Afterglow - Demo Post Mortem


Hey guys, Elvishious here! 

I would like to make our first post mortem on the project even if it is not completed. The amount of work we had to do in order to have a system running and all the tools ready for production looks like a completed project to me, that's why I'm here to report and address everything we did right and wrong and based on the feedback we've gathered on various platforms. Thanks to that demo, we can try to find solutions in order to be ready for the development of the story.

The Good:

  • In all honesty, the process of implementing the quests has exceeded our expectations. The current quest system, despite lacking a correct custom Editor, is really fast and easy to handle now that we're used to it. We made 50% of the demo in a month (dream sequence + 2nd day + scheduled dialogues) and that's mostly due to being bottle-necked on the rendering process.
  • The UI in general is responsive and easy to understand, and we still have ideas to improve it. Personally, the highlight of the UI is the Quest Log, a feature that I really wanted to do. Indeed the various games I've played so far have had an unnecessary amount of steps required to access the information on current progression if they even had one, to begin with. The current progression and hints on the next objectives should be central to every NSFW game that try to adopt a sandbox experience.
  • The hype was a double-edged sword. On one hand, we received a lot of feedback and it was a blessing for me; I found it difficult to have things to do on certain days when I was available. I could see the big picture, I was aware that there were some concepts that still needed to be improved to fit this ideal but I couldn't weigh them with the small group of beta testers that we had selected until now. Getting the demo out helped the game so much thanks to all of you guys.

The Bad:

  • I mislabeled the first build "v0.1" on the announcement I made and this cause confusion, especially among the player base. I should've been clearer with the version number because it did not represent the amount of the content in the release accurately. 
  • Setting up all the accounts on all the platforms at the same time was a bad idea. We were so focused on the game development that something as simple as that was delayed to the next day over and over again. Thankfully, I had the foresight of having a template ready for the game description but we were still in a rush to set all the information about us and the project.
  • The demo lacked a lot of assets and comfort features. We decided not to include any sound/music in the project because we couldn't find the right fit, hoping we could hire someone to do the sound design with the new reach we've expected for the game.
    Basic inputs like a skip button during dialogues, a rollback feature to read missed dialogue lines, disclaimer skip were originally coded but disabled because they were too buggy. But I resolved a critical issue last week that made me reconsider the implementation of dialogue features in a positive fashion.
    I also changed the way the camera moved on the title screen a few months ago and didn't put a skip on it because of laziness ("yeah that's something I can add whenever I want, let's focus on something else instead"). I will put it back in the new animation sequence.
    The complete neglect of windowed mode is something I'm responsible for. I got so used to playtesting in the editor where I could resize the window without any worry that a feature like that never crossed my mind. The same goes for the resolution selection in the options menu.
    Visual feedback on interactable is something we thought about a lot and raised so many questions about its implementation. We thought of cursor changes, but we forgot to commission it along with the UI pack. The free NC versions were too cheesy for our tastes and didn't fit the UI. The idea of having a highlight around a clickable sprite was rapidly put to the side because these sprites are not cut perfectly around the character/furniture shape. We had to cut them more crudely to avoid any shadow bleeding or lack of depth. Using a second transparent well-shaped sprite layered on top of the existing rough shaped one could have been a solution if it didn't impact the file size because that would mean using 2 pictures for 1 interactable and not being able to automate the process. I'm still thinking of a solution about it, for now, the only option I had was the tooltip on mouseover. That problem would have been way easier to deal with if we used a 2D art style.

The Ugly:

  • Buggy release. For some reason, we were getting feedback about already solved issues. I checked the project and these changes were somehow reverted. I spent a good amount of time trying to find the issue, and I'm glad to say that it's fixed now. So, for Unity game developers that read this note, know that if you're making custom editors, don't forget to setDirty Onchange. Basically Unity "closes" your project when building and all unsaved changes on your scriptable objects using a custom editor will be lost. Note for future me: Don't forget that you should Build/Test/Publish, stop testing in the editors for crucial moments like a release.
  • Multi-platform issues:
    - Linux: Having never built a Linux version before, I realized that my Unity didn't want to build a Linux version after we already announced everywhere that a Linux version will be available. In fact, when I was complaining about the issue today on stream, Unity allowed me to build. I couldn't test it because I'm using a CLI (command-line interface) Linux so I had no graphics ON...
    - Mac: Sent the Mac build to 2 people, who confirmed to have a working version. I realized that Mac users were having issues after the launch. Apparently, that was a permission problem (Unity on Windows due to the differences in the FileSystem can't build a Unix version), but that could be fixed with the terminal by doing this: 

    chmod -R a+x [drag and drop game.app] hit enter

    I also tried to build a fixed Mac version myself, by using my Linux to make that command and "fix" the permission issue. It will be out with the bugfix I'm sending after this post.

The results of the demo, despite the rough edges, is still a success for us because we managed to nail the points that we set as goals for the long term.

I'm sorry I couldn't address everything in this post and will make a conscious effort to be more proactive in the future. You can follow all the feedback I gathered on the dev-trello and my progression on them. If your feedback is not on the page, feel free to notify me about it.

Thank you for taking the time to read our thoughts and explanation. We're looking forward to the future of the project! Much Love, Elvishious

Files

x86_64.7z 238 MB
Nov 03, 2020
x86.7z 236 MB
Nov 03, 2020
MacOs.app.7z 238 MB
Nov 03, 2020

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