You Can Block If You Want To: Exploring Core Combat Design In Until You Fall

Until You Fall

Hi! I’m Patrick Jalbert, the Design Director for Until You Fall. In the previous Developer Diary, Dave Bennett (our Project Director) did a great job explaining his process for coming up with our game’s Project Pillars.

Until You Fall

As Design Director, I guided the specific design elements of Until You Fall’s combat systems to meet those pillars. That means, I handled the design of the core combat system, enemy AI, and the design and balance of specific weapons and traits.

One of the most common questions we get asked about development in Until You Fall is how we arrived at our choreographed combat system. There’s a huge design space to explore in melee combat—especially in VR. The game’s combat system ended up being somewhat unique because we consciously moved away from more free-form, physics-driven combat.

Early on, we knew we wanted to build a stylish, fast-paced VR game we could scale in speed and difficulty. We looked at a LOT of anime/action movie fight scenes and asked ourselves, “Can we make something that FEELS like that when you’re playing in VR?”

The Quest To Avoid Mushiness

There’s plenty of ways to make great, simulation-based combat work in VR. However, we found that unless we slowed combat way, way down, players would often not be able to realize why they won or lost a fight. Waggling weapons was a dominant strategy, and, “What killed me?” was a frequent question in our playtests.

Until You Fall

For us, this was a big issue. For the game to feel fair, the player has to build an idea in their mind of why they died and what they could do differently next time to improve. If we couldn’t present that information clearly, then we just couldn’t make the game grow to present the level of challenge or achieve the fast-pace we were envisioning. 

This type of clarity is important for all action games; most melee games tend to be in the third person for exactly this reason. If I die in, say, Bloodborne or Hollow Knight, chances are I can see my avatar’s whole body, the angle of the enemy’s swing, and where exactly I was hit. This makes it possible for me to watch my death and say, “Oh, I died because I didn’t dodge in time,” or, “I didn’t time my jump correctly.” Then, I know what I need to practice, and/or how to adjust my strategy going into the next fight.

In a first-person melee game (especially a VR one), it’s a lot harder to convey that information. If I’m killed by a sword-slash to my torso, there’s no guarantee I was looking down when it happened. I just saw the enemy swing. . .and then I died. 

Without that clear cause-and-effect for winning or dying, we found players were left throwing their hands up in the air wondering what to do next, and the only solution was to slow combat down until everyone could follow the action happening around them.

The Until You Fall team started referring to this lack of clarity in combat as “mushiness.” Moving out of our initial prototypes, we made it our goal to build a system that had as little mushiness as possible—which is what heavily pushed us towards incorporating block, critical strike, and dodge prompts.

Prompts With A Dash Of Choice

Once we started prototyping with these prompt-based systems, it immediately became clear this would get us to the fast-paced action game we had in our minds. Through being explicit with the most basic actions and using repeatable attack patterns, players could quickly learn what they needed to do and practice committing it to muscle memory.

The new challenge became figuring out ways we could keep a sense of freedom and strategy in the combat without re-introducing a lot of the mushiness we tried to get away from earlier. We wanted combat to feel crisp, but we didn’t want each encounter to feel like a sequence of quicktime events. 

There are a lot of ways we tried to do this, but I think the steps we took figuring out how to get “dodge” prompts to work is a pretty good example.

Until You Fall

Very early on, we didn’t have an explicit “block here” prompts. Our first pass used something like an arrow to show the direction the attack was coming from. We thought players would be able to look at that arrow, think about it, and decide if they wanted to block by holding their sword perpendicular to it or dodge by leaning away from it.

This turned out to be terrible! Not only did it feel mushy, but it slowed combat way down. Every single attack was a choice the player had to make, and we caught ourselves freezing up when we tried to play with the system added.

So, we ended up separating blocks and dodges pretty quickly. To keep the pace of combat fast (and the success and failure clear), we had to have only a single UI prompt display on an enemy at a time. At one point, we tried showing a block AND a dodge at once, and that was also way too busy.

We even tried putting the choice on a button—with one of the face buttons of the VR controller toggling you between an “all block” and an “all dodge” mode. But we found that presenting multiple, nuanced combat options with UI prompts was too busy and too mushy to be worth it—especially in VR.

Until You Fall

Shifting Our Tactics To Strategy

In the end, we had to be very careful with how many player choices we pushed into our moment-to-moment gameplay during combat (blocking, dodging, and crits). We found the best way to do that for Until You Fall was to shift some of the tactical decisions you would make in a game like Dark Souls (Eg: Should I block or dodge?) from the combat loop to the roguelite level of the game.

In the case of block vs. dodge, we gave attacks an “attack rating” and the player a “block rating.” If the player’s block rating exceeds the attack rating, then it’s a block. If it doesn’t, then it’s a dodge. 

This allowed us to make traits and weapons that changed that block rating. This lets players choose (at some level) if they want to block or dodge, but shifts that decision outside of combat. It’s now a part of your “build” for a run. In its place, our movement “dashing” ended up becoming the analogy to a Dark Souls “dodge button.”

Until You Fall

Once we had that in place, we started to get a sense of what would or wouldn’t be “too much” to include in our core combat loops. We were also able to get more creative with the idea of adding mechanics players could select between fights without making the core combat too overwhelming. 

Weapon Supers, for example, became a great way to add more complex actions to our combat that players could select. Supers aren’t required to beat the game, but using them cleverly is a power boost for the player that feels great to master. Additionally, it let us build supers to meet different types of fantasy.

To Conclude

I hope this helps explain a bit about how the combat system in Until You Fall ended up with the core concepts that it has! Some of the most interesting parts of the game’s development involved figuring out what we could and couldn’t get away with in terms of “in-combat complexity.” Solving these problems have been some of the most fun in my career.

The simplicity of Until You Fall’s core combat mechanics is still the subject of a lot of great discussion on our Discord to this day. We’ve learned a lot as a team about the right level of cognitive load for VR melee combat, and there’s still a lot of room to explore and improve on the formula!

The Pillars of Rokar: Finding the Core Identity of Until You Fall

Until You Fall

Hello, sword fans. I’m Dave Bennett, the Project Director for Until You Fall, and it’s been my absolute pleasure to help bring this weird, neon fantasy world to life for you all to enjoy in VR.

Until You Fall

As Project Director, my role sort of falls in between Creative Director and Project Manager. I like to describe it as a job where I do everything, nothing, and whatever comes in between to make sure the game gets finished. High level creative and production decisions? Sure! Updating studio management about the state of the project? Totally. Tweaking enemy positions and text verbiage in the tutorial because nobody else has the bandwidth to do it? You bet. Nothing is too big or too small.

At Schell Games, we tend to work on a lot of different projects, with each one teaching us something new along the way. When beginning a new project, we start in a period of pre-production where we explore different ideas and make high-level decisions about what the experience should look and feel like.

Part of this process involves creating something we call “Project Pillars” – generally 2 or 3 pithy slogans or ideals that can be used to help guide future decisions about what to add or change about the game. What makes these difficult to define is that they need to be concise, support the other pillars, and not be so general as to just be “make a fun game.” So, it can take a bit of doing to really find Pillars that resonate.

Until You Fall went through this same process, so I thought it would be interesting to share what three pillars we decided on and how we arrived at those decisions.

Until You Fall

Pillar 1: Become a Sword God

Before Until You Fall was even…well, Until You Fall, we knew that we wanted to build a melee combat experience that could be fast, frenetic, and challenging. We developed our choreographed system of attacking and blocking pretty early, which meant we had our innermost game loop sorted. However, it was less clear as to what the rest of the game should look and feel like to support this combat.

Very early prototyping had us adding a variety of extra systems: weapon durability, holsters, looting, weapon throwing – things that, at the time, seemed obvious to include for a melee combat game in VR. But, we quickly discovered that the inclusion of these extra mechanics didn’t always enhance the experience. In many cases, it undermined our core gameplay by confusing and overwhelming players.

For example, throughout early playtests we noticed that players would consistently drop their sword, leading to a comedy of errors where they would fumble around looking for their weapon as enemies ganged up and killed them. After the playtest, players would come out of the experience generally positive about it, saying that it was cool and novel, but would then follow up with comments like “this game probably isn’t for me, I mean I was really bad at it.” That didn’t feel right.

With these notes fresh in our minds, we tried to refocus on what was actually important to our experience. Something we knew early on was that, when our combat was in full swing, the player would feel incredibly heroic. The combination of wide swings and blocking choreography encourages the player to stand (or sit) up straighter, completely losing any sense of VR-shyness we saw in some of our early playtests. So…why not lean into that feeling of power?

Until You Fall

It was this line of thinking that led to our first pillar: Become a Sword God. Until You Fall isn’t a game where you start as a bumbling zero and become the hero. Instead, it is a game where you already start off feeling strong and reach superhuman heights. From the moment you put on the headset, you should start feeling awesome.

Any interaction that didn’t directly support this feeling of power (or, worse, subverted it and made you feel silly) was cut or entirely reimagined. This pillar was in no small part responsible for features like our weapon summoning, crushing-to-interact, and turning our dash mechanic into something to be used in combat.

Once this pillar was defined, the others began to take shape pretty quickly.

Until You Fall

Pillar 2: Supercharged VR Interactions

Confident in the power fantasy we were establishing, this next pillar was created to help define the types of actions the player will be taking during the experience. In a lot of ways, this pillar actually has a lot of overlap with Pillar #1. When we say Supercharged VR Interactions, there are a variety of layers to peel back.

By virtue of our first pillar, our games interactions are (and should be) larger than life and bombastic. Not only does it enhance the player fantasy we’re trying to achieve, in a lot of ways it plays to the platform’s strengths. Big, wider motions tend to be easier to track for VR cameras, feel better as a player, and look more exciting to folks outside of the headset.

Further, this pillar encourages us to build something that can only be done in VR. Yes, technically using motion controllers means it can only be done in VR, but for every interaction we wanted to look for ways to really highlight and enhance the platform’s strengths.

Examples include our player avatar enhancing the player’s sense of presence in VR, the way players interact with objects in the world, as well as our movement scheme. When in the headset for the first time, players tend to test the boundaries of their new virtual world, and we do what we can to reward and incentivize the right kind of interactions.

Until You Fall

This process of teaching the player the “right” way to play the game was incredibly important to us, and informed the type of feedback we provided the player when swinging their weapon at different velocities. Because wider/bigger swings deal more damage in our game, we needed to encourage players to take larger swings (and teach players the amount of effort required). To achieve this, we clearly delineated three levels of feedback – small, standard and big. These thresholds of effort ensured players would play in a way that not only encouraged them to lean into the fantasy, but it also helped prevent players from potentially injuring themselves by swinging too hard or fast.

Lastly, the “supercharged” nature of the pillar also serves as a guidepost for the in-game feedback and visuals. Again, Until You Fall is a bombastic experience, and the game should do everything in its power to reinforce that. For example, all of the juicy feedback you get from crushing a crystal in your gauntleted fist was carefully considered: the visuals, haptics, sound effects – all combined to once again reinforce the power fantasy we were trying to establish.

Until You Fall

Pillar 3: Power through Persistence

For our final pillar, we wanted to take a more macro view of the game and its structure. We have our core mechanics, we have our tone target, but what scaffolding do we want to support with these mechanics?

Early on, one of the goals was to make something that was not only replayable but had the opportunity to expand in a variety of ways. Partly because of this desire (and likely because of my own affinity for these types of games), we started exploring with the idea of a roguelike / roguelite structure.

At a micro level, players gained power through knowledge of enemies and mechanics, eventually mastering the combat and conquering all foes. Paired with a roguelite structuring, it seemed like a perfect match: randomized runs and rewards that encourage replayability and clear goals for the player to overcome. Further, while the player has some loss of progress when they fall in combat, their effort is converted into currency that can be used to bolster and enhance their collection of weapons.

Until You Fall

So, with this concept, we agreed on our third pillar: Power through Persistence. With each attempt players gain new knowledge, new resources to work with and increase their power both in skill and straight mechanical power. While players will fall in combat, they will always return stronger than they were before. It was this pillar in particular that led to the name of the game, too.

In some ways, this pillar also encouraged us to try and make death in the game something to accept and not be angry about. While I don’t know if we were entirely successful here, it did give us a great point for the player to take a break, try out new weapons, rethink their strategy, and reflect on the previous run.

Wrapping Up

So, there you have it – the three core pillars of Until You Fall. As you can see, some were almost immediately clear from the start, while others required a bit of a journey to discover. Regardless, once established, they were incredibly helpful throughout the game’s development.

I hope this glimpse into the early stages of the game’s development was entertaining. The entire team that built the game is incredibly passionate about Until You Fall, so having the opportunity to share some stories about the making of the game is incredibly rewarding for us.

If you haven’t already, be sure to drop by the Discord and say hello – we’re always creeping in there, listening to your feedback and ideas.

RevolVR 3 Developer Diary Part I: The Lorebenders

RevolVR 3

I wake up. Who am I? I do remember the name, Wuxia. Besides that though… I seem to be a video game character? Let’s see what I’ve got. Two guns. Guns are good. Solid. Also two breasts? Guns and breasts—but no conveniently revealing miniskirt? Not a leather strap across the nipples? Must be an NPC then.

Ah, a mirror. A full-face mask to save money on animation and a douchey Kung Lao type of hat. So not just an NPC, a token Asian NPC. Great. Explains Wuxia which isn’t even a proper Chinese name. Hope I get to shoot somebody before my plot-essential death.

RevolVR 3

And what is this place anyway? Shadow quality from two years ago? Every 3D prop reused at least five times? All characters are just a retextured base model?

Damn, I ended up in VR.

This is the first part of the RevolVR 3 development diary. Twice a month, we’ll be posting an exclusive on VRFocus telling a sad, but truthful story of our journey.

A retro-futuristic saloon filled with robots. Judging by graphics, we are not doing Westworld, are we? They would’ve had bigger budgets. What are we doing then? Probably I’d better find the producer. Not hard to spot: there he is, sitting on a chair, leaning against the wall, clearly has been in a drunken stupor for days. A pretentious tattoo on his face in Gothic type, saying ‘Agnes’.

“Wake up, dude. What is this place?”

“Hi, I’m Dima of Dima Productions!”

(First thing they do, always, is give you their business card.)

“Spare the networking. What’s with the ink, Agnes? Girlfriend?”

“I get it, funny! No, of course not. It stands for Alignment in Gaming is Necessary for Execution Success.”

“I think you need professional help.”

“Yeah, mind your own business.”

“What’s the lore of this place?”

“Lore?..”

“Story. World-building principles. Like Beatsaber is a Jedi on a treadmill or Superhot is low-poly Matrix without the sex scenes.”

“Ah, this. You’re all robots used to promote revolvers. People inhabit your bodies and shoot each other to test the things. Also you… people… gather here, in the saloon, to entertain yourselves and such.”

So we’re doing the Westworld ripoff after all. Sad. As Lemony Snicket once noted on VR game development, “Oftentimes. when people are miserable, they will want to make other people miserable, too.” Anyway, I’m getting tired of this guy. You know how to make any producer scram? Ask one simple question.

“So, where are you in your release schedule?”

And look at him go! Gotta admire the velocity these people can develop when asked about deadlines. Let’s look for a developer then. There is a fat guy in the corner building something, sure looks like he’s good for it.

“Who are you?”

“Engineer, from Jetstyle. We’re building this place.”

“Looks like you’re pretty much done already.”

“You don’t get it, the environment is maybe 20% of it. The saloon is going to be the social hub of RevolVR 3, so I’m currently developing social features for the voice chat. Look at these: Mute, Mute Everyone, Block, Hide, Kick, Ban. All very good.”

“Sounds more like anti-social features to me.”

He frowns.

“Ah, so you’re one of these people. Listen, online interaction is just virtue-signalling and aggression. Everything else is just distractions. Look at Facebook. Sure, there are Like, Comment and Share, but on the other side you’ve got so much more: Hide, Snooze author, Unfollow, Report, Unfriend. So good! If not for aggression, why would you even want to shoot strangers in VR? Even you! You’re virtue-signalling right now!”

“Am not, I literally just said hi.”

“No, I mean I’ve programmed you to virtue-signal. All characters have a little box above their heads to display game progress and achievements.”

RevolVR 3

I look up. Damn.

“I wonder if I can get y’all in group therapy. So when did you develop your life principles?”

“Oh, these are not principles. We only have three principles. One: Never forget the number of our principles. Two: never use numbered lists.”

“Right. When did you develop your life philosophy?”

“They give you a brochure when you’re promoted to senior engineer. If you want some pointers, I can lend it to you.”

He reaches to get a thin book entitled Introduction to effective anger management in game design.

“I’ll pass. Can you tell me who I am? Why the stupid hat?”

“No time. Better talk to the publisher.”

He waves his hand and gets back to work. Lovely. So I am to approach the suit. He stands in the middle of the saloon chatting with the robotic bartender and smoking a metal cigar (what?)

“Hi, I am Wuxia. You the publisher?”

“Nice to meet you, Wuxia. I am Allan of Never Bored, the proud publisher of RevolVR 3.”

“At least you seem… normal.”

“I am as normal as they make ’em!”

He winks. Cringy. Do people still wink even?

“All right, then tell me about me. What am I doing in this game? What’s the story?”

“RevolVR 3 is an upcoming VR shooter carrying on its LBE predecessors. RevolVR 2 is now present at 78 arcades around the world. In two years, it has attracted more than three million plays.”

“Okay, good. WHAT IS THE GAME ABOUT?”

“RevolVR 3 is an upcoming VR shooter carrying on its LBE predecessors.”

“Shut up!”

“RevolVR 3 is an upcoming VR shooter…”

Okay, they gave me guns for a reason, right? I reach for a revolver and shoot the guy right in the forehead. He drops instantly. I must say, that does feel rewarding. (Also my gun shoots shurikens? For reals?)

Wait, what’s that? A magnetic claw protrudes from the ceiling and lowers down an exact copy of the publisher.

RevolVR 3

“You like that?”, asks the developer, watching. “This is how we do respawning. Nice effect, huh?”

The suit comes to life, looks at me, smiles and says, “Nice to meet you, Wuxia. I am Allan of Never Bored, the proud publisher of RevolVR 3.”

All right, the humans of RevolVR 3 are clearly bonkers. Let’s go talk to the robots.

If you’re interested in following slightly more serious updates on RevolVR 3 development, follow us on Twitter, Instagram or Discord.

Reality Clash Developer Diary – March 2020

Welcome to another edition of our Developer Diary series. This month we will be looking at an exciting new partnership and some of the latest changes to the Trading Platform…

Reality ClashWith many games industry events now cancelled due to the ongoing COVID-19 pandemic and many countries in various states of social distancing, we’ve been chained to our desks, focused on improvements to the Reality Clash Trading Platform and finalising our Non-Fungible Tokens (NFT) schedule (more on that anon).

The new Reward Points system has been pushed live and is working as expected, so Traders can now use their accumulated points to get discounts on in-game items at The Armoury. Earning these points in the game is simple and with a current rate of 1 point to 1 RCC (our currency), players can get their hands on some fantastic discounts without too much effort.

With new game mechanics such as these, it’s crucial to remove as many barriers to entry as possible – As Reality Clash is a title that is fusing the worlds of augmented reality (AR), virtual reality (VR), location and the blockchain, we have to be mindful of the learning curves we ask our players to ride.

Reality ClashSo maybe we should do a bit of exposition on NFTs (and Japanese gaming culture) in the context of a new partnership with entered into. As of this week, Reality Clash weapons are now tradable on the Nagemon Marketplace in Japan, offering a new audience and platform for in-game traders. With the Nagemon platform particularly popular in Asia, we are looking forward to expanding exposure of our mobile videogame and NFTs in the region.

What’s an NFT? All the Nagemon Gacha collectable in-game items are ‘tokenized’ on the blockchain as NFTs, which ensures uniqueness, proof of ownership and security for players. Participating videogames from other publishers include Gods Unchained and CryptoMotors.

Started in 2019, Nagemon is a product of Bacoor Inc., the company behind HB Wallet, which allows users of the Ethereum (ETH) cryptocurrency to manage their funds. Nagemon is also an NFT Market, where players can trade their tokenized assets for ETH or Stablecoins.

Reality Clash - Nagemon gacha 2As part of the partnership, our NFTs will also be available on Nagemon’s virtual Gacha games. You may already be aware of a Gacha machine without knowing it – it traditionally involves a physical machine in which you put in a coin and receive a random collectable. This mechanic is very well-known and popular in Japan, with Nagemon looking to introduce more users to this game by making it virtual and available to anyone with an internet connection.

It’s a compelling business model and we fully expect other Western developers and publishers to start exploring how it can augment their AR and VR gameplay mechanics.

In other developments on the theme, we will soon be releasing our finalised NFT schedule for 2020 – in other words, the pipeline of collectable in-game items we’ll be making available to players. This will make adjustments to the display of rarity for each item and clarify how future weapon releases will work – again everything we’re doing here is about transparency for players and end-users.

More details on this, plus our revamped AR/location UI, will be covered in the April instalment of this diary.

Reality Clash Developer Diary – February 2020

Welcome to the latest edition of our Developer Diary series. This month we will be looking at the new features in the Marketplace, celebrating our placement in the Top 50 blockchain games companies for 2020, plus a sneak peek at our new AR UX…

Reality ClashJanuary has come and gone, but we’ve started the year with a blast, having attended and spoken at Pocket Gamer Connects 2020, been recognised as a Top 25 Blockchain Games company and launched new features for the Reality Clash trading platform, all the while continuing to work on the UI redesign of the mobile videogame.

Phew. A lot has happened. We are absolutely delighted – and extremely humbled – to be named as #25 in the Top 50 Blockchain Games companies, as compiled by BlockchainGamer.

It wasn’t something we were expecting but, like the awards last year, it’s amazing for the team to be recognised for all the hard work they’ve put in over the previous 12 months.

Now, on to more technical matters. We’ve had several requests from our community to introduce a better way of tracking ‘sell’ orders within the Marketplace platform. Some of our savvy traders have managed to rake in some serious profits by trading Reality Clash in-game weapons, but have found keeping tabs on sales more difficult than it should be. To make the process more efficient, we have introduced a brand-new ‘My Listings’ page, from which traders can view and easily amend all of their active listings on the Marketplace.

We have also added a ‘Top Traders’ section to the website. This leaderboard highlights the most successful traders on our platform with the ability to sort between the daily, weekly and all-time Top Traders. If you’ve made the list, congratulations!

Reality Clash
Reality Clash new UI design.

All traders on this leaderboard are anonymous by default. However, it’s possible for you to remove this anonymity in profile settings and show off your spot amongst the Top Traders. We’re working on some exciting rewards for our Top Traders too, so if you’ve made the list, hold onto that spot.

Finally, we have also adjusted the display of items in the Armoury and Marketplace to highlight the volume of items available and have priced all items in a live USD value which is equivalent to the price of RCC. This gives our new and old users a better idea of the value of their NFTs on the open market.

Oh – and one more thing: We’ve started working on a new design for Reality Clash mobile AR combat game itself, including a UI overhaul design plan which will be implemented in the next couple of months.

We can’t wait to show it off – the design will be brighter and more responsive, with improved UX. Here’s a sneak peek to keep you going until our next diary when full details will be revealed for the first time!

Reality Clash Developer Diary – November 2019

The past month has once again flown by, with the team appearing at several conferences, award shows and even flying halfway across the world to Jordan and China.

But there’s no rest for the wicked – game development and research has continued, with improvements being made to the live Reality Clash build throughout October. For example, players will notice that the red boundary warning screen is now far less intrusive than it was previously, as we have pushed back the walls of our virtual world – to avoid disruption to play.

As mentioned in our last Diary, we have also been delving into the world of Admix, an innovative new piece of software which places immersive advertising within AR/VR game worlds. This has been a fantastic experience and really highlights the possibilities for future in-game advertising that – believe or not – can actually improve the player experience and provide a more immersive environment.

We are also proud to have taken home the Crypto Games Conference award for ‘Best AR/VR Game’ in this year’s award ceremony in Kiev. This marks another award win for the Reality Gaming Group Studio, but don’t worry, we won’t let it go to our heads.

As alluded to above, both Reality Clash founders have had another busy month, with Tony Pearce speaking at the Global Mobile Games Conference, which was hosted in Jordan.

And in addition to ongoing development work, Morten also attended and spoke at the Design & Creativity week in China as part of a new agreement between Reality Clash publisher Reality Gaming Group and the Chengdu government. This is an exciting new opportunity for the studio as we expand in 2020.

Reality Clash -

That’s not all. We have also teamed up with the cross-reality gaming platform Silica Nexus. We will be working with their innovative technology on the development and distribution of tokenised in-game assets. For starters, Reality Clash will be offering limited edition Silica Nexus guns inside videogame vending machines as prizes. Next year these vending machines will be located inside some of the largest arcades across the USA.

Reality Clash -

As part of this partnership, Silica Nexus will be promoting Reality Clash alongside their own platform at the IAAPA Expo in Orlando this month. As part of the event, we’ve designed an exclusive Reality Clash gun that will be awarded to new users and tournament attendees. Best of luck to everyone!

We are looking forward to our ongoing work with Silica Nexus as they bring new technology and possibilities to an already forward-thinking AR/VR industry.

Stay tuned for next month’s developer diary where we reveal more details about our upcoming STO funding round!

Reality Clash Developer Diary – October 2019

Although Winter is almost upon us and the nights are getting colder, things are still heating up for Reality Clash. This month, we were delighted to have been chosen as Winner of the ‘Blockchain in Mobile’ category of the 2019 Meffy’s awards and as the Best AR/VR Game at the Crypto Games Conference.

Reality Clash Meffys Award

A huge thank you to all of the MEF members and conference attendees who voted for us, the other entrants and the organisers for the time and effort they put in.

Both wins have also coincided with several other awards nominations for Reality Clash/Reality Gaming Group, including the Creativity category at the TIGA Awards, which as any developer will tell you is extremely humbling. It is a fantastic feeling to have received recognition for your project.

In fact, October has been/is a busy month, with several important games industry events and conferences taking place.

Our CEO and Co-Founder Morten Rongaard attended the Crypto Games Conference itself, giving a talk on ‘Breaking The Boundaries of AR Gaming’ and participating in several panel discussions, while our other Co-Founder Tony Pearce has been in Spain at World Telemedia.

Reality ClashFuture Game Features

But it’s not all awards and travel. As discussed in previous editions of this diary, we have been spending the past few months improving the current MVP (Minimum Viable Product) game version and dealing with any bugs that are encountered – but as we move forward into 2020, we have an extensive roadmap of features that we intend to implement. The specifics of these features have been ironed out over the past few weeks and prioritised into a development schedule.

Finalising this schedule has been a great experience because it has given us a chance to talk about how each member of the team sees the future of Reality Clash. As a group, we all have a similar vision for the project, but the differences in opinion also help us to analyse the game from varying perspectives to build something unique. We’re really excited to introduce these new features to our players and we are also grateful for all of the feedback that they have provided so far.

Some of the features we have planned are highly ambitious and so part of the next phase for the studio is a fundraising round. As reported in the press recently, all potential investors will have the opportunity to become shareholders in Reality Gaming Group. This process will also see our Digital Asset Trading Platform and Reality Platform development tools being made available to 3rd party developers under license, which we’ll reveal more details of shortly.

It all adds up to a busy Q4 – See you next month!

Reality Clash Developer Diary – September 2019

Another month has flown by, with our dedicated team working hard making fixes and preparing new features for the Mobile Game and Trading Platform – but we’ve also been out and about engaging with the public, both in-person and through an experimental influencer campaign.

First up, we recently hosted our first-ever Reality Clash tournament at the ‘Games & Chains’ blockchain games networking event in London. Not only was this a fantastic opportunity for us to showcase the videogame to fellow developers and gamers, but it also gave us a chance to test out some different tournament styles and figure out which maps are best for certain scenarios. The Reality Clash videogame itself was really well received and we got some great feedback from participants – which will help us at our future events.

We learned a lot from the experience, realising that we will need a ticketing system for our next tournament, as we found many attendees just wanted to get into the videogame as quickly as possible regardless of whether it was an official tournament matchup or just a friendly game!

Marketing and our Snap campaign…

 

Last month also saw the launch of our first UK-focused Snap influencer campaign, with famous influencer/TV personalities producing content to encourage their followers to download Reality Clash. We decided to use an agency which helped us select from a pool of influencers and produced special content for the campaign. We were delighted with the results and hugely excited to introduce so many new users to the game!

Reality Clash
You might recognise famous faces such as ‘Sam Gowland’ from ‘Geordie Shore’

Bug fixes and error messages…

Reality Clash Training ObjectivesOf course, it isn’t all about RC tournaments, Snap campaigns and rainbows!

As usual, we continue to deal with any bugs that appear in the live edition. We know it is crucially important that we try and fix any issues as quickly as we can and we feel that we’re currently on track with this.

We recently identified an issue affecting ARCore software on some Android devices. The software was failing to initialise, but without producing any error message, leaving some users to get stuck on loading screens when trying to enter AR combat.

This particular issue has made us look over the current error messages and start work on improving this information for the player. There will be occasions where an opponent’s connection has failed, but the error message does not make it clear who is at fault and so it can be frustrating to receive a network error message when you have a good connection.

To deal with this, we’ll be adding new error messaging in, with more specific information about the issue.

Reality Clash Virtual Arena
We are also redeveloping some of our virtual arenas (aka The Sim)

We are also aware from player feedback that some of the maps in the live game could use improvement. Work is already underway on redesigning some of the maps, as well as introducing exciting new game modes such as “pistol-only” scenarios and “sniper rifles-only”.

Looking at the map design is important as we have free reign to increase or decrease the size of our maps as necessary. If we find that players aren’t using up the entire (or majority) of the space in a map, then we may need to reduce the size or replace certain virtual obstacles to improve gameplay. The next few months will be spent, in part, reviewing the current live game in its entirety and making improvements based on the feedback received over the previous months of play.

As always, if you have any feedback or just want to ask a question about the videogame, feel free to contact us directly at info@realityclash.com or via our social media channels.

Until next time, see you in The Sim!

Reality Clash Developer Diary – August 2019

We’re back for a new edition of the Reality Clash Developer Diary series – and suffice it to say a lot has happened since the last time we checked in with you.

Reality ClashThe Reality Clash videogame is now live as a minimum viable product (MVP) globally, which is super exciting and means we’ve been getting great feedback from both the Reality Clash community and our own in-game analytics.

As such, we’ve spent most of the summer optimising the gameplay and ironing out any teething issues, ensuring we can apply the necessary fixes quickly in our test build before pushing out an update to the live environment. Once again, community feedback has been vital here, in providing real-time bug reporting and additional feature requests.

But what’s been really interesting is seeing how the AR and location elements of Reality Clash are encouraging people to engage with other players and the environments around them.

For example, here are the top 10 real-world locations in London in which players have been skirmishing with each other and mining for resources:

  1. Trafalgar Square
  2. Leicester Square
  3. The World’s End Pub (Camden)
  4. Hyde Park
  5. Regent’s Park
  6. Westfield Stratford
  7. Soho Square
  8. Covent Garden
  9. The Kings Road
  10. Emirates Stadium

We’re still not completely sure why the World’s End pub is so high up the list (we’re working on it), but in broad terms the data has shown us that players are willing to cover a lot of ground in order to secure the advantage – one player, from North West London, trekked an astonishing 20 square km in just two days in order to claim precious in-game territory.

This knowledge has given us the confidence to explore more gameplay ideas – we can see from the data that players are routinely heading to the in-game ‘Safe Zones’ where they can regain health and can take a break from the battle. So now we’re in negotiations with large retailers and pub chains, which will become future Safe Zones in the map, potentially driving hundreds of gamers to a particular location.

Reality Clash newimage2

Another interesting sub-set of players is the UK’s student population. Before the summer we activated a campaign to engage with Subtv’s audience of 1.2M 18-24 year-olds across TV, digital and mobile platforms, encompassing a network of 80+ sites/100+ venues in universities nationwide. By cross-referencing the campaign and in-game data, we extrapolated that these are the top campuses for AR combat and resource mining:-

  1. University of Birmingham
  2. University of Bournemouth
  3. University of Essex
  4. University of Nottingham
  5. University of Exeter
  6. University of Chester
  7. University of Teeside
  8. University of Portsmouth
  9. University of Central Lancashire
  10. Keele University

So much for the cliché that students are lazy – students at the University of Birmingham covered 10 square in-game kilometres in one week…

Forest Gump

Away from the AR elements, we’ve also reorganised our ‘crypto collectibles’ Trading Platform. All the weapons on the platform have been re-tokenised to an ERC721 standard, meaning players can trade in-game items with each other on our platform or on third-party platforms such as opensea.io, all secured on the Ethereum blockchain. The Trading Platform now has a dedicated website which can be found at this link. The tokenised items can be used in Reality Clash and will be made available for use in our future titles. We also hope to work alongside other projects in the space to enable our RC GUN items to operate within other games as well.

Reality Clash - RC Gun

In addition, we’ve been working with influencers and content creators to try and bring Reality Clash to as many users as possible.

And we’re very interested in hearing what YOU would like to see us doing. Is there a specific feature you want to see in the videogame? Is there an event that you think we need to be at?

We’re now finalising our roadmap for the next 12 months – and we’ll be revealing some of the exciting features we have coming up in the next Developer Diary, so stay tuned for more.

Tear it up Next Week When Triangular Pixels Release Smash Hit Plunder

British indie developer Triangular Pixels has been working on its PlayStation VR title Smash Hit Plunder since 2014. After four years of work the team are this week nearing the end, with a launch date planned for this Friday, 5th October 2018.

Smash Hit Plunder

Smash Hit Plunder is a light-hearted physics-based tear-it-up experience inside a haunted medieval castle. As the studio explains it: You play as a mage – you think you’ve just inherited the castle of your dreams from your family, but actually it’s been magically locked up by a ghostly debt collector. Now it’s down to you to find enough hidden treasure in the castle to pay off the debt…”

Featuring sprawling dungeons filled with treasures to find, players will be able to fight ghosts, munch on food, start the odd fire or two and generally cause a bit of chaos. Smash Hit Plunder includes a full narrative, five game modes and progression unlocks.

This isn’t purely a single-player experience either. Thanks to PlayStation VR’s social screen feature a friend can join in the adventure during ‘Treasure Rush’, ‘Scavenger Hunt’ or ‘Free Play’. For even more multiplayer fun up to four players can go head-to-head in hide-and-seek ‘Poltergeist Panic’ or fight for possession in ‘Jewel Duel’.

Smash Hit Plunder

Being the Cornish-based studio that they are, Triangular Pixels has even included support for Kernewek, the Cornish language. Katie Goode, Creative Director of Triangular Pixels said: “Being based in Cornwall, we saw that it was important to support local culture. Cornwall is a magical place and was of great inspiration while making the game – and some of our levels may be recognisable to the its residents. We wanted to do our part in keeping the local language alive and allowing our neighbours read in their own language.”

Smash Hit Plunder will be available both digitally via PlayStation Store and physically in stores thanks to Perp Games. You can pre-order the title from Amazon and GAME for £24.99 GBP. For any further updates from Triangular Pixels keep reading VRFocus, and of course keep an eye out for our review.