustments that needed to be made to turn our jam project into the start of a full Somnipathy game, but can you explain them to me [<em>as if I were a small child, please<\/em>]?<\/p>\n\n\n\n<p><strong>Darius<\/strong>: With the clear feedback we got from Ludum Dare 50, we knew we were on a great track atmospherically but the gameplay didn&#8217;t match the strength of our setting. Before rewriting we <strong>had <\/strong>to get organized. There are eight of us touching code and assets that started out held together with a combination of duct tape, glue, and prayers. The whole project could turn into an unmaintainable mess of spaghetti code if we didn&#8217;t invest in good structure before doing anything else. We also had to fix a lot of things that had been hard coded just to make the jam deadline and were not flexible enough to be used as a general API and system to build a larger game around.<\/p>\n\n\n\n<p><strong>Vibe<\/strong>: I saw drafting our bylaws similarly! They are the API for our operations, if you will &#8211; the functions and flow chart to how the work gets broken up as well as what needs to be done for us to be a functional company. Continuing to speak of APIs, there was that moment where we had done all of the suit-steps needed to set up as Steam developer-publishers, they had verified that we were &#8220;a real boy&#8221; &#8211; well, a real business &#8211; and we had full access to that side of things&#8230; which we can&#8217;t talk about in huge detail, but there was that first moment where it was like, &#8220;wow, this is real now,&#8221; and then you immediately dived into learning how publishing on Steam would work and what was required from a technical perspective&#8230;<\/p>\n\n\n\n<p><strong>Darius<\/strong>: I&#8217;ve deployed a lot of software and a lot of systems on a lot of different platforms in my career, and Steam solidly falls in the middle of the spectrum for complexity. They provide a wealth of documentation, tools, and information, but there are definitely best practices that need to be strongly adhered to. They have some deployment concepts that are still a bit confusing even with all my experience, but having command-line APIs to do automations while working on projects has been fantastic. That said, once you get the hang of the &#8220;Steam Way&#8221; you&#8217;re unlikely to make mistakes, their high level of organization provides great guardrails for your process. Thankfully for us we had the support of Gramps of CoaguCo Industries, his amazing <a href=\"https:\/\/gramps.github.io\/GodotSteam\/\">GodotSteam<\/a> integration builds, and his strong and supportive community. If I had a question they were there and eager to help.<\/p>\n\n\n\n<p><strong>Vibe<\/strong>: I know from watching this process how much work it was, even if I still don&#8217;t quite have a grasp on it. If you had to put a number on it, how much time did you spend working on just lining things up so that they&#8217;d work <em><strong>later<\/strong><\/em>, over that first month after the big thumbs up moment?<\/p>\n\n\n\n<p><strong>Darius<\/strong>: From the original thumbs up moment, it was roughly two solid weeks &#8211; about eighty hours total &#8211; just pulling off the duct tape and reinforcing the fundamentals (interactables, events, and dialogues) that were the initial pillars of development for us moving forward&#8230; and then another six weeks or so before the code was back to a foundation that I was comfortable with us building upon. Then I set our lead writer loose to do in-engine level design, but even today I&#8217;m continuing to build new features onto the core of the game&#8217;s base.<\/p>\n\n\n\n<p><strong>Vibe<\/strong>: And now we&#8217;re sitting here, and the demo for Somnipathy will go LIVE a WEEK FROM TOMORROW. For me, that&#8217;s a real surreal feeling. I keep expecting to wake up and I&#8217;m 13 again and Steam wasn&#8217;t even a thing yet and I&#8217;m playing X-COM Terror From the Deep for the umpteenth time and thinking, &#8220;hey, someday I&#8217;d like to make a video game,&#8221; would you say that you have any kind of similar sensation at times?<\/p>\n\n\n\n<p><strong>Darius<\/strong>: I was sitting here today designing new features for the boss battle at the end of the demo and I couldn&#8217;t help but stare at my work and think, &#8220;this is really cool!&#8221; and thinking about how it compares to Mr X in Resident Evil 2. <em>(Ed. Note: We&#8217;re not saying the first boss is at all the same as Mr X! Just capturing the feeling.)<\/em> I have those moments most days &#8211; when I&#8217;m not hunting down bugs that is!<\/p>\n\n\n\n<p>That&#8217;s it for us for this week. We&#8217;ll be back next week, talking to some of the creative minds on the team who will be giving us their perspective on what you&#8217;ll find in the demo. We can&#8217;t wait for you to play it!<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"960\" height=\"540\" src=\"https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/onemoreweek.png\" alt=\"\" class=\"wp-image-233\" srcset=\"https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/onemoreweek.png 960w, https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/onemoreweek-300x169.png 300w, https:\/\/tearcellgames.com\/wp-content\/uploads\/2022\/09\/onemoreweek-768x432.png 768w\" sizes=\"auto, (max-width: 960px) 100vw, 960px\" \/><\/figure>\n<\/div>","protected":false},"excerpt":{"rendered":"<p>It seems like a million years ago now that the members of Tearcell Game Studio sat together in a Discord call and discussed moving forward<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6],"tags":[],"class_list":["post-133","post","type-post","status-publish","format-standard","hentry","category-tearcell-news"],"_links":{"self":[{"href":"https:\/\/tearcellgames.com\/index.php?rest_route=\/wp\/v2\/posts\/133","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tearcellgames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tearcellgames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tearcellgames.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/tearcellgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=133"}],"version-history":[{"count":18,"href":"https:\/\/tearcellgames.com\/index.php?rest_route=\/wp\/v2\/posts\/133\/revisions"}],"predecessor-version":[{"id":234,"href":"https:\/\/tearcellgames.com\/index.php?rest_route=\/wp\/v2\/posts\/133\/revisions\/234"}],"wp:attachment":[{"href":"https:\/\/tearcellgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=133"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tearcellgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=133"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tearcellgames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=133"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}