Matias Beckerle

The making of PERSPEkTIVA

Before I start, you can download and play the game using the following link:

http://matiasbeckerle.itch.io/perspektiva

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This year I failed too many times to conceive a video game. During mid August I decided to start again from level 1: learn the basics as expert people recommends. And they were right, so right.

If you are a beginner gamedev as me (it doesn't matter if you are already experienced with coding) you need to do this first. Trust me, because starting to make a video game is easy, finishing it is not. Finishing it is the most difficult part.

My primary objetive was to make a classic or something with fixed and small scope. Mechanics, aesthetics, sound, music, menus, polish, testing. Everything like a pro video game but without the PR work because I didn't want to sell it, just learn from it.

A breakout-like video game seemed the best fit for me. I chose to open source it. If it helps you, please use it.

Numbers

PERSPEkTIVA was released only a week ago but here they are. Take into account the video game wasn't really exposed.

Timing

I finished the whole gameplay within the first two or three weeks. The remaining time was aesthetics, sound, music, effects, polish, testing and publish-related tasks. This point is interesting because I didn't expect more time doing polishing than the gameplay.

What went right

  1. The final result is nice. Yeah, I'm glad of what I achieved. It is not perfect but it feels funny and enjoyable. I finished the game which it was the whole sense of making it.
  2. Round two for aesthetics. Everyone who knows me know that I can't draw a single pixel. At the beginning the video game had another set of colors and aesthetics in general. Luckily at some point I decided to spend more time on it. The final result is prettier than before, I know is not a big deal but... was made by a programmer (doesn't look so bad, right?).
  3. The worst bug lead me to an interesting mechanic/feature. At an early stage you couldn't go for slow motion and shoot the ball to a random location after releasing a button. The truth is that I was trying to fix the worst bug where the ball doesn't bounce as expected. Once the player enters in that mode the game turns boring. I though: "Ok what will happen if the player has the possibility of apply a random force to the ball?" Then the feature was born.
  4. Music. I had the luck of finding an amazing artist as Secheron Peak who gave an entire album under the Attribution-NonCommercial-NoDerivs 3.0 Unported license. I strongly recommend to listen the whole Slow Gravity album. I think the music fits amazingly with the aesthetics of PERSPEkTIVA.
  5. Platform support. The video game seems running nice on Windows, Linux and Mac. All the credit goes to Unity, I almost didn't make anything.
  6. Unexpected help/promotion. I didn't exposed the video game through specialized magazines, forums, websites, youtubers or ads. But I made a few publications on social networks and dev forums. It was nice to see people retweeting or talking. Thanks to everyone of you, I really appreciate that.

What went wrong

  1. Bugs. There were 3 important bugs. The worst was the one I already told in the "what went right" part of the post. The second is still happening I believe. It is really weird and I can't reproduce it. I think it could give a bad impression to anyone who discovers it. The third one was about performance. I took all the considerations to make the video game really fast and to work nicely on slower machines. I even used the profiler. Everything seemed really good until I noticed an unexpected FPS drop on the ball camera in computers without graphic cards. I thought it was related with that at first. I launched the game knowing it. Then I decided to review it again and there it was! An unwanted setting in the ball camera. Lesson learned: if you know something is wrong, don't discard it quickly as it is the fault of something/someone else.
  2. Testing. I didn't make any exhaustive testing, specially on Linux and Mac. Mostly because I develop on and use Windows. Tests were through friends. Thanks to all of you! Lesson learned: for the next project I will try to have some virtual machines at least.
  3. Announcement error. I was preparing a post for Indie DB but I misunderstood the platform. Almost 300 visits saw the announcement one week before the release, without the possibility of playing the game. Lesson learned: I don't know... the UI of the platform didn't indicate properly what will happen. I guess I didn't see something important and it was my fault.

Conclusion

Seeing this in retrospective I can say that it was a complete success! At least in what involves to complete my objectives. I learned a lot and that was the whole point.

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DOWNLOAD & PLAY

SOURCE CODE


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