• Rescued by a Centaur
    2014-10-27T18:45:34.370Z
    Darknet is the most ambitious project I’ve ever started, and I’ve made plenty of mistakes over the course of production. One of the biggest mistakes (so far) was that I waited far too long to begin intensive playtesting. The conventional wisdom is that you should get other people to start playing your game as soon as possible, and although I fully intended to take that advice when I began, it quickly fell off my radar. I was so focused on...
  • Optimizing Darknet
    2014-10-20T18:43:10.851Z
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    A Gear VR game needs to run:
    1) at 1440p
    2) in stereoscopic 3D
    3) at a consistent 60 frames-per-second
    4) on a cell phone.
     
    That’s hard , even for a graphically simple game like Darknet. When I first heard about Gear VR, Darknet was only barely pulling 60fps on a PC, and I was downright scared of the optimization challenge. Still, Oculus had shown me demos that proved the potential of mobile VR, and I knew that Darknet...
  • Free Launch
    2014-10-07T15:48:22.765Z
    At Oculus Connect, it was announced that Samsung’s Gear VR would be launching without a payment system in its app store. It’s just not ready to handle real cash yet. I haven’t spoken with many other developers, but my understanding is that, with no way to earn money, most Gear VR devs will be releasing a free demo or “lite” version, or else delaying the launch of their game entirely.
     
    I’ve decided to try out a different strategy: The...
  • Darknet's Dream Team
    2014-10-06T21:29:31.102Z
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    I tend to talk about Darknet as if it were a one-man project, but that’s not really the truth. I do the design and programming myself, but I’ve gotten a ton of help from a small group of extraordinarily talented contractors and collaborators. Every one of them has made the game substantially better, and it’s high time that I introduced them all:
     
     
    Also known by the awesome moniker of Dormilón , Alfredo is the man...
  • Accessibility
    2014-09-29T20:21:32.741Z
    A few years ago, I released my first commercial indie game: an extremely-simplified RTS game called Auralux . My design goal for Auralux was to take the joy I felt in playing games like Command and Conquer or Starcraft and boil it down to its most essential components, and I think I succeeded, more or less. Auralux was eventually ported to mobile, where hundreds of thousands of new players encountered the game for the first time. I don’t have any...
  • The Gender Gap in VR
    2014-09-22T05:51:41.381Z
    During the Q&A section of the Oculus Connect keynote panel, a woman stepped up to the microphone and asked a question :
     
    “What is Oculus’s approach to their clear gender gap and how you’re gonna not port that into VR?”
     
    Palmer Luckey answered first, acknowledging that the gender gap existed and attributing it to the wider gender gap in the tech industry. He essentially said that, although Oculus doesn’t discriminate among applicants, not many women applied to attend...
  • Darknet at Oculus Connect
    2014-09-22T02:05:56.488Z
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    I just got back from Oculus Connect, and I can report that Oculus did an incredible job with their first conference. There was new hardware to try out, lots of interesting and useful talks, and tons of virtual reality demos cramming the halls. It was pretty much VR heaven.
     
    Unlike PAX or the various demo events I’ve attended, I wasn’t an exhibitor at Connect, and it was nice to relax and just be part of the audience for once....
  • Not “Just A Mobile Game”
    2014-09-15T21:42:13.303Z
    When Oculus was acquired by Facebook, I liked to joke that I was “making a Facebook game”. Since announcing that Darknet will be a launch title on Gear VR , I’ve been saying that I’m not only making a Facebook game, but it’s a “mobile game” too! It’s pretty much Candy Crush VR at this point.
     
    I worry, though, that other people might not get the joke. The term “mobile game” has a lot of baggage; gamers seem to...
  • Taking Stock
    2014-09-08T06:35:08.733Z
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    In the past week, I ran a booth at PAX for the first time, received a ton of feedback from my first wave of beta testers, and announced that Darknet will be coming to Gear VR . All of this temporarily distracted me from actually working on the game, and now I’m gearing up to dive back into the code and finally finish the thing. It seems like a good moment to pause and do some public reflection.
     
    State...
  • Launching on Gear VR
    2014-09-03T13:12:17.694Z
    Moments ago, Samsung announced Gear VR , a mobile VR headset built in collaboration with Oculus, which uses a Galaxy Note 4 for its screen and processor. This means that I can finally make an announcement:
     
    Darknet will be released as a launch title for Gear VR!
     
    Whew! I had been holding that back for a long time. I’ll talk more about my specific plans for Darknet later, but for now, I’ll focus on my experience with the...
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