Our GDC Experience & Online Updates

Hello people of the internet! Our deepest apologies that we seem to have been M.I.A. for a little while. There were two major factors that led to this: first, two thirds of us were at GDC (Game Developers Conference) in San Francisco all of last week. Second, we’ve been working on getting the online Beta more playable, and it’s been a ton of work. Let’s talk about it in that order… if you just want to hear about the online updates then skip down!

GDC

GDC was awesome. GDC is always awesome. It was our second time going, and this one was equally action packed and equally tiring, but a little less stressful. Unfortunately we had to leave Alex home to keep working on the game, and Kyler and Rich (the one writing this) went to San Francisco.

Our goals for this year’s conference were pretty varied. They included:

  • Meeting with companies from other countries to figure out ways to make our game known in places like Korea, Japan, China, Brazil, and Turkey
  • Talking to publishers about future games
  • Meeting other game developers to continue to grow our network and to find new ideas and solutions to some problems we’ve had
  • Meeting with some press to show them our game
  • Having fun!

Going to try to keep this short, cause falling asleep at your desk is frowned upon in our culture. The show had a huge focus on VR this year, and it seems like every project that comes up is also in VR. This might seem like a fad now, but Kyler is convinced (and I’m almost convinced) that it’s here to stay.

Image taken from GDC16 official pictures.

Image taken from GDC16 official pictures.

Another big highlight was a talk given by Russ Pitts from Take This Inc. about “Depression-Proof Studio Culture”. This talk was about how to deal with mental health issues in the workplace and how to create an environment that is conducive to helping people with issues like depression, anxiety, etc. In the video game world, there’s a disproportionate number of people with these kinds of issues and so far we haven’t done a very good job helping out.

This was the only picture I found of his talk...

This was the only picture I found of his talk...

Some of the things that quite obviously contribute to these problems:

  • Crunch time and crazy working hours, especially without additional praise or compensation
  • Lack of sleep as a result of these things
  • A space where mental health is seen as “not a real problem” and the common symptoms of depression and anxiety are attributed to personality traits
  • Working in dimly lit, crummy locations or situations

Many of the talks were great and were inspiring, but this one was an extremely important one, especially for a small studio that plans to grow and needs to know how to create a safe space to talk about these kinds of issues.

Image taken from GDC16 official pictures.

Image taken from GDC16 official pictures.

It’s really a great thing to be able to talk shop with people from all around the world doing all sorts of different projects. At every party (see: each and every night), there were great people to meet and new perspectives to be learned. There was certainly a lack of sleep throughout the week / weekend, but waking up each morning knowing that we had GDC to look forward to made it all seem, well, possible.

 
 

Some other cool highlights, outside of the actual conference, included the “Musée Mécanique” (or mechanical museum) which housed a ton of really old school arcade games, all the way back to the mechanical machines that were used in the first arcades.

We also went to the exploratorium, where we explored. A lot. It’s basically a ton of interactive mini-exhibits relating to science in some way; some were phenomena of electricity and magnetism, some of optics and illusions, some of interpersonal interactions and social issues. Here are a couple of pics of an awesome spherical mirror and a piece of glass / mirror that allowed Kyler and Rich to combine themselves.

Online Work

We’ve been working on the online multiplayer portion of the game for the last little while, and have seen some steady progress. We pushed a new build of the game into the “OnlineBeta” branch on Steam, so players can play around with that. Keep in mind port forwarding is still needed to set up the game, but the major changes can be seen on our Steam forums: check out the fixes here and the list of known bugs here.

If you find anything that isn't on the list of known bugs, please let us know by filling out the bug report form! Again, thanks for the patience while we get it sorted out :)

Twas The Day Before Launch...

And not a creature stirred. Actually, many creatures stirred. Namely, the three developers on our game Ultimate Chicken Horse. We're stirring quite a bit to have as smooth a launch as possible, and it's a pretty intense experience.

The local game is playable, fun, and ready to rock, but the online multiplayer is still in a bit of a beta state. I know this is a disappointment to some, but on the bright side it will be functional and we'll have it up and perfect in no time. Our estimation in how long it would take to code was simply too low... but on the bright side, the main game on Steam is still the awesome thing you were expecting. We're finishing up the online stuff but you can access it in the beta branch on Steam by following these instructions.

Spoiler: it's not too easy!

Spoiler: it's not too easy!

We'll be the first ones to admit that we're not as ready as we would like to be, and that when we delayed the launch, we probably should have delayed it further. We made a mistake in picking this date without the estimation experience to know that it would bite us, but in life we need to make mistakes to learn. At the end of the day we think our game is super fun, and plan to let this mark the beginning of our relationship with players who will receive new content after launch. We don't think players will be disappointed with the game they're getting when they buy Ultimate Chicken Horse, and we think they'll be impressed when they see what we have coming.

Why aren't we delaying the launch again? Good question. First of all, we want to get the game in the hands of the people who have been waiting for it, even without a fully bug-free online branch. Second, press and YouTubers and streamers are already playing the game and are ready to launch their info / reviews / videos on March 4th. We don't want to miss the opportunity by having videos made and have the game not be available for purchase. As long as the world knows that the online is there and that a better version is coming, we should be fine. 

In more positive news though, our new launch trailer is ready to roll, but you'll have to be patient and wait until tomorrow to see it! Hence the name "launch trailer"!

We hope that the community will be with us in the continued development of the game; there are certain features that we'd like to include and we plan to do so as soon as we launch. The online multiplayer is almost ready, and the next step is the Sandbox mode which we promised during Kickstarter, where players can free build and (ideally) share their levels that they've created. 


Ultimate Chicken Horse Launches in Two Weeks!

Greetings!

It’s starting to heat up in the world of Clever Endeavour as we prepare for the launch of Ultimate Chicken Horse on March 4th! That’s right, we actually have a release date! Please leave comments on Steam when we launch… we’ll love you forever :)

We’ve been super, super busy trying to get everything in order for launch and trying to make sure that our game is as awesome as it can possibly be for launch. So what does this mean?

Setting Up the Unlock System

One of the things we hadn’t worked on at all, but always planned for, was an unlock system so that when the game starts, not all of the characters and levels are available to you. There are a couple of reasons for this. First, we want to introduce new players to the levels slowly, so they don’t get overwhelmed and feel like the game is too hard. Some of the later levels are quite challenging… Second, we like the idea of being rewarded for doing well, and the excitement of unlocking a new outfit, level or character makes it worth it!

New Level: Metal Plant

Kyler’s been finishing up the art on our newest level, Metal Plant. The level is going to be quite difficult, with components constantly in motion. You’ll also notice there’s glue on each of the moving pieces (see gif below) and that means you can attach all sorts of stuff to it to make it more dangerous. Or more helpful, but who wants that??

UI Overhaul

One of the most important steps in polishing our game (or most games, for that matter) is going over the UI (user interface) and making sure everything is intuitive. Players sometimes had issues understanding certain game details at shows, and we needed to give press extra instructions when sending them a build of the game. We also had some camera issues where the camera would block off certain things or the UI would be layered in strange ways, so we fixed that up. A simple example is that in Creative mode, when one player is selecting, the other player (the one that’s placing) isn’t covered by the booklet that opens up:

Online Multiplayer?

Working on it! We wanted to finish up our build for the press (see below) so that we had something polished to put out for reviews. We’re still working on the online multiplayer though and it’s going fairly well, we’re going to do our best to make it happen!

Making a Trailer

We’ve been working on a new launch trailer which we hope will take over the internet! Alright maybe not quite, but we’d like to at least make a little dent. Our first trailer was nice, but we wanted to show off all of the new features while still making a video that explains the game well. The trailer isn’t done yet but it should be ready by next week.

Emailing Press

It’s time! Or, it was time I guess. Today we emailed the press to tell them of our launch date, give them review copies of the game, and give them all the information they need to write reviews or articles about Ultimate Chicken Horse. The only thing that’s missing from this build is the online multiplayer, and surely there are some minor bugs we’ll discover along the way. We met a lot of great press throughout our adventures: GDC, Kickstarter, PAX Prime, Montreal ComicCon, PAX South… and I think they’re looking forward to this.

Plans for Console?

Yes, we plan to come to console if everything goes according to plan, but we haven’t yet decided in what order or what kind of timeline we’re looking at. Hang tight!

Again, we want to thank you for your continued support throughout our development, we can see the finish line! :